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消极生活事件对大学生网络成瘾问题的影响:无聊倾向调节的链式中介模型

The effects of negative life events on college students' problematic online gaming use: a chain-mediated model of boredom proneness regulation.

作者信息

Zhao Zhenyu, Zhao Mengmeng, Wang Ruixin, Pan Huiru, Li Lina, Luo Hongge

机构信息

School of Psychology and Mental Health, North China University of Science and Technology, Tangshan, China.

出版信息

Front Psychol. 2024 Dec 6;15:1426559. doi: 10.3389/fpsyg.2024.1426559. eCollection 2024.

DOI:10.3389/fpsyg.2024.1426559
PMID:39712547
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11658982/
Abstract

The study investigated the impact of negative life events on college students' problematic online gaming use, as well as the mediating role of basic psychological needs and anxiety, and the moderating effect of boredom proneness. A total of 1,102 college students were surveyed by using the Adolescent Negative Life Events Scale, Basic Psychological Needs Scale, GAD-7, DSM-5, and Boredom Proneness Scale. From the sample, 881 participants with experience in online gaming were selected for the study. The results showed that: (1) Controlling for gender and grade, negative life events significantly and positively predicted problematic online gaming use. (2) Basic psychological needs and anxiety played a mediating role in the relationship between negative life events and problematic online gaming use. (3) Boredom proneness significantly moderated the first half of the model. Basic psychological needs and anxiety mediate the relationship between negative life events and college students' problematic online gaming use. Moreover, under conditions of low boredom proneness, the independent mediating effect of basic psychological needs and the mediating effect of basic psychological needs and anxiety are enhanced, while the independent mediating effect of anxiety is weakened.

摘要

该研究调查了消极生活事件对大学生网络游戏问题使用的影响,以及基本心理需求和焦虑的中介作用,以及无聊倾向的调节作用。通过使用青少年消极生活事件量表、基本心理需求量表、广泛性焦虑量表、《精神疾病诊断与统计手册》第5版和无聊倾向量表,对1102名大学生进行了调查。从样本中选取了881名有网络游戏经验的参与者进行研究。结果表明:(1)在控制性别和年级的情况下,消极生活事件显著正向预测网络游戏问题使用。(2)基本心理需求和焦虑在消极生活事件与网络游戏问题使用之间起中介作用。(3)无聊倾向显著调节了模型的前半部分。基本心理需求和焦虑中介了消极生活事件与大学生网络游戏问题使用之间的关系。此外,在低无聊倾向条件下,基本心理需求的独立中介作用以及基本心理需求和焦虑的中介作用增强,而焦虑的独立中介作用减弱。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/207a/11658982/e91fbd3ee9fb/fpsyg-15-1426559-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/207a/11658982/780505e0a677/fpsyg-15-1426559-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/207a/11658982/728253af47ef/fpsyg-15-1426559-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/207a/11658982/e91fbd3ee9fb/fpsyg-15-1426559-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/207a/11658982/780505e0a677/fpsyg-15-1426559-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/207a/11658982/728253af47ef/fpsyg-15-1426559-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/207a/11658982/e91fbd3ee9fb/fpsyg-15-1426559-g003.jpg

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