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青少年中从情感虐待到问题游戏的纵向路径:精神病态的作用。

Longitudinal pathways from emotional abuse to problematic gaming in adolescents: The role of psychoticism.

作者信息

Verrastro Valeria, Saladino Valeria, Giordano Fiorenza, Calaresi Danilo

机构信息

Department of Health Sciences, Magna Græcia University of Catanzaro, Viale Europa, 88100 Catanzaro, Italy.

Department of Human, Social and Health Sciences, University of Cassino and Southern Lazio, Viale dell'Università, 03043 Cassino, Italy.

出版信息

Compr Psychiatry. 2025 Feb;137:152569. doi: 10.1016/j.comppsych.2024.152569. Epub 2024 Dec 26.

Abstract

BACKGROUND

Problematic gaming (PG) has emerged as a major concern due to its potential impact on adolescents' everyday lives. Emotional abuse (EA) and psychoticism are considered factors influencing PG, but their long-term interactions have not been extensively studied. This research investigates these relationships over time using the Interaction of Person-Affect-Cognition-Execution (I-PACE) model.

METHODS

The study involved 1902 Italian adolescents (mean age = 15.45, SD = 1.10) in a three-wave longitudinal study. Surveys were conducted at the beginning (T1), after six months (T2), and after twelve months (T3). Structural equation modeling (SEM) was used to evaluate bidirectional relationships and mediation effects among the variables.

RESULTS

The findings indicated that EA consistently predicted both psychoticism and PG, while psychoticism consistently predicted PG. However, psychoticism did not predict EA, and PG did not predict either EA or psychoticism. Significant mediation effects were found from EA at T1 to PG at T3 through EA at T2, psychoticism at T2, and PG at T2, as well as from psychoticism at T1 to PG at T3 through psychoticism at T2 and PG at T2. No significant indirect effect was observed from psychoticism at T2 to PG at T3 through EA at T2.

CONCLUSIONS

The results suggest that adolescents experiencing EA are more prone to PG, with psychoticism worsening this effect. Effective interventions might include emotional support programs and therapies targeting psychoticism traits. Combining these approaches could improve treatment outcomes for adolescents with PG.

摘要

背景

问题性游戏(PG)因其对青少年日常生活的潜在影响已成为一个主要关注点。情感虐待(EA)和精神质被认为是影响PG的因素,但其长期相互作用尚未得到广泛研究。本研究使用人-情感-认知-执行交互(I-PACE)模型对这些关系进行长期调查。

方法

该研究在一项三波纵向研究中纳入了1902名意大利青少年(平均年龄 = 15.45,标准差 = 1.10)。在开始时(T1)、六个月后(T2)和十二个月后(T3)进行调查。使用结构方程模型(SEM)评估变量之间的双向关系和中介效应。

结果

研究结果表明,EA始终能预测精神质和PG,而精神质始终能预测PG。然而,精神质不能预测EA,PG也不能预测EA或精神质。发现从T1时的EA通过T2时的EA、T2时的精神质和T2时的PG到T3时的PG存在显著中介效应,以及从T1时的精神质通过T2时的精神质和T2时的PG到T3时的PG存在显著中介效应。未观察到从T2时的精神质通过T2时的EA到T3时的PG有显著间接效应。

结论

结果表明,经历EA的青少年更容易出现PG,精神质会加剧这种影响。有效的干预措施可能包括情感支持项目和针对精神质特质的治疗。结合这些方法可以改善PG青少年的治疗效果。

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