Zhou Hui, Hung Hui Bryant Pui, Wang Tulips Yiwen, Wu Anise M S
Department of Psychology, School of Educational Sciences, Chongqing Normal University, Chongqing, China; Department of Psychology, Faculty of Social Sciences, University of Macau, Macau.
Department of Applied Social Sciences, Faculty of Health and Social Sciences, The Hong Kong Polytechnic University, Hong Kong, China; Mental Health Research Center, The Hong Kong Polytechnic University, Hong Kong, China.
Addict Behav. 2025 Apr;163:108245. doi: 10.1016/j.addbeh.2024.108245. Epub 2025 Jan 2.
Previous research investigating Internet gaming disorder (IGD) in China involved mainly youth samples despite the large population of adult gamers. Drawing on the self-regulatory executive function model, this study aimed to demonstrate the psychometric robustness of negative and positive gaming-specific metacognitions assessed by the short-form Metacognitions about Online Gaming Scale (MOGS; Study 1). Then, Study 2 aimed to explore bidirectional associations between these two factors of the MOGS and IGD among a broad age spectrum of Chinese adult gamers. Through online surveys, we obtained data from Chinese community adults: Study 1 surveyed 409 past-month gamers (M = 42.45, SD = 11.66; 53.8 % female) and Study 2 surveyed 266 past-month gamers (M = 34.76, SD = 11.78; 65.8 % female). Results of Study 1 supported the robustness of the two-factor structure, demonstrated the short-form MOGS' satisfactory convergent validity and reliability, and displayed its scalar invariance between community adults and university students. Study 2 found bidirectional associations between negative metacognitions only and IGD, in which baseline negative metacognitions were associated with higher levels of individuals' follow-up vulnerability to developing IGD. In contrast, IGD had a prospective effect on negative metacognitions 6 months later. IGD also showed a significant prospective effect on positive metacognitions. These findings demonstrate that the short-form MOGS is a cost-effective tool for measuring gaming-specific metacognitions in Chinese adults, highlighting the prominent role of negative metacognitions in the vicious circle of maladaptive metacognitions and IGD, which has implications for IGD preventions.
以往对中国网络游戏障碍(IGD)的研究主要以青少年为样本,尽管成年游戏玩家数量众多。本研究基于自我调节执行功能模型,旨在证明通过网络游戏元认知量表简版(MOGS;研究1)评估的消极和积极游戏特定元认知的心理测量稳健性。然后,研究2旨在探讨MOGS这两个因素与中国成年游戏玩家广泛年龄谱中的IGD之间的双向关联。通过在线调查,我们从中国社区成年人中获取了数据:研究1调查了409名过去一个月内玩游戏的人(M = 42.45,SD = 11.66;53.8%为女性),研究2调查了266名过去一个月内玩游戏的人(M = 34.76,SD = 11.78;65.8%为女性)。研究1的结果支持了双因素结构的稳健性,证明了MOGS简版具有令人满意的收敛效度和信度,并显示了其在社区成年人和大学生之间的标量不变性。研究2发现只有消极元认知与IGD之间存在双向关联,其中基线消极元认知与个体后续发展为IGD的更高易感性相关。相反,IGD在6个月后对消极元认知有前瞻性影响。IGD对积极元认知也有显著的前瞻性影响。这些发现表明,MOGS简版是测量中国成年人游戏特定元认知的一种经济有效的工具,突出了消极元认知在适应不良元认知和IGD恶性循环中的突出作用,这对IGD的预防具有启示意义。