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按游戏使用类型划分的感知压力、主观幸福感和心理社会变量的差异。

Differences in Perceived Stress, Subjective Well-Being, and Psychosocial Variables by Game Use Type.

作者信息

Jeong Goo-Churl, Kim Kwanhyeong, Kim Bee

机构信息

Department of Counseling Psychology, College of Creativity and Convergence, Sahmyook University, Seoul 01795, Republic of Korea.

Department of Counseling Psychology, Graduate School, Sahmyook University, Seoul 01795, Republic of Korea.

出版信息

Behav Sci (Basel). 2024 Dec 10;14(12):1178. doi: 10.3390/bs14121178.

DOI:10.3390/bs14121178
PMID:39767319
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11672905/
Abstract

This study examined the differences in perceived stress, subjective well-being, psychosocial variables, and differences in parents' parenting styles according to game use type among Korean adults. The study involved 300 participants in their 20s and 30s, a demographic typically associated with frequent gaming. Data were collected through an online survey company, and analyses were conducted using SPSS 25.0, including correlation, cluster, ANOVA, and correspondence analyses. The results showed that the general and adaptive game use groups had significantly lower levels of perceived stress than the maladaptive and risky game use groups. Additionally, the adaptive game use group exhibited significantly higher subjective well-being than the maladaptive game use group. In terms of psychosocial characteristics, except for the general game use group, none of the other groups considered online gaming as addictive. Parenting styles showed significant differences in relation to game use in adulthood. Notably, democratic parenting styles were associated with the general and adaptive game use groups, whereas neglectful parenting styles were linked to the risky game use group. These findings suggest that the risky game use group is as vulnerable to stress as the maladaptive game use group, emphasizing the need for targeted screening and social attention for the risky game use group.

摘要

本研究调查了韩国成年人中,根据游戏使用类型在感知压力、主观幸福感、心理社会变量以及父母教养方式上的差异。该研究涉及300名二三十岁的参与者,这一年龄段人群通常与频繁游戏相关。数据通过一家在线调查公司收集,并使用SPSS 25.0进行分析,包括相关性分析、聚类分析、方差分析和对应分析。结果显示,一般游戏使用组和适应性游戏使用组的感知压力水平显著低于非适应性和高风险游戏使用组。此外,适应性游戏使用组的主观幸福感显著高于非适应性游戏使用组。在心理社会特征方面,除了一般游戏使用组外,其他组均不认为网络游戏会上瘾。成年期的父母教养方式在游戏使用方面存在显著差异。值得注意的是,民主型父母教养方式与一般游戏使用组和适应性游戏使用组相关,而忽视型父母教养方式与高风险游戏使用组相关。这些发现表明,高风险游戏使用组与非适应性游戏使用组一样容易受到压力影响,强调了对高风险游戏使用组进行针对性筛查和社会关注的必要性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4462/11672905/ee8b19b17b19/behavsci-14-01178-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4462/11672905/ebf88869ee84/behavsci-14-01178-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4462/11672905/465e922fc974/behavsci-14-01178-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4462/11672905/ee8b19b17b19/behavsci-14-01178-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4462/11672905/ebf88869ee84/behavsci-14-01178-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4462/11672905/465e922fc974/behavsci-14-01178-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4462/11672905/ee8b19b17b19/behavsci-14-01178-g003.jpg

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本文引用的文献

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Behav Sci (Basel). 2024 Mar 21;14(3):259. doi: 10.3390/bs14030259.
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Exploring the Psychosocial Factors between Adaptive and Maladaptive Use of Gaming among Korean Adolescents.
探索韩国青少年游戏适应性与非适应性使用之间的心理社会因素。
Children (Basel). 2023 Jun 14;10(6):1059. doi: 10.3390/children10061059.
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