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游戏时间和冲动性作为游戏障碍风险的独立但互补的预测因素。

Gaming time and impulsivity as independent yet complementary predictors of gaming disorder risk.

作者信息

Szyszka Paulina Daria, Zajas Aleksandra, Starosta Jolanta, Kiszka Patrycja, Starzec Sylwia, Strojny Paweł

机构信息

Institute of Psychology, Faculty of Philosophy, Jagiellonian University, Kraków, Poland.

Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Kraków, Poland.

出版信息

Sci Rep. 2025 Jan 22;15(1):2854. doi: 10.1038/s41598-024-81359-1.

Abstract

Prolonged gaming time, along with increased impulsivity-a key element of poor self-regulation-has been identified as linked to gaming disorder. Despite existing studies in this field, the relationship between impulsivity and gaming time remains poorly understood. The present study explored the connections between impulsivity, measured both by self-report and behavioral assessments, gaming time and gaming disorder within a cohort of 82 participants. While gaming time exhibited a significant correlation with gaming disorder, only self-reported measures of impulsivity and one behavioral metric showed a correlation with gaming disorder. Self-report measures of impulsivity exclusively predicted gaming disorder when included in a regression model with gaming time. The interaction between gaming time and impulsivity, aside from one behavioral metric was deemed insignificant. These findings suggest that impulsivity and gaming time, although associated with gaming disorder risk, are independent variables. Further research should aim to clarify these relationships and explore potential interventions targeting both DGI and impulsivity to mitigate gaming disorder risk.

摘要

长时间玩游戏,再加上冲动性增加——这是自我调节能力差的一个关键因素——已被确定与游戏障碍有关。尽管该领域已有相关研究,但冲动性与游戏时间之间的关系仍知之甚少。本研究在82名参与者组成的队列中,探讨了通过自我报告和行为评估测量的冲动性、游戏时间与游戏障碍之间的联系。虽然游戏时间与游戏障碍呈现出显著相关性,但只有自我报告的冲动性测量指标和一项行为指标与游戏障碍存在相关性。当将自我报告的冲动性测量指标纳入包含游戏时间的回归模型时,它单独预测了游戏障碍。除了一项行为指标外,游戏时间与冲动性之间的相互作用被认为不显著。这些发现表明,冲动性和游戏时间虽然与游戏障碍风险相关,但它们是独立变量。进一步的研究应旨在阐明这些关系,并探索针对游戏障碍和冲动性的潜在干预措施,以降低游戏障碍风险。

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