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青少年游戏玩家的情绪体验与游戏时长及游戏障碍风险的关联:一项生态瞬时评估研究。

Associations of emotional experience with gaming duration and risk of gaming disorder among adolescent gamers: An ecological momentary assessment study.

作者信息

Lo Camilla K M, Chan Edward W W, Ho Frederick K, Yu Lu, Chui William W H, Chan Ko Ling

机构信息

Department of Applied Social Sciences, The Hong Kong Polytechnic University, Hong Kong.

School of Health and Wellbeing, University of Glasgow, Glasgow, UK.

出版信息

Addiction. 2025 Sep;120(9):1853-1862. doi: 10.1111/add.70088. Epub 2025 May 4.

Abstract

BACKGROUND AND AIMS

Affect has been shown to be associated with gaming disorder (GD), but little is known about how its temporal tendency may predict excessive gaming. We aimed to evaluate how affect intensity and fluctuations may predict gaming duration and risk of GD among adolescent gamers.

DESIGN

A longitudinal study with ecological momentary assessment (EMA) to collect participants' data at four time points throughout the day during a 14-day observation period.

SETTING

July and August 2023 in Hong Kong SAR, China.

PARTICIPANTS

A total of 317 adolescents (37.2% female; M = 15.5) who self-identified as regular gamers.

MEASUREMENTS

The major measures were daily game time, GD (Internet Gaming Disorder Scale; IGDS9-SF) and affect intensity (the Positive and Negative Affect Schedule; PANAS), while affect fluctuations were captured by obtaining the root mean squared of successive differences of the PANAS scores.

FINDINGS

Both overall negative affect intensity [β = 0.3816, 95% confidence interval (CI) = 0.0941-0.6691, P = 0.0095] and fluctuations (β = 0.5123, 95% CI = 0.0567-0.9679, P = 0.0277) were statistically significantly associated with the follow-up IGDS9-SF score. In terms of positive affect, only affect fluctuations were statistically significantly associated with IGDS9-SF score (β = 0.4457, 95% CI = 0.0279-0.8636, P = 0.0367). At within-person level, both daily negative affect intensity (exponentiated β = 1.0159, 95% CI = 1.0018-1.0302, P = 0.0265) and fluctuations (exponentiated β = 1.0144, 95% CI = 1.0030-1.0258, P = 0.0130) were statistically significantly associated with daily game time. Daily positive affect intensity (exponentiated β = 1.0136, 95% CI = 1.0025-1.0248, P = 0.0166) was statistically significantly associated with increased daily game time at within-person level. The association between daily positive affect fluctuations and game time was statistically non-significant.

CONCLUSIONS

Both intensity and fluctuations of negative affect may predict gaming duration and risk of gaming disorder among Hong Kong adolescents. For positive affect, emotion intensity may be more related to gaming duration, and emotion fluctuations may be more related to adolescents' risk of gaming disorder.

摘要

背景与目的

情感已被证明与游戏障碍(GD)有关,但对于其时间趋势如何预测过度游戏行为,人们了解甚少。我们旨在评估情感强度和波动如何预测青少年游戏玩家的游戏时长和患游戏障碍的风险。

设计

一项纵向研究,采用生态瞬时评估(EMA)在14天观察期内的四个时间点收集参与者的数据。

地点

2023年7月和8月,中国香港特别行政区。

参与者

共有317名青少年(女性占37.2%;平均年龄M = 15.5岁),他们自我认定为经常玩游戏的玩家。

测量方法

主要测量指标为每日游戏时间、游戏障碍(互联网游戏障碍量表;IGDS9 - SF)和情感强度(积极和消极情感量表;PANAS),情感波动通过获取PANAS分数连续差值的均方根来捕捉。

研究结果

总体消极情感强度[β = 0.3816,95%置信区间(CI)= 0.0941 - 0.6691,P = 0.0095]和波动(β = 0.5123,95% CI = 0.0567 - 0.9679,P = 0.0277)与随访时的IGDS9 - SF得分在统计学上均显著相关。就积极情感而言,只有情感波动与IGDS9 - SF得分在统计学上显著相关(β = 0.4457,95% CI = 0.0279 - 0.8636,P = 0.0367)。在个体层面,每日消极情感强度(指数化β = 1.0159,95% CI = 1.0018 - 1.0302,P = 0.0265)和波动(指数化β = 1.0144,95% CI = 1.0030 - 1.0258,P = 0.0130)与每日游戏时间在统计学上均显著相关。每日积极情感强度(指数化β = 1.0136,95% CI = 1.0025 - 1.0248,P = 0.0166)在个体层面与每日游戏时间增加在统计学上显著相关。每日积极情感波动与游戏时间之间的关联在统计学上不显著。

结论

消极情感的强度和波动都可能预测香港青少年的游戏时长和患游戏障碍的风险。对于积极情感,情感强度可能与游戏时长更相关,而情感波动可能与青少年患游戏障碍的风险更相关。

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