关键词: childhood trauma homosexuality individualism social media addiction video game addiction

Mesh : Humans Adolescent Video Games / psychology Technology Addiction Behavior, Addictive / epidemiology psychology Surveys and Questionnaires Risk Factors

来  源:   DOI:10.1002/brb3.3119   PDF(Pubmed)

Abstract:
For decades, video game-related behaviors have been investigated in different psychologic research, much of whose attention has been paid to video game addiction (VGA), while the differences between VGA and social media addiction (SMA) should have deserved more attention. In addition to detecting common risk factors of VGA, one core question is whether social inclination (individualism or collectivism) matters.
The objectives of this study were to clarify the prevalence of VGA and SMA,, identify the influencing factors of VGA, and clarify the relationships between VGA and adolescents\' individualism-collectivism inclination.
The survey was conducted among 110 adolescent psychiatric patients. For each interviewee, psychological scales were filled face to face. Path analysis was used to examine the causation structure of the childhood trauma-related symptoms.
The prevalence of VGA was 40.9% (45 out of 110), and it was 41.8% for SMA (46 out of 110); childhood trauma, social media addiction, the individualistic inclination, and the rate of homosexuality were observed to be independent indicators for video game addiction (r2  = 0.46).
Psychological counseling on patients\' internet-related behaviors may focus on the individualistic personality and possible childhood trauma, which are two important risk factors of video game addiction. It is recommended to distinguish between video game addiction and social addiction in clinical practice.
摘要:
背景:几十年来,电子游戏相关的行为已经在不同的心理学研究中进行了调查,他们的大部分注意力都集中在电子游戏成瘾(VGA)上,而VGA和社交媒体成瘾(SMA)之间的差异应该得到更多的关注。除了检测VGA的常见风险因素外,一个核心问题是社会倾向(个人主义或集体主义)是否重要。
目的:本研究的目的是阐明VGA和SMA的患病率,,找出影响VGA的因素,并阐明VGA与青少年个人主义-集体主义倾向之间的关系。
方法:对110名青少年精神病患者进行调查。对于每个受访者来说,心理量表被面对面地填满。路径分析用于检查儿童创伤相关症状的因果结构。
结果:VGA的患病率为40.9%(110人中有45人),SMA为41.8%(110人中有46人);童年创伤,社交媒体成瘾,个人主义倾向,同性恋率是电子游戏成瘾的独立指标(r2=0.46)。
结论:对患者网络相关行为的心理咨询可能集中在个人主义人格和可能的童年创伤上,这是电子游戏成瘾的两个重要危险因素。建议在临床实践中区分视频游戏成瘾和社交成瘾。
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