关键词: Emotional regulation Gaming disorder Online social networking Problematic internet use Stress Suicide risk

Mesh : Humans Male Adolescent Young Adult Adult Female Emotional Regulation Internet Use Suicide, Attempted Suicidal Ideation Behavior, Addictive / epidemiology psychology Internet

来  源:   DOI:10.1186/s12889-024-17860-z   PDF(Pubmed)

Abstract:
BACKGROUND: Previous studies have associated videogame playing and social media use with suicidal behaviors together with lower stress coping or poor emotion regulation strategies. Due to the inconclusive evidence regarding the factors associated with suicidal behavior, the present study aimed to overcome the limitations of previous research and explored the relationship between adolescent stress, problematic internet use (PIU), gaming disorder (GD), and emotional regulation (ER) in a cross-section design. It was hypothesized that stress would have a direct effect on suicide risk (SR) as well as being mediated by PIU, GD, and ER.
METHODS: The participants comprised 430 adolescents (58.4% male) aged between 16 and 19 years. They completed an online survey including the Mobile-Related Experiences Questionnaire, Internet Gaming Disorder Scale-Short Form, Meta-Mood Trait Repair Scale, and Spanish version of the Suicidal Behaviors Questionnaire.
RESULTS: A total of 34.2% of the adolescents (N = 147) were at risk for SR. Results also indicated that 30,7% had experienced suicidal ideation at some point in their life, 12.1% had at least one plan to die by suicide, and 5.1% had attempted suicide. Results of path analysis confirmed that stress appeared to be a risk factor for suicide, but that its effects were not mediated by PIU. However, ER and GD mediated the effect of stress on SR. The results suggest that stress is a main risk factor for suicide, especially among adolescents with poor emotional regulation or problematic gaming.
CONCLUSIONS: Considering the prevalence of suicide among adolescents, the results of the present study suggest that suicide prevention programs should include emotional regulation strategies, stress coping, and videogaming management skills in the early stages of high school. Providing these protective resources to adolescents will help them face the stressful and changing situations typical of adolescence and will help them to attain greater well-being and satisfaction with life.
CONCLUSIONS: 34.2% of the adolescents in the sample were at risk for suicidal behavior. Of the many factors affecting suicide risk among adolescents, problematic use of internet, gaming disorder and difficulties in emotion regulation may play an important role.Stress is a key factor for suicide risk, especially among adolescents with poor emotion regulation and gaming disorder.Suicide prevention programs should include stress coping strategies, as well as emotional and videogaming management skills in early stages of high school.
摘要:
背景:先前的研究将电子游戏和社交媒体的使用与自杀行为以及较低的压力应对或不良的情绪调节策略相关联。由于关于自杀行为相关因素的证据不确定,本研究旨在克服以往研究的局限性,探索青少年压力之间的关系,有问题的互联网使用(PIU),游戏障碍(GD),和横截面设计中的情绪调节(ER)。假设压力会对自杀风险(SR)产生直接影响,并且由PIU介导,GD,和ER。
方法:参与者包括430名16至19岁的青少年(58.4%为男性)。他们完成了一项在线调查,其中包括与移动相关的体验问卷,互联网游戏障碍量表-简短形式,Meta-情绪特质修复量表,和西班牙语版本的自杀行为问卷。
结果:总共34.2%的青少年(N=147)有SR的风险。结果还表明,有30,7%的人在一生中的某个时候经历过自杀念头,12.1%的人至少有一个自杀死亡计划,5.1%曾企图自杀。路径分析的结果证实,压力似乎是自杀的危险因素,但其作用不是由PIU介导的。然而,ER和GD介导应激对SR的影响。结果表明,压力是自杀的主要危险因素,特别是在情绪调节不良或游戏有问题的青少年中。
结论:考虑到青少年自杀的患病率,本研究的结果表明,自杀预防计划应包括情绪调节策略,压力应对,高中早期阶段的视频游戏管理技能。向青少年提供这些保护性资源将帮助他们面对青春期典型的压力和不断变化的情况,并帮助他们获得更大的幸福感和生活满意度。
结论:样本中34.2%的青少年有自杀行为的风险。在影响青少年自杀风险的众多因素中,互联网使用有问题,游戏障碍和情绪调节困难可能起着重要作用。压力是自杀风险的关键因素,尤其是情绪调节不良和游戏障碍的青少年。自杀预防计划应包括压力应对策略,以及高中早期的情感和视频游戏管理技能。
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