关键词: depression internet gaming disorder self-esteem self-serving bias

来  源:   DOI:10.2147/PRBM.S462184   PDF(Pubmed)

Abstract:
UNASSIGNED: People are generally characterized by a self-serving bias which describes the tendency to ascribe positive outcomes or success to internal or personal causes (self-enhancement motivation) and ascribe negative outcomes or failure to external or situational causes (self-protection motivation). It has been found that the individuals with internet gaming disorder (IGD) who have low self-esteem and high depression exhibit an attenuated self-serving bias. However, the relationships among self-esteem, depression and self-serving bias are not clearly identified.
UNASSIGNED: A sample of 138 IGD participants completed self-esteem and depression scales and a causal attribution task (Study 1) to examine the relationships among self-esteem, depression and self-serving bias (both self-enhancement and self-protection). In follow-up Study 2, 28 IGD participants were recruited to undertake self-affirmation intervention which can affirm one\'s sense of global self-view and bolster self-esteem to explore whether self-affirmation would trigger a reduction of depression and a raise of self-serving bias.
UNASSIGNED: The results of path analysis in Study 1 showed that the self-serving bias was predicted by self-esteem and depression, and the depression played a mediating role between self-esteem and self-serving bias. The results of Study 2 showed that the IGD participants reported higher self-esteem, lower depression and engaged in more self-protection motivation after affirming-self manipulation as compared with affirming-other manipulation.
UNASSIGNED: These findings suggest that self-esteem predicts self-serving bias through depression and self-affirmation could trigger an increase of self-esteem, further decrease depression and improve self-serving bias for the individuals with IGD. The present article clearly identified the relationships among these factors and provided a new approach to promote positive self-concept in individuals with IGD. Future research is warranted to explore the lasting benefits of self-affirmation on domains of education, relationships and gaming withdrawal for the individuals with IGD among different populations.
摘要:
人们通常以自我服务偏见为特征,这种偏见描述了将积极结果或成功归因于内部或个人原因(自我增强动机)并将负面结果或失败归因于外部或情境原因(自我保护动机)的趋势。已经发现,具有低自尊和高抑郁的互联网游戏障碍(IGD)的个体表现出减弱的自我服务偏见。然而,自尊之间的关系,抑郁和自我服务偏见没有被清楚地识别。
138名IGD参与者的样本完成了自尊和抑郁量表以及因果归因任务(研究1),以检查自尊之间的关系,抑郁和自我服务偏见(自我增强和自我保护)。在后续研究2中,招募了28名IGD参与者进行自我肯定干预,该干预可以肯定一个人的整体自我观并增强自尊,以探讨自我肯定是否会引起抑郁的减少和自我服务偏见的增加。
研究1的路径分析结果表明,自我服务偏差是由自尊和抑郁来预测的,抑郁在自尊和自我服务偏见之间起中介作用。研究2的结果表明,IGD参与者报告了更高的自尊,与确认其他操纵相比,确认自我操纵后的抑郁更低,并且从事更多的自我保护动机。
这些发现表明,自尊通过抑郁预测自我服务偏见,自我肯定可能引发自尊的增加,进一步降低IGD患者的抑郁并改善自我服务偏见。本文清楚地确定了这些因素之间的关系,并提供了一种新的方法来促进IGD患者的积极自我概念。未来的研究有必要探索自我肯定在教育领域的持久利益,不同人群中IGD个体的关系和博弈退出。
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