Internet gaming disorder

网络游戏障碍
  • 文章类型: Journal Article
    背景:自COVID-19大流行以来,大学生中的网络游戏障碍已成为全球大学辅导员的极大关注。COVID-19大流行期间影响学生网络游戏障碍发展的因素可能与大流行前不同。
    目的:本研究旨在探讨社会隔离之间的关联,自我控制,和中国大学生的网络游戏障碍,并检查自我控制是否介导社会隔离对网络游戏障碍的积极影响。
    方法:2022年4月至9月,对山东省大学生进行了横断面调查。自我同情量表的隔离子量表,自我控制量表,互联网游戏障碍量表用于评估社会隔离,自我控制,和大学生的网络游戏障碍,分别。运用PROCESS软件模型4和模型5分析自我控制在社会隔离与网络游戏障碍关系中的中介作用和性别的调节作用。
    结果:共有479名学生来自山东3个不同地区的6所大学,中国。学生有低水平的网络游戏障碍和中等水平的社会孤立和自我控制,平均得分为8.94(SD9.06),12.04(标准差3.53),和57.15(SD8.44),分别。社交隔离与网络游戏障碍呈正相关(r=0.217;P<.001)。自我控制与社会隔离(r=-0.355;P<.001)和网络游戏障碍(r=-0.260;P<.001)呈负相关。自我控制在社会孤立与网络游戏障碍之间的关系中起着中介作用(β=-.185,95%CI-.295至-.087)。社会隔离对女学生网络游戏障碍的影响低于男学生。
    结论:自我控制是社会隔离与网络游戏障碍之间关联的媒介。此外,性别在社会隔离和网络游戏障碍之间的关系中起着调节作用.这项研究强调了在大流行期间缓解学生网络游戏障碍发展的必要性,尤其是男学生。应制定有效的干预措施,以减轻社会孤立并促进自我控制。
    BACKGROUND: Internet gaming disorder among university students has become a great concern for university counsellors worldwide since the COVID-19 pandemic. The factors influencing the development of internet gaming disorder in students during the COVID-19 pandemic could be different from those before the pandemic.
    OBJECTIVE: This study aims to explore the associations among social isolation, self-control, and internet gaming disorder in Chinese university students and to examine whether self-control mediates the positive effects of social isolation on internet gaming disorder.
    METHODS: A cross-sectional survey was employed to collect data from university students in Shandong province of China from April to September 2022. The Isolation subscale of the Self-Compassion Scale, Self-Control Scale, and Internet Gaming Disorder Scale were used to assess the social isolation, self-control, and internet gaming disorder among university students, respectively. Models 4 and 5 of PROCESS software were used to analyze the mediating role of self-control and the moderating role of gender on the association between social isolation and internet gaming disorder.
    RESULTS: A total of 479 students were recruited from 6 universities located in 3 different regions of Shandong, China. Students had low levels of internet gaming disorder and moderate levels of social isolation and self-control, with mean scores of 8.94 (SD 9.06), 12.04 (SD 3.53), and 57.15 (SD 8.44), respectively. Social isolation was positively correlated with internet gaming disorder (r=0.217; P<.001), and self-control was negatively correlated with social isolation (r=-0.355; P<.001) and internet gaming disorder (r=-0.260; P<.001). Self-control played a mediating role in the association between social isolation and internet gaming disorder (β=-.185, 95% CI -.295 to -.087). The effects of social isolation on internet gaming disorder among female students were lower than those among male students.
    CONCLUSIONS: Self-control was a mediator in the association between social isolation and internet gaming disorder. Moreover, gender played a moderating role in the association between social isolation and internet gaming disorder. This study highlights the need to alleviate the development of internet gaming disorder among students during a pandemic, especially that of male students. Effective interventions that lessen social isolation and promote self-control should be developed.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Journal Article
    2013年将网络游戏障碍(IGD)分类为进一步研究的精神疾病标志着人们对与互联网和游戏成瘾相关的潜在心理健康问题的认识。COVID-19大流行和游戏技术的快速增长共同增加了网络游戏,导致不健康的生活方式行为,睡眠质量差和心理困扰。识别互联网问题使用之间的复杂相互作用,睡眠障碍和心理困扰至关重要。然而,当个体出现IGD症状时,身体活动和自我同情如何改善睡眠质量尚不清楚.目前的研究,因此,检查了IGD之间的关系,睡眠质量,自我同情,使用路径分析方法进行身体活动和心理困扰。这项研究,针对年轻人(N=283),发现身体活动在连接变量和支持模型的整体拟合方面发挥了重要作用。结果表明,针对IGD患者的干预措施应侧重于促进体育锻炼参与和发展自我同情心。未来的研究应该继续调查临床干预措施的有效性,这些干预措施包括针对IGD患者的自我同情和身体活动咨询。
    The classification of internet gaming disorder (IGD) as a mental condition for further study in 2013 marked the emerging recognition of potential mental health issues associated with internet and gaming addiction. The COVID-19 pandemic and the rapid growth of gaming technology have combined to increase internet gaming, resulting in unhealthy lifestyle behaviors, poor sleep quality and psychological distress. Identifying the complex interplay between internet problem use, sleep disorders and psychological distress is crucial. However, it remains unclear how physical activity and self-compassion could improve sleep quality when individuals experience IGD symptoms. The current study, therefore, examined the relationships between IGD, sleep quality, self-compassion, physical activity and psychological distress using a path analysis approach. The study, targeting young adults (N = 283), found that physical activity played a significant role in connecting the variables and supporting the overall fit of the model. The results suggest that interventions targeting individuals with IGD should focus on promoting physical activity participation and developing self-compassion. Future research should continue to investigate the effectiveness of clinical interventions that incorporate self-compassion and physical activity counseling for individuals with IGD.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    游戏化身可以影响用户的态度和行为,并表现为变形杆菌效应。本研究检查了571名游戏玩家的变形杆菌效应及其与无序游戏和体育活动的关联。潜在类别分析确定了三个配置文件:不受影响的游戏玩家,情绪感知影响游戏玩家(变形杆菌效应最高),和情绪行为影响游戏玩家(中度变形杆菌效应)。与其他概况相比,高变形杆菌效应组在基线和6个月时表现出显著更高的游戏障碍症状。变形杆菌效应谱在身体活动水平上没有显着差异。然而,随着时间的推移,更高的无序游戏和变形杆菌效应预示着更低的活动。强变形杆菌效应组的化身沉浸可能会增加游戏障碍的风险。对于未受影响的游戏玩家的最小化身影响似乎具有保护性。虽然变形杆菌效应谱与活性没有直接关系,放大的无序游戏会减少活跃的生活方式。总的来说,研究结果表明,化身如何通过变形杆菌引起的变化来差异影响游戏玩家的体验和功能。
    Gaming avatars can influence users\' attitudes and behaviors and manifest as the proteus effect. The present study examined proteus effect profiles among 571 gamers and their associations with disordered gaming and physical activity. Latent class analysis identified three profiles: non-influenced gamers, emotion-perception influenced gamers (highest proteus effect), and emotion-behavior influenced gamers (moderate proteus effect). The high proteus effect group exhibited significantly higher gaming disorder symptoms at baseline and 6 months compared to other profiles. Proteus effect profiles did not significantly differ in physical activity levels. However, higher disordered gaming and proteus effect predicted lower activity over time. The strong proteus effect group\'s avatar immersion may increase gaming disorder risks. Minimal avatar influence for the non-influenced gamers appears protective. While proteus effect profiles do not directly relate to activity, amplified disordered gaming can reduce active lifestyles. Overall, findings demonstrate how avatars differentially affect gamers\' experiences and functioning through proteus-induced changes.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    随着网络游戏障碍(IGD)变得越来越普遍,人们越来越担心受其影响的人的健康。这项研究探讨了像马基雅维利主义这样的特征,精神病,自恋可能会将家庭功能与IGD联系起来。这项研究涉及1190名年轻人,他们回答了一项在线调查,分享他们的个人经历。为了检查调解效果,使用潜在变量结构方程模型(SEM),揭示被调查变量之间的复杂关系。尽管所有直接和间接路径都具有统计学意义,只有当马基雅维利主义和精神病不作为平行中介时,自恋的调解效果才是积极的,但否则是负面的。研究结果表明,具有强大家庭功能的个体不太可能内化操纵行为,并表现出缺乏同理心,可能有助于他们参与IGD的特征。结果强调了认识到这一现象的多面性的重要性,并为制定预防和应对IGD的综合战略提供了宝贵的见解。因此,预防和干预工作应考虑家庭功能的综合影响,人格特质,以及在线环境中的个人和上下文因素来有效地解决这个问题。
    With internet gaming disorder (IGD) becoming more common, there are growing worries about the health of those it affects. This study examines how traits like Machiavellianism, psychopathy, and narcissism might connect family functioning to IGD. The research involved 1190 young adults who answered an online survey, sharing their personal experiences. To examine the mediation effects, latent variable structural equation modeling (SEM) was used, revealing complex relationships among the variables under investigation. Although all direct and indirect paths were statistically significant, the mediation effects of narcissism were positive only when Machiavellianism and psychopathy were not included as parallel mediators, but negative otherwise. The findings suggest that individuals with strong family functioning could be less likely to internalize manipulative behaviors and show a lack of empathy, traits that could contribute to their involvement in IGD. The results underscore the importance of recognizing the multifaceted nature of this phenomenon and provide valuable insights for developing comprehensive strategies to prevent and tackle IGD. Therefore, prevention and intervention efforts should consider the combined influences of family functioning, personality traits, and individual and contextual factors in the online environment to effectively address this problem.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    电子游戏在世界范围内越来越受欢迎,吸引数十亿不同人口的游戏玩家。虽然研究强调了它们的潜在益处,对有问题的游戏行为的担忧也出现了。互联网游戏障碍(IGD)等病症已得到主要卫生机构的认可,需要准确的诊断工具。然而,现有方法,主要依靠自我报告问卷,在准确性和一致性方面面临挑战。本文提出了一种新的技术方法来提供游戏行为指标,旨在提供对游戏玩家行为和情绪调节的精确见解。
    为了实现这一目标,我们使用自动调查可量化的游戏行为指标,不显眼,和易于访问的方法。我们的方法包括分析从在线游戏平台收集的行为遥测数据,并在游戏过程中从面部视频记录中自动提取玩家的情绪状态。为了说明指标和可视化并演示我们的方法的应用程序,我们从两名业余和两名职业玩家收集了数据,所有人都在PC上玩了Counter-Strike2。我们的方法提供了对游戏中玩家行为的客观见解,帮助卫生专业人员识别可能难以通过传统评估方法辨别的模式。
    对所提出方法的初步评估证明了其在提供有关游戏行为和情绪调节的有价值见解方面的潜在有用性。通过利用自动数据收集和可视化分析技术,我们的方法提供了对玩家行为的更全面的理解,这可以提高诊断的准确性,并为有问题的游戏行为风险的个体提供干预措施。
    我们的发现证明了从收集遥测数据的工具中获得的宝贵见解,情绪调节指标,和游戏模式。这个工具,利用具体指标,可以支持医疗保健专业人员诊断IGD和跟踪治疗进展,有可能解决与传统IGD评估方法相关的挑战。此外,这些初始数据可以为治疗师提供关于每个玩家的问题行为和游戏习惯的详细信息,能够开发适合个人需求的个性化治疗方法。未来的研究工作将集中在完善方法并扩展其在临床环境中的应用,以促进更全面的诊断实践和针对有问题的游戏行为风险的个人的量身定制的干预措施。
    UNASSIGNED: Video games have become increasingly popular worldwide, attracting billions of gamers across diverse demographics. While studies have highlighted their potential benefits, concerns about problematic gaming behaviors have also emerged. Conditions such as Internet Gaming Disorder (IGD) have been recognized by major health organizations, necessitating accurate diagnostic tools. However, existing methods, primarily reliant on self-report questionnaires, face challenges in accuracy and consistency. This paper proposes a novel technological approach to provide gaming behavior indicators, aiming to offer precise insights into gamer behavior and emotion regulation.
    UNASSIGNED: To attain this objective, we investigate quantifiable gaming behavior metrics using automated, unobtrusive, and easily accessible methods. Our approach encompasses the analysis of behavioral telemetry data collected from online gaming platforms and incorporates automated extraction of gamer emotional states from face video recordings during gameplay. To illustrate the metrics and visualizations and demonstrate our method\'s application we collected data from two amateur and two professional gamers, all of whom played Counter-Strike2 on PC. Our approach offers objective insights into in-game gamer behavior, helping health professionals in the identification of patterns that may be difficult to discern through traditional assessment methods.
    UNASSIGNED: Preliminary assessments of the proposed methodology demonstrate its potential usefulness in providing valuable insights about gaming behavior and emotion regulation. By leveraging automated data collection and visualization analysis techniques, our approach offers a more comprehensive understanding of gamer behavior, which could enhance diagnostic accuracy and inform interventions for individuals at risk of problematic gaming behaviors.
    UNASSIGNED: Our findings demonstrate the valuable insights obtainable from a tool that collects telemetry data, emotion regulation metrics, and gaming patterns. This tool, utilizing specific indicators, can support healthcare professionals in diagnosing IGD and tracking therapeutic progress, potentially addressing challenges linked to conventional IGD assessment methods. Furthermore, this initial data can provide therapists with detailed information on each player\'s problematic behaviors and gaming habits, enabling the development of personalized treatments tailored to individual needs. Future research endeavors will focus on refining the methodology and extending its application in clinical settings to facilitate more comprehensive diagnostic practices and tailored interventions for individuals at risk of problematic gaming behaviors.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    背景:网络游戏障碍(IGD)的主要特征是其在参与抑制控制的高阶大脑皮层中的核心功能障碍,其神经生物学基础尚不清楚。然后,我们将研究IGD的局部内在神经活动(INA)改变,确定这些潜在的改变是否与临床特征有关,并进一步探索潜在的分子结构。
    方法:在本研究中,我们进行了来自静息态功能磁共振成像(rs-fMRI)的低频波动(fALFF)和区域均匀性(ReHo)的分数振幅,以探讨IGD对局部INA的影响.相关分析揭示了ReHo和fALFF在组间差异和临床特征方面的关系。此外,FALFF之间的相关性,ReHo,研究了PET和SPECT驱动的图谱,以阐明IGD中特定的分子结构变化。最后,使用受试者工作特征曲线(ROC)分析显示fALFF和ReHo在区分IGD(IGD)与健康对照(HCs)个体方面的潜在能力。
    结果:与HC相比,IGD显示前额叶皮层的ReHo和fALFF增加。颞叶ReHo显著降低,枕叶,还有小脑.此外,小脑_7b_R的ReHo值与网络成瘾严重程度呈正相关。ROC曲线分析表明,ReHo和fALFF改变的脑区可以有效区分IGDs和HCs。更重要的是,交叉模态相关性显示与单胺神经递质系统和较少研究的胆碱能/GABA能系统相关的大脑区域的局部INA变化。
    结论:这些结果表明,在IGD的视听和抑制性控制电路中显示出局部功能受损。这可能与潜在的神经递质系统改变有关。因此,本研究为GABA能受体激动剂和胆碱能受体抑制剂治疗IGD提供了可能性。
    BACKGROUND: Internet gaming disorder (IGD) is mainly characterized by its core dysfunction in higher-order brain cortices involved in inhibitory control, whose neurobiological basis remains unclear. Then, we will investigate local intrinsic neural activity (INA) alterations in IGD, ascertain whether these potential alterations are related to clinical characteristics, and further explore the underlying molecular architecture.
    METHODS: In this study, we performed the fractional amplitude of low-frequency fluctuation (fALFF) and regional homogeneity (ReHo) derived from resting-state functional magnetic resonance imaging (rs-fMRI) to explore the impact of IGD on local INA. Correlation analysis revealed the relationship between ReHo and fALFF in terms of group differences and clinical characteristics. Moreover, correlations between fALFF, ReHo, and PET- and SPECT-driven maps were investigated to elucidate the specific molecular architecture alternations in IGD. Finally, receiver operating characteristic curve (ROC) analysis was used to show the potential abilities of fALFF and ReHo in distinguishing individuals with IGD (IGDs) from healthy controls (HCs).
    RESULTS: Compared with HCs, IGDs revealed increased ReHo and fALFF in the prefrontal cortex. Significantly decreased ReHo was observed in the temporal lobe, occipital lobe, and cerebellum. In addition, the ReHo values in the cerebellum_7b_R were positively correlated with internet addiction severity. ROC curve analysis showed that ReHo and fALFF-altered brain regions could effectively distinguish IGDs from HCs. More importantly, cross-modal correlations revealed local INA changes in brain regions associated with the monoamine neurotransmitter system and the less studied cholinergic/GABAergic system.
    CONCLUSIONS: These results suggest that local functional impairments are shown in the audiovisual and inhibitory control circuits in IGDs. This may be associated with underlying neurotransmitter system alterations. Therefore, this study provides the possibility of GABAergic receptor agonists and cholinergic receptor inhibitors for the treatment of IGD.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Journal Article
    背景:网络游戏障碍(IGD)和烟草使用障碍(TUD)是导致大量经济损失的两种主要成瘾障碍。确定这两种疾病之间的异同对于理解物质成瘾和行为成瘾很重要。本研究旨在利用动态分析来比较这两种疾病。
    方法:收集35名IGD患者的静息状态数据,35名TUD患者和35名健康对照(HCs)。采用动态共激活模式分析来破译其动态模式。
    结果:IGD参与者在默认模式网络(DMN)内以及DMN和显著性网络(SN)之间显示出降低的共激活模式。SN与执行控制网络(ECN)和DMN的共激活模式减少,ECN与DMN的共激活模式降低。在TUD组中,DMN与SN表现出降低的共激活模式,SN与DMN和ECN表现出减少的共激活模式,ECN与DMN和ECN内的共激活模式降低。此外,将三重网络模型拟合到两种成瘾障碍的动态特性。解码分析结果表明,与成瘾相关的记忆和记忆检索在两种成瘾中表现出相似的功能障碍。
    结论:IGD和TUD的动态特性表明,SN和DMN之间的动态特性存在相似性,DMN和ECN之间的动态特性存在差异。我们的结果表明,这两种成瘾症具有可分离的大脑机制,这表明,未来的研究应该考虑这两种成瘾症有两种独立的机制来实现对其个体化目标的精确治疗。
    BACKGROUND: Internet gaming disorder (IGD) and tobacco use disorder (TUD) are two major addiction disorders that result in substantial financial loss. Identifying the similarities and differences between these two disorders is important to understand substance addiction and behavioral addiction. The current study was designed to compare these two disorders utilizing dynamic analysis.
    METHODS: Resting-state data were collected from 35 individuals with IGD, 35 individuals with TUD and 35 healthy controls (HCs). Dynamic coactivation pattern analysis was employed to decipher their dynamic patterns.
    RESULTS: IGD participants showed decreased coactivation patterns within the default mode network (DMN) and between the DMN and the salience network (SN). The SN showed reduced coactivation patterns with the executive control network (ECN) and DMN, and the ECN showed decreased coactivation patterns with the DMN. In the TUD group, the DMN exhibited decreased coactivation patterns with the SN, the SN exhibited reduced coactivation patterns with the DMN and ECN, and the ECN showed decreased coactivation patterns with the DMN and within the ECN. Furthermore, the triple network model was fitted to the dynamic properties of the two addiction disorders. Decoding analysis results indicated that addiction-related memory and memory retrieval displayed similar dysfunctions in both addictions.
    CONCLUSIONS: The dynamic characteristics of IGD and TUD suggest that there are similarities in the dynamic features between the SN and DMN and differences in the dynamic features between the DMN and ECN. Our results revealed that the two addiction disorders have dissociable brain mechanisms, indicating that future studies should consider these two addiction disorders as having two separate mechanisms to achieve precise treatment for their individualized targets.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Clinical Study
    背景:游戏障碍(GD)是国际疾病分类中的新官方诊断,第11次修订,随着它的认可,为这种情况提供治疗的必要性已经变得显而易见。需要更多关于这组患者所需的治疗类型的知识。
    目的:本研究旨在评估基于认知行为疗法和家庭治疗的新型基于模块的GD心理治疗的有效性和可接受性。
    方法:本研究是一项非随机干预研究,进行预测试,后测,和3个月的后续设计。它将评估GD症状的变化,心理困扰,和游戏时间,除了治疗满意度,工作联盟,以及对患者和亲属治疗经验的定性探索。
    结果:这项研究于2022年3月开始,预计招募将于2024年8月结束。
    结论:这项研究评估了有问题的游戏行为和GD患者的心理治疗的有效性和可接受性。这是一项有效性试验,将在常规护理中进行。这项研究将具有很高的外部有效性,并确保结果与精神病合并症的不同临床人群相关。
    背景:ClinicalTrials.govNCT06018922;https://clinicaltrials.gov/study/NCT06018922。
    DERR1-10.2196/56315。
    BACKGROUND: Gaming disorder (GD) is a new official diagnosis in the International Classification of Diseases, 11th Revision, and with its recognition, the need to offer treatment for the condition has become apparent. More knowledge is needed about the type of treatment needed for this group of patients.
    OBJECTIVE: This study aims to evaluate the effectiveness and acceptability of a novel module-based psychological treatment for GD based on cognitive behavioral therapy and family therapy.
    METHODS: This study is a nonrandomized intervention study, with a pretest, posttest, and 3-month follow-up design. It will assess changes in GD symptoms, psychological distress, and gaming time, alongside treatment satisfaction, working alliance, and a qualitative exploration of patients\' and relatives\' experiences of the treatment.
    RESULTS: This study started in March 2022 and the recruitment is expected to close in August 2024.
    CONCLUSIONS: This study evaluates the effectiveness and acceptability of a psychological treatment for patients with problematic gaming behavior and GD. It is an effectiveness trial and will be conducted in routine care. This study will have high external validity and ensure that the results are relevant for a diverse clinical population with psychiatric comorbidity.
    BACKGROUND: ClinicalTrials.gov NCT06018922; https://clinicaltrials.gov/study/NCT06018922.
    UNASSIGNED: DERR1-10.2196/56315.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    本研究旨在适应和验证波兰样本中的网络游戏渴望量表(CIGS)的心理测量特性。渴望,虽然观察到与互联网游戏障碍显著相关,目前不包括在其诊断标准中。这项研究解决了在这种特殊情况下测量渴望的需要。
    这项研究涉及575名参与者。心理测量分析,包括验证性因素分析,进行评估CIGS的信度和效度。附加刻度,如游戏转移现象量表,在线游戏问卷的动机,和抑郁焦虑压力量表,用于并发有效性分析。
    研究结果表明,CIGS的波兰适应具有出色的心理测量特性。它在内部一致性方面表现出很高的可靠性,并为结构效度提供了证据。此外,它与有问题的视频游戏使用和游戏成瘾相关的各种尺度呈正相关,同时也与自我控制呈中度负相关。
    我们的研究结果表明,CIGS在不同的文化中保留了其心理测量特性,使其成为理解互联网游戏障碍背景下的渴望的有价值的工具。未来的研究应集中在CIGS对各种文化环境的适应以及对潜在群体间差异的探索上。
    UNASSIGNED: This study aims to adapt and verify the psychometric properties of the Craving for Internet Gaming Scale (CIGS) in a Polish sample. Craving, although observed as significantly associated with Internet Gaming Disorder, is not currently included in its diagnostic criteria. This research addresses the need for scales to measure craving in this particular context.
    UNASSIGNED: The research involved a sample of 575 participants. Psychometric analysis, including confirmatory factor analysis, was conducted to assess the CIGS\' reliability and validity. Additional scales, such as the Game Transfer Phenomena Scale, Motives for Online Gaming Questionnaire, and the Depression Anxiety Stress Scales, were used for concurrent validity analysis.
    UNASSIGNED: The study results demonstrate the excellent psychometric properties of the Polish adaptation of the CIGS. It showed high reliability in terms of internal consistency and provided evidence for construct validity. Furthermore, it exhibited a positive correlation with various scales associated with problematic video game use and gaming addiction, while also showing a moderate negative correlation with self-control.
    UNASSIGNED: Our findings suggest that the CIGS retains its psychometric properties in different cultures, making it a valuable instrument for comprehending craving within the context of Internet gaming disorder. Future research should focus on the adaptation of the CIGS to various cultural settings and the exploration of potential intergroup differences.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    目的:先前的研究已经探索了与互联网游戏障碍(IGD)和社交媒体成瘾(SMA)相关的各种精神障碍。迄今为止,很少有研究关注网络特征,并在群体特异性水平上调查了青春期SMA和IGD的情绪和睡眠症状.本研究旨在确定IGD和SMA的不同特征,并进一步确定青少年群体特定的精神病理学过程。
    方法:我们进行了一项横断面研究,招募了7246名青少年,他们的得分通过了互联网游戏障碍量表的分界点-简表和卑尔根社交媒体成瘾量表,按IGD和SMA分组,或以其他方式进入控制组。患者健康问卷-9,广泛性焦虑症7项,匹兹堡睡眠质量指数进行了评估,所有评估项目均采用网络分析法进行调查.
    结果:根据分析程序,参与者分为三组,IGD组(n=789),SMA组(n=713)和对照组(n=5,744)。边缘权重自举分析表明,不同的网络组达到一定的精度,三组的网络结构有统计学差异(pcontrol-IGD=0.004,pcontrol-SMA<0.001,pIGD-SMA<0.001)。SMA的核心症状是“情绪低落,沮丧,或绝望,“而IGD“感到疲倦或精力不足”。
    结论:虽然IGD和SMA都是网络成瘾的亚型,IGD和SMA的精神病理学过程是不同的。处理IGD和SMA时,应该解决不同的症状。
    OBJECTIVE: Previous research has explored a variety of mental disorders associated with Internet Gaming Disoder (IGD) and Social Media Addiction (SMA). To date, few studies focused on the network characteristics and investigated mood and sleep symptoms across SMA and IGD of adolescence at a group-specific level. This study aims to identify different characteristics of IGD and SMA and further determine the group-specific psychopathology process among adolescents.
    METHODS: We conducted a cross-sectional study to recruit a cohort of 7,246 adolescents who were scored passing the cutoff point of Internet Gaming Disorder Scale-Short Form and Bergen Social Media Addiction Scale, as grouped in IGD and SMA, or otherwise into the control group. Patient Health Questionnaire-9, Generalized Anxiety Disorder 7-item, and Pittsburgh Sleep Quality Index were assessed for the current study, and all assessed items were investigated using network analysis.
    RESULTS: Based on the analytical procedure, the participants were divided into three groups, the IGD group (n=789), SMA group (n=713) and control group (n=5,744). The edge weight bootstrapping analysis shows that different groups of networks reach certain accuracy, and the network structures of the three groups are statistically different (pcontrol-IGD=0.004, pcontrol-SMA<0.001, pIGD-SMA<0.001). The core symptom of SMA is \"feeling down, depressed, or hopeless\", while IGD is \"feeling tired or having little energy\".
    CONCLUSIONS: Although IGD and SMA are both subtypes of internet addiction, the psychopathology processes of IGD and SMA are different. When dealing with IGD and SMA, different symptoms should be addressed.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

公众号