背景:疾病的常识模型表明,健康威胁的心理表征可能会影响一个人对它们的行为反应和健康状况。网络游戏障碍是一种新定义的精神障碍。网络游戏障碍的疾病表现可能会影响一个人的网络游戏障碍的风险。反过来,网络游戏障碍的症状可能会影响一个人对这种障碍的看法。
目的:本研究旨在探讨大学生网络游戏障碍症状与疾病表征之间的关系。
方法:对中国大学生(n=591;342/591,57.9%为女性)进行了为期1年的纵向研究。
结果:在参与者中,10.1%(60/591)和9.1%(54/591)被归类为在基线(T1)和随访(T2)时可能有网络游戏障碍,分别。关于网络游戏障碍的疾病表征的某些维度之间的相关性(即,后果,时间轴,个人控制,治疗控制,和关注)T1和T2的互联网游戏障碍症状以及T1的互联网游戏障碍症状与T2的疾病表现维度之间(即,后果,时间轴,个人控制,和情绪反应)有统计学意义。交叉滞后模型很好地拟合了数据((χ2/df=2.28,比较拟合指数=.95,近似均方根误差=.06),表明T1时的网络游戏障碍与T2时的不良疾病表现呈正相关。
结论:具有更严重的网络游戏障碍症状的个体对这种障碍有更悲观的看法。这种认知感知可能会影响一个人对疾病的情绪和行为反应(例如,抑郁程度更高,自我控制意图低),应通过教育计划和心理干预措施进行修改。
BACKGROUND: The common-sense model of illness suggests that mental representations of health threats may affect one\'s behavioral reactions to them and health status. Internet gaming disorder is a newly defined mental disorder. Illness representations of internet gaming disorder may affect one\'s risk of internet gaming disorder. In turn, symptoms of internet gaming disorder may affect one\'s perceptions of the disorder.
OBJECTIVE: This study aimed to investigate the relationships between illness representations and symptoms of internet gaming disorder in college students.
METHODS: A 1-year longitudinal study was conducted with a convenience sample of Chinese college students (n=591; 342/591, 57.9% female).
RESULTS: Of the participants, 10.1% (60/591) and 9.1% (54/591) were classified as having probable internet gaming disorder at baseline (T1) and follow-up (T2), respectively. The correlations between some dimensions of illness representations regarding internet gaming disorder (ie, consequence, timeline, personal control, treatment control, and concern) at T1 and symptoms of internet gaming disorder at T2 and between symptoms of internet gaming disorder at T1 and the dimensions of illness representations at T2 (ie, consequence, timeline, personal control, and emotional response) were statistically significant. The cross-lagged model fit the data well ((χ2/df=2.28, comparative fit index=.95, root mean square error of approximation=.06) and showed that internet gaming disorder at T1 was positively associated with unfavorable illness representations at T2.
CONCLUSIONS: Individuals with more severe symptoms of internet gaming disorder had more pessimistic perceptions about the disorder. Such cognitive perceptions may affect one\'s emotional and behavioral reactions towards the disorder (eg, greater levels of depression and low self-control intention) and should be modified by educational programs and psychological interventions.