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The relationship between mental well-being and dysregulated gaming: a specification curve analysis of core and peripheral criteria in five gaming disorder scales

机译:心理福祉与失调游戏的关系:五种游戏障碍尺度中核心和外围标准的规范曲线分析

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摘要

Gaming disorder (also known as dysregulated gaming) has received significant research and policy attention based on concerns that certain patterns of play are associated with decreased mental well-being and/or functional impairment. In this study, we use specification curve analysis to examine analytical flexibility and the strength of the relationship between dysregulated gaming and well-being in the form of general mental health, depressive mood and life satisfaction. Dutch and Flemish gamers (n = 424) completed an online survey containing five unique dysregulated gaming measures (covering nine scale variants) and three well-being measures. We find a consistent negative relationship; across 972 justifiable regression models, the median standardized regression coefficient was −0.39 (min: −0.54, max: −0.19). Data show that the majority of dysregulated gaming operationalizations converge upon highly similar estimates of well-being. However, variance is introduced by the choice of well-being measure; results indicate that dysregulated gaming is more strongly associated with depressive mood than with life satisfaction. Weekly game time accounted for little to no unique variance in well-being in the sample. We argue that research on this topic should compare a broad range of psychosocial well-being outcomes and explore possible simplifications of the DSM-5 gaming disorder criteria. Given somewhat minute differences between dysregulated gaming scales when used in survey-based studies and largely equivalent relationships with mental health indicators, harmonization of measurement should be a priority.
机译:赌博症(也称为失调游戏)已经收到了基于该发挥一定的模式与相关的关切显著的研究和政策关注精神健康和/或功能障碍减少。在这项研究中,我们用标准曲线分析来检验分析的灵活性和失调游戏和一般的心理健康,抑郁情绪和生活满意度的形式福祉之间的关系的强度。荷兰和佛兰芒游戏玩家(N = 424)完成包含五个独特的游戏失调措施(包括1-9分测量变量)和三个福利措施的在线调查。我们发现一个一致的负相关关系;跨过972个合理的回归模型,中值标准化回归系数为-0.39(分:-0.54,最大:-0.19)。数据显示,多数失调游戏operationalizations的在安康的高度相似估计收敛。然而,方差是由福祉度量的选择引入;结果表明,失调的游戏更强烈与抑郁情绪相关的比生活满意度。每周游戏时间在样品中福祉占几乎没有独特变异。我们认为,对这个课题的研究应该比较广泛的心理福祉的成果和探索的DSM-5的游戏障碍标准的可能简化。鉴于失调游戏尺度之间有些细微差别的调查为基础的研究和心理健康指标很大程度上是等同的关系时,测量的统一应是当务之急。

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