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It Is the Family Context That Matters: Concurrent and Predictive Effects of Aspects of Parent-Child Interaction on Video Gaming-Related Problems

机译:重要的是家庭背景:亲子互动方面对视频游戏相关问题的同时影响和预测影响

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Studies have shown that children frequently experiencing poor parent-child interaction are prone to video gaming-related problems, but it is unclear which specific aspects of such an interaction play a predictive role in the problems. To extend previous research that relies primarily on the self-report method to assess parent-child interaction, we conducted a longitudinal, mixed-methods study. In a laboratory setting, three major aspects of interaction (i.e., affectivity, cohesiveness, and parental behavior) were observed in 241 parent-child dyads (Children: 43 percent female, age range=8-15, M-age=12.09, SDage=1.41; Parents: 78 percent female, age range=27-63, M-age=44.44, SDage=6.09). In addition, both parent and children participants completed questionnaires that measured children's symptoms of Internet gaming disorder (IGD) and exposure to violent video games at baseline (Time 1) and 12 months later (Time 2). The results revealed that at Time 1, positive affectivity and cohesiveness were inversely associated with child-report symptoms of IGD. Also, Time 1 coerciveness (i.e., control dimension of parental behavior) was positively associated with Time 1 child-report exposure to violent video games and Time 2 child-report symptoms of IGD, respectively. Apart from main effects, the results also showed that Time 1 negative affectivity moderated the protective effects of Time 1 positive affectivity on Time 1 parent-report and Time 2 child-report exposure to violent video games, respectively. Overall, this study identifies various key aspects of parent-child interaction that may serve as concurrent or temporal predictors of video gaming-related issues.
机译:研究表明,经常经历不良的亲子互动的孩子容易出现与视频游戏相关的问题,但目前尚不清楚这种互动的哪些具体方面在问题中起预测作用。为了扩展以前主要依靠自我报告方法评估亲子互动的研究,我们进行了纵向,混合方法研究。在实验室环境中,在241个亲子二元组中观察到了相互作用的三个主要方面(即情感性,内聚性和父母行为)(儿童:43%的女性,年龄范围为8-15,M-年龄= 12.09,SDage) = 1.41;父母:78%的女性,年龄范围= 27-63,M-年龄= 44.44,SDage = 6.09)。此外,父母和孩子参与者均完成了问卷调查,以测量儿童的互联网游戏障碍(IGD)症状以及基线(时间1)和12个月后(时间2)的暴力视频游戏暴露情况。结果表明,在时间1,积极的情感和凝聚力与IGD的儿童报告症状呈负相关。而且,时间1的强迫性(即父母行为的控制维度)分别与时间1的儿童报告暴露于暴力视频游戏和时间2的儿童报告IGD症状呈正相关。除了主要影响外,结果还表明,时间1负面情感减轻了时间1积极情感对时间1父母报告和时间2儿童报告暴露于暴力视频游戏的保护作用。总的来说,这项研究确定了亲子互动的各个关键方面,可以作为视频游戏相关问题的并发或时间预测指标。

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