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Correlations among Social Anxiety, Self-Esteem, Impulsivity, and Game Genre in Patients with Problematic Online Game Playing

机译:网络游戏存在问题的患者的社交焦虑,自尊,冲动和游戏类型之间的相关性

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Objective Recent studies of online game addiction have suggested that social interaction and impulsivity are critical factors for the etiology and progress of online game addiction. We hypothesized that the genre of the online game is associated with impulsivity and sociality in individuals with online game addictions. Methods In total, 212 patients with problematic online game playing were divided into four groups by game genre: 1) massive multiplayer online role playing game (MMORPG), 2) real-time strategy (RTS), 3) first-person shooter (FPS), and 4) other. Their symptoms and characteristics were assessed using 8 scales and 2 tests to estimate self-esteem, impulsiveness, comorbidity, social interaction status, and cognitive function. Results The mean social anxiety score was highest in the MMORPG group and lowest in the FPS group. The mean self-esteem score was highest in the RTS group. Social anxiety score was positively correlated with Internet addiction score in the MMORPG group, and the self-esteem score was positively correlated with Internet addiction score in the RTS group. Conclusion The genre of online game was not associated with impulsivity, but social anxiety status varied significantly with game genre, and differences in social anxiety were especially pronounced in patients playing the MMORPG (highest social anxiety) and FPS (lowest social anxiety) game genres. In addition, self-esteem was highest in the RTS game genre.
机译:目的最近对网络游戏成瘾的研究表明,社交互动和冲动性是网络游戏成瘾的病因和进展的关键因素。我们假设网络游戏的类型与网络游戏成瘾者的冲动性和社交性相关。方法总共将212名有问题的网络游戏患者按游戏类型分为四组:1)大型多人在线角色扮演游戏(MMORPG),2)实时策略(RTS),3)第一人称射击游戏(FPS) )和4)其他。他们的症状和特征使用8个量表和2个测试进行评估,以评估自尊,冲动,合并症,社交互动状态和认知功能。结果MMORPG组平均社交焦虑评分最高,FPS组最低。在RTS组中,平均自尊分数最高。 MMORPG组的社交焦虑评分与网络成瘾评分呈正相关,而RTS组的自尊评分与网络成瘾评分呈正相关。结论网络游戏的类型与冲动性无关,但社交焦虑状态随游戏类型的变化而显着,社交焦虑的差异在玩MMORPG(社交焦虑最高)和FPS(社交焦虑最低)游戏类型的患者中尤为明显。此外,自尊心在RTS游戏类型中最高。

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