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首页> 外文期刊>Journal of medical Internet research >The Mediating Effect of Gaming Motivation Between Psychiatric Symptoms and Problematic Online Gaming: An Online Survey
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The Mediating Effect of Gaming Motivation Between Psychiatric Symptoms and Problematic Online Gaming: An Online Survey

机译:精神症状与有问题的在线游戏之间游戏动机的中介作用:在线调查

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Background: The rapid expansion of online video gaming as a leisure time activity has led to the appearance of problematic online gaming (POG). According to the literature, POG is associated with different psychiatric symptoms (eg, depression, anxiety) and with specific gaming motives (ie, escape, achievement). Based on studies of alcohol use that suggest a mediator role of drinking motives between distal influences (eg, trauma symptoms) and drinking problems, this study examined the assumption that there is an indirect link between psychiatric distress and POG via the mediation of gaming motives. Furthermore, it was also assumed that there was a moderator effect of gender and game type preference based on the important role gender plays in POG and the structural differences between different game types.Objective: This study had two aims. The first aim was to test the mediating role of online gaming motives between psychiatric symptoms and problematic use of online games. The second aim was to test the moderator effect of gender and game type preference in this mediation model.Methods: An online survey was conducted on a sample of online gamers (N=3186; age: mean 21.1, SD 5.9 years; male: 2859/3186, 89.74%). The Brief Symptom Inventory (BSI), the Motives for Online Gaming Questionnaire (MOGQ), and the Problematic Online Gaming Questionnaire (POGQ) were administered to assess general psychiatric distress, online gaming motives, and problematic online game use, respectively. Structural regression analyses within structural equation modeling were used to test the proposed mediation models and multigroup analyses were used to test gender and game type differences to determine possible moderating effects.Results: The mediation models fitted the data adequately. The Global Severity Index (GSI) of the BSI indicated that the level of psychiatric distress had a significant positive direct effect (standardized effect=.35, P<.001) and a significant indirect (mediating) effect on POG (standardized effect=.194, P<.001) via 2 gaming motives: escape (standardized effect=.139, P<.001) and competition (standardized effect=.046, P<.001). The comparison of the 2 main gamer types showed no significant differences in the model. However, when comparing male and female players it was found that women had (1) slightly higher escape scores (on a 5-point Likert scale: mean 2.28, SD 1.14) than men (mean 1.87, SD 0.97) and (2) a stronger association between the escape motive and problematic online gaming (standardized effect size=.64, P<.001) than men (standardized effect size=.20, P=.001).Conclusions: The results suggest that psychiatric distress is both directly and indirectly (via escape and competition motives) negatively associated with POG. Therefore, the exploration of psychiatric symptoms and gaming motives of POG can be helpful in the preparation of prevention and treatment programs.
机译:背景:在线视频游戏作为休闲活动的迅速发展导致出现问题的在线游戏(POG)。根据文献,POG与不同的精神病症状(例如抑郁,焦虑)和特定的游戏动机(即逃避,成就)相关。根据对酒精使用的研究表明饮酒动机在远端影响(例如,创伤症状)和饮酒问题之间起中介作用,本研究检查了以下假设:通过游戏动机的介导,精神病困扰与POG之间存在间接联系。此外,还基于性别在游戏中的重要作用和不同游戏类型之间的结构差异,假定性别和游戏类型偏好具有调节作用。目的:本研究有两个目的。第一个目的是测试精神病症状和网络游戏使用有问题之间的网络游戏动机的中介作用。第二个目的是检验在该中介模型中性别和游戏类型偏好的调节作用。方法:对在线游戏者样本进行了在线调查(N = 3186;年龄:平均21.1,标准差5.9岁;男性:2859) / 3186,89.74%)。简要症状清单(BSI),在线游戏调查动机(MOGQ)和问题在线游戏问卷(POGQ)分别用于评估一般的精神病困扰,在线游戏动机和在线游戏使用问题。结构方程模型内的结构回归分析用于检验提出的中介模型,多组分析用于检验性别和游戏类型差异,以确定可能的调节作用。结果:中介模型充分拟合了数据。 BSI的全球严重程度指数(GSI)表明,精神困扰的程度具有显着的正直接效应(标准化效应= .35,P <.001),并且对POG具有显着的间接(中介)效应(标准化效应=)。 194,P <.001)通过两个游戏动机:逃避(标准效果= .139,P <.001)和比赛(标准效果= .046,P <.001)。两种主要游戏类型的比较表明,该模型没有显着差异。但是,在比较男性和女性球员时,发现女性(1)的逃跑得分(按5分李克特量表:平均2.28,SD 1.14)略高于男性(平均1.87,SD 0.97),而(2)a逃避动机与有问题的在线游戏(标准效应值= .64,P <.001)之间的联系比男性(标准效应量= .20,P = .001)更强。结论:结果表明,精神病困扰既直接间接(通过逃避和竞争动机)与POG负相关。因此,探索POG的精神症状和游戏动机可能有助于制定预防和治疗计划。

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