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Chinese online gamers versus nongamers: A difference in social media use and associated well-being and relational outcomes?

机译:中文在线游戏玩家与非游戏:社交媒体使用和相关福祉和关系结果的差异?

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摘要

Little is known about the social media use of online gamers compared with nongamers and whether the two forms of technology use manifest as the cumulative risk for relational and well-being outcomes in adolescents. Self-report data from 320 Chinese secondary school students (12-17 years) was collected for online gaming and social media use frequency, depression, satisfaction with life, and relationship quality with parents, teachers, and classmates. Once the sample was split into nongamers, light gamers, and heavy gamers, results showed that heavy gamers (cut-off at >= 2 or >= 3 h/d) were more depressed, used social media and the Internet more frequently and social media differently, and experienced more negative interactions with parents and classmates compared with nongamers. Significant differences were also found between light gamers and nongamers on certain variables. Findings indicate that heavy gamers are also using other media at heavy levels which places them in a more at-risk group for adverse well-being and relational outcomes.
机译:与非游戏机相比,在线游戏玩家的社交媒体使用很少,以及两种技术用途如何表现为青少年相关性和幸福的结果的累积风险。从320名中学生(12-17岁)的自我报告数据被收集用于在线游戏和社交媒体使用频率,抑郁症,生活满意度以及与父母,教师和同学的关系质量。一旦样品被分成非南,轻球玩家和重型游戏玩家,结果表明,重型游戏玩家(截止值> = 2或> = 3 H / d)更沮丧,使用社交媒体和互联网更频繁地和社交与不合作者相比,媒体不同,经历了与父母和同学的更负面互动。在某些变量上的光游戏玩家和非游戏之间也发现了显着差异。调查结果表明,重型游戏玩家也在使用沉重水平的其他媒体,使其在更具风险群体中占据不利福祉和关系结果。

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