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Video game addiction, engagement and symptoms of stress, depression and anxiety: The mediating role of coping.

机译:电子游戏成瘾,订婚和压力,抑郁和焦虑症状:应对的中介作用。

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A number of studies have reported a co-occurrence between video game addiction and poorer mental health, but few have contextualised this relationship by identifying mediating variables. Further, there remains uncertainty in how to differentiate high engagement from what may be termed addiction in the context of video gaming. This study examined the mediating role of coping between one measure of video game addiction and engagement, and mental health. An international sample of 552 adult participants (M age 24.9 years, 52.3% Australian) completed an online survey including the Computer Addiction-Engagement Scale (CAES), Depression, Anxiety Stress Scale (DASS-21) and Approach/Avoidance Coping Questionnaire (BACQ). Multiple mediation analysis showed that coping explained a significant portion of the relationship between video game addiction and symptoms of depression, anxiety and stress. However, even after accounting for coping, a direct relationship remained. Video game engagement, on the other hand, indicated full mediation with no direct connection to declined mental health, except in the case of anxiety. Less use of approach coping strategies and particularly more use of resignation and withdrawal coping strategies were related to poorer mental health. Gaming for distraction was unrelated to mental health. This study identified maladaptive coping as a partial explanation of the relationship between video game addiction and poorer mental health. Also, the findings provide validity for making a distinction between video gaming engagement and addiction. Highly engaged gamers with maladaptive coping styles may be more vulnerable to developing video game addiction.
机译:许多研究报告说,电子游戏成瘾与精神健康状况较差之间是同时发生的,但是很少有研究通过确定中介变量将这种关系背景化。此外,在如何将高参与度与视频游戏背景下的成瘾区分开来方面仍然存在不确定性。这项研究检验了应对视频游戏成瘾和参与程度与心理健康之间的中介作用。 552名成年参与者(24.9岁,澳大利亚的52.3%的成年人)的国际样本完成了一项在线调查,包括计算机成瘾参与量表(CAES),抑郁,焦虑压力量表(DASS-21)和进近/回避应对问卷(BACQ) )。多种中介分析表明,应对措施可以解释视频游戏成瘾与抑郁,焦虑和压力症状之间的重要关系。但是,即使在考虑了应对之后,仍然存在直接的关系。另一方面,视频游戏的参与表明进行了充分的调解,与心理健康状况的下降没有直接关系,除非是焦虑症。较少使用应对方式的策略,尤其是更多使用辞职和退出方式的策略与较差的心理健康有关。分散注意力的游戏与心理健康无关。这项研究确定了适应不良的应对方式可以部分解释电子游戏成瘾与较弱的心理健康之间的关系。同样,这些发现为区分视频游戏参与度和成瘾性提供了有效性。具有不良适应应对风格的高度参与游戏玩家可能更容易发展成电子游戏成瘾。

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