Internet addiction (IA) has become an increasingly researched topic. In the present study, IA symptoms in adolescents were investigated longitudinally with specific focus on the individual’s hostility, gaming use (of Massively Multiplayer Online Role Playing Games\ud[MMORPGs]) and gaming on the classroom level (calculated using the percentage of MMORPG players within classes). The sample comprised 648 Greek adolescents who were\udassessed over a two-year period (aged 16-18 years). IA symptoms were assessed with the Internet Addiction Test (IAT), and hostility with the relevant subscale of the Symptom Checklist-90 (SCL-90). A three-level hierarchical linear model was used to differentiate individual and classroom-level influences on IA symptoms at age 16 years and over time. MMORPG gamers and more hostile adolescents presented more symptoms of IA. However, being a member of a classroom with a higher percentage of MMORPG gamers appeared to be a protective factor for IA. These longitudinal data emphasize the importance of contextual\udfactors at the level of the classroom in determining differences in IA symptoms during adolescence.
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机译:网络成瘾(IA)已成为一个越来越多的研究话题。在本研究中,对青少年的IA症状进行了纵向调查,重点关注个人的敌对性,游戏使用(大规模多人在线角色扮演游戏\ ud [MMORPGs])和教室水平的游戏(使用MMORPG玩家的百分比计算)在班级内)。样本包括648名希腊青少年,他们在两年内(16-18岁)接受了评估。使用互联网成瘾测试(IAT)评估IA症状,并使用Symptom Checklist-90(SCL-90)的相关子量表评估敌意。使用三级分层线性模型来区分个人和教室水平对16岁及以后的IA症状的影响。 MMORPG游戏玩家和更多的敌对青少年表现出更多的IA症状。但是,作为MMORPG游戏玩家比例较高的教室成员似乎是IA的保护因素。这些纵向数据强调了课堂水平的情境因素对确定青春期IA症状差异的重要性。
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