青少年游戏动机与游戏成瘾症状的关系:基于网络分析方法
The Relationship between Adolescent Gaming Motivations and Symptoms of Gaming Disorder: A Network Analysis Approach
投稿时间:2024-06-13  修订日期:2024-11-12
DOI:
中文关键词:  青少年  游戏动机  游戏成瘾  游戏成瘾症状  网络分析
英文关键词:Adolescents  Gaming Motivations  Gaming Disorder  Symptoms of Gaming Disorder  Network Analysis
基金项目:重庆市科卫联合医学科技创新四大工程项目面上项目(2023MSXM133)
作者单位地址
谭鑫杰 陆军军医大学(第三军医大学)第二附属医院医学心理科 重庆市沙坪坝区新桥街道新桥医院医学心理科
陈霜鸿 陆军军医大学(第三军医大学)第二附属医院医学心理科 
刘春琳 陆军军医大学(第三军医大学)第二附属医院医学心理科 
杨婉君 陆军军医大学(第三军医大学)医学心理系军人发展心理学教研室 
贺 英* 陆军军医大学(第三军医大学)第二附属医院医学心理科 重庆市沙坪坝区新桥街道新桥医院医学心理科
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中文摘要:
      【摘要】 背景 预防和干预青少年游戏成瘾具有重要现实意义。已有研究表明,游戏动机在理解和干预游戏成瘾行为中起着重要作用,两者密切相关。但目前游戏动机各成分与游戏成瘾各症状之间的关系尚不明确。目的 探讨青少年游戏动机各成分与游戏成瘾症状之间的关系,为预防和干预青少年游戏成瘾提供参考。 方法 于2024年1月—2月,采用整群抽样法,选取四川省和重庆市四所中学的1 414名青少年为研究对象。采用网络游戏动机量表(OGMS)、青少年游戏障碍量表(GADIS-A)评定游戏动机和游戏成瘾症状。采用网络分析探讨游戏动机与游戏成瘾症状之间的关系。结果 网络边线权重显示,成就动机与游戏控制能力受损、不顾负面后果地继续游戏以及症状出现的频率正相关(r=0.114、0.050、0.076,P均<0.05);社交动机与造成负面后果负相关(r=-0.054,P<0.05);沉浸动机与不顾后果地继续游戏正相关(r=0.031,P<0.05)。成就动机在游戏动机三类成分中显示出最高的强度中心性(1.157)。 结论 游戏动机各成分与游戏成瘾症状之间的连接存在差异,各动机成分通过与特定的症状联系从而与游戏成瘾相互影响。相较于社交动机和沉浸动机,成就动机在游戏动机与游戏成瘾症状的相互影响中起最关键作用。
英文摘要:
      【Abstract】 Background Preventing and intervening in adolescent gaming disorder is of significant practical importance. Research has demonstrated that gaming motivation plays a crucial role in understanding and intervening in gaming disorder, and there is a close relationship between the two. However, the relationship between the components of gaming motivation and the symptoms of gaming disorder remains unclear, and this uncertainty hinders the development of precise prevention and intervention strategies for gaming disorder. Objective To explore the relationship between the components of adolescent gaming motivation and the symptoms of gaming disorder, providing a reference for the prevention and intervention of adolescent gaming disorder. Methods From January to February 2024, a cluster sampling method was employed to select 1414 adolescents from four middle schools in Sichuan Province and Chongqing Municipality as the subjects of the study. The Online Game Motivation Scale (OGMS) and the Chinese version of the Gaming Disorder Scale for Adolescents (GADIS-A) were used for the survey. Network analysis methods were utilized to investigate the relationships between the components of gaming motivation and the symptoms of gaming disorder. Results The network edge weights showed that achievement motivation was positively correlated with impaired game control ability, continuing to play games despite negative consequences, and the frequency of symptom occurrence (r=0.114, 0.050, 0.076, P<0.05), while social motivation was negatively correlated with causing negative consequences (r=-0.054, P<0.05). Immersion motivation was positively correlated with continuing to play games regardless of consequences (r=0.031, P<0.05). Achievement motivation exhibited the highest strength centrality (1.157) among the three categories of gaming motivation components. Conclusion There are differences in the connections between the components of gaming motivation and the symptoms of gaming disorder. Each component of motivation affects gaming disorder by being associated with specific symptoms. Compared to social motivation and immersion motivation, achievement motivation plays the most critical role in the mutual influence between gaming motivation and the symptoms of gaming disorder.
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