Intense Video Gaming Is Not Essentially Problematic

Intense Video Gaming Is Not Essentially Problematic
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DOI:
10.1037/adb0000316
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发表时间:
2017-11-01
影响因子:
3.4
通讯作者:
Maraz, Aniko
Maraz, Aniko
中科院分区:
心理学2区
文献类型:
--
作者:
Kiraly, Orsolya;Toth, Denes;Maraz, Aniko

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电子游戏比以往任何时候都更受欢迎,而包括家长、教育工作者和媒体在内的普通大众都倾向于认为激烈的电子游戏从根本上是有问题的。为了验证这一假设,参与者是通过游戏相关网站招募的,结果是N = 5222名在线视频玩家(平均年龄:22.2岁,SD = 6.4)。除了评估游戏时间外,我们还进行了十项网络游戏障碍测试、简短症状量表和网络游戏动机问卷。以游戏时间和问题游戏作为结果变量,估计了两个结构回归模型。第一个模型的预测因子是精神症状,第二个模型的预测因子是游戏动机。两种模型均获得了足够的拟合指数。精神症状对有问题的使用有中等的积极影响(beta = 0.46, p < .001),而对游戏时间的影响几乎为零(beta = - 0.01, p = .84)。在第二个模型中,逃避是最突出的动机,并且与问题使用有中等到强烈的关联(beta = .58, p < .001)。然而,Escape和游戏时间之间的关联却相对较弱(beta = 0.21, p < 0.001)。在这两个模型中,游戏时间与问题使用之间的相关性均为弱至中度(r = 0.26, p < 0.001; r = 0.21, p < 0.001)。数据表明,游戏时间与负面心理因素(如精神症状和逃避动机)之间的关系很弱,而这些因素一直与问题性使用有关。因此,游戏时间本身似乎并不是问题使用的可靠预测指标,这就质疑了前面提到的高强度游戏本质上是有问题的观点。
Video games are more popular than ever and the general public, including parents, educators, and the media, tends to consider intense video gaming fundamentally problematic. To test this hypothesis, participants were recruited via gaming-related websites resulting in a sample of N = 5,222 online video gamers (mean age: 22.2 years, SD = 6.4). Besides assessing gaming time, we administered the Ten-Item Internet Gaming Disorder Test, the Brief Symptom Inventory, and the Motives for Online Gaming Questionnaire. Two structural regression models were estimated with both gaming time and problematic gaming as outcome variables. Predictors were psychiatric symptoms in the first, and gaming motives in the second model. Both models yielded adequate fit indices. Psychiatric symptoms had a moderate positive effect on problematic use (beta = .46, p < .001) whereas their effect on gaming time was practically zero (beta = -.01, p = .84). In the second model, Escape was the most prominent motive and was moderately to-strongly associated (beta = .58, p < .001) with problematic use. However, the association between Escape and gaming time was substantially weaker (beta = .21, p < .001). The correlation between gaming time and problematic use was weak-to-moderate in both models (r = .26, p < .001 and r = .21, p < .001, respectively). Data suggest that gaming time is weakly associated with negative psychological factors such as psychiatric symptoms and Escape motive, which were found to be consistently related to problematic use. Therefore, the amount of gaming time alone appears to be an unreliable predictor of problematic use, which questions the aforementioned idea that intense gaming is essentially problematic.