Neuroticism and problematic online gaming: The mediating role of social anxiety and the moderating role of family socioeconomic status

Neuroticism and problematic online gaming: The mediating role of social anxiety and the moderating role of family socioeconomic status
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DOI:
10.1007/s12144-021-02588-5
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发表时间:
2022-01-15
期刊:
影响因子:
2.8
通讯作者:
Lei, Li
Lei, Li
中科院分区:
心理学4区
文献类型:
--
作者:
Chu, Xiaoyuan;Wang, Qi;Lei, Li

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基于精神病理学的层次模型、代偿性网络使用理论和行为的社会文化自我模型,本研究探讨了社交焦虑是否介导了神经质和问题网络游戏之间的关系,以及这种中介过程是否受到家庭社会经济地位(FSES)的调节。采用598名中国大学生(M-age = 19.45 years, SD = 1.63)的数据对理论模型进行检验。这些参与者匿名完成调查问卷。对有调节中介的测试表明,社交焦虑部分调节了神经质和问题网络游戏之间的关联,而FSES调节了第二阶段。具体而言,神经质通过社交焦虑对问题网络游戏的间接影响仅在低FSES的大学生中显著。本研究结果拓展了对网络问题游戏影响因素的研究,突出了揭示其潜在机制的意义。
Based on the hierarchical model of psychopathology, the theory of compensatory internet use, and the sociocultural self model of behaviour, this study examined whether social anxiety mediated the relationship between neuroticism and problematic online gaming, and whether this mediating process was moderated by family socioeconomic status (FSES). The theoretical model was tested using data collected from 598 Chinese undergraduates (M-age = 19.45 years, SD = 1.63). These participants completed questionnaires anonymously. Testing for moderated mediation revealed that social anxiety partially mediated the association between neuroticism and problematic online gaming, with FSES moderating the second stage of it. Specifically, the indirect effect of neuroticism on problematic online gaming via social anxiety was significant only for undergraduates with low FSES. Results of this study extend research on the influencing factors of problematic online gaming and highlight the significance of uncovering the underlying mechanisms.