Gaming Addiction, Gaming Engagement, and Psychological Health Complaints Among Norwegian Adolescents

Gaming Addiction, Gaming Engagement, and Psychological Health Complaints Among Norwegian Adolescents
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DOI:
10.1080/15213269.2012.756374
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发表时间:
2013-01-01
期刊:
影响因子:
4.2
通讯作者:
Palleson, Stale
Palleson, Stale
中科院分区:
心理学2区
文献类型:
--
作者:
Brunborg, Geir Scott;Mentzoni, Rune Aune;Palleson, Stale

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区分游戏的高参与度和游戏成瘾一直是研究人员面临的挑战。我们提供的证据表明,已建立的自我报告工具可用于区分沉迷的游戏玩家和高度参与的游戏玩家。该研究使用了世界卫生组织“学龄儿童健康行为”调查的数据。挪威八年级学生的全国代表性样本完成了青少年游戏成瘾量表。支持所有四个成瘾核心标准(复发、戒断、冲突和问题)的受访者被归类为成瘾游戏玩家。支持两到三个核心标准的受访者被归类为问题游戏玩家。那些认可所有三个外围标准(显着性、容忍度和情绪调节)但不超过一项成瘾标准的人被归类为高度参与的游戏玩家。在控制性别和体育锻炼的情况下,游戏成瘾者和问题游戏玩家更有可能感到情绪低落、烦躁或心情不好、感到紧张、感到疲倦和疲惫以及感到害怕。高度参与的游戏玩家并没有出现更大的心理健康问题风险。这表明有可能将有心理健康问题的成瘾游戏玩家和有问题的游戏玩家与仅仅高度参与游戏的青少年区分开来。
Distinguishing high engagement with games from gaming addiction has been a challenge for researchers. We present evidence that an established self-report instrument can be used to distinguish addicted gamers from highly engaged gamers. The study used data from the World Health Organization's survey, Health Behaviour in School-Aged Children. A nationally representative sample of Norwegian eighth graders completed the Game Addiction Scale for Adolescents. Respondents who endorsed all four of the core criteria for addiction (relapse, withdrawal, conflict, and problems) were categorized as addicted gamers. Respondents who endorsed two or three of the core criteria were categorized as problem gamers. Those who endorsed all three peripheral criteria (salience, tolerance, and mood modification), but not more than one of the addiction criteria, were categorized as highly engaged gamers. Controlling for gender and physical exercise, gaming addicts and problem gamers had greater risk of feeling low, feeling irritable or in a bad mood, feeling nervous, feeling tired and exhausted, and feeling afraid. The highly engaged gamers did not have greater risk of psychological health complaints. This suggests that it is possible to distinguish addicted and problem gamers with psychological health complaints from adolescents who are merely highly engaged gamers.