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The role of maladaptive cognitions in gaming disorder: Differences between online and offline gaming types.
Addictive Behaviors ( IF 3.7 ) Pub Date : 2020-08-01 , DOI: 10.1016/j.addbeh.2020.106595
Gaëlle Bodi 1 , Célia Maintenant 1 , Valérie Pennequin 1
Affiliation  

Gaming disorder involving online or offline games has been included in the latest International Classification of Diseases (ICD-11). Recent studies on psychological processes related to gaming disorder have identified a number of maladaptive cognitions that may play a role in developing and maintaining problematic gaming behaviors. However, there have been few studies that have examined whether these cognitions may occur differently offline versus online gaming. This study recruited 446 French-speaking adults including 229 online and 217 offline gamers (54.93 % male, Mage = 28.05), who completed a questionnaire providing information about demographic characteristics, gaming habits, cognitions related to video games, gaming disorder and psychological distress. Maladaptive cognitions correlated strongly with gaming disorder, weekly time spent on video games, depression and anxiety symptoms. Mann-Whitney U-tests revealed significant differences between online and offline gaming groups with more addicted gamers in the online group, and more maladaptive cognitions in online than offline gamers. However, regression models comparing offline and online players revealed fewer differences among predictor variables. Maladaptive cognitions predicted the two types of disorder equally, although virtual comfort appeared to be strongly predictive only of online gaming disorder. These findings are discussed in relation to addiction theory and their clinical implications.



中文翻译:

适应不良的认知在游戏障碍中的作用:在线和离线游戏类型之间的差异。

最新的国际疾病分类(ICD-11)已包括涉及在线或离线游戏的游戏障碍。关于与游戏障碍有关的心理过程的最新研究已经发现了许多不良适应症,它们可能在发展和维持有问题的游戏行为中起作用。但是,很少有研究检查这些认知在离线游戏和在线游戏中的发生方式是否不同。这项研究招募了446名讲法语的成年人,其中包括229位在线游戏和217位离线游戏玩家(男性54.93%,法师= 28.05),他们完成了一份问卷,提供有关人口统计学特征,游戏习惯,与视频游戏相关的认知,游戏障碍和心理困扰的信息。适应不良的认知与游戏障碍密切相关,每周花在电子游戏,抑郁和焦虑症状上的时间。曼恩·惠特尼(Mann-Whitney)的U检验揭示了在线和离线游戏组之间的显着差异,其中在线组中的上瘾玩家更多,在线上的不良适应性认知高于离线游戏。但是,比较离线和在线参与者的回归模型显示,预测变量之间的差异较小。尽管虚拟舒适度似乎只能强烈预测在线游戏障碍,但适应不良的认知同样可以预测这两种类型的障碍。讨论了有关成瘾理论及其临床意义的这些发现。以及比离线游戏玩家更多的不良适应能力。但是,比较离线和在线参与者的回归模型显示,预测变量之间的差异较小。尽管虚拟舒适度似乎只能强烈预测在线游戏障碍,但适应不良的认知同样可以预测这两种类型的障碍。讨论了有关成瘾理论及其临床意义的这些发现。以及比离线游戏玩家更多的不良适应能力。但是,比较离线和在线参与者的回归模型显示,预测变量之间的差异较小。尽管虚拟舒适度似乎只能强烈预测在线游戏障碍,但适应不良的认知同样可以预测这两种类型的障碍。讨论了有关成瘾理论及其临床意义的这些发现。

更新日期:2020-08-28
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