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Factors Associated with the Problematic Use of Video Games in Adolescents and Young People
International Journal of Mental Health and Addiction ( IF 3.2 ) Pub Date : 2021-05-24 , DOI: 10.1007/s11469-021-00543-w
Mónica Bernaldo-de-Quirós , Iván Sánchez-Iglesias , María González-Alvarez , Francisco J. Labrador , Francisco J. Estupiñá , Ignacio Fernández-Arias , Marta Labrador

The aim of this study is to identify which factors are associated with the problematic use of video game play in adolescents and young people. Data were collected from a stratified random sample (N = 2173) of students aged 12 to 22 (M = 15.3 years old) in high school and professional training in the city of Madrid. A stepwise hierarchical linear regression analysis was performed to identify the factors that predict more problematic use. Engagement in the game and cognitive distortions explain 59.3% of total variance in the scores on the IGDS9-SF. General mental health, gender, and age add only 1.3% to the total explained variance. This study suggests that problem awareness, engagement in the game, and cognitive distortions play a fundamental role in the problematic use of video games and, therefore, must be taken into account in the development of preventative and therapeutic programs.



中文翻译:

与青少年视频游戏问题相关的因素

这项研究的目的是确定哪些因素与青少年和年轻人中视频游戏玩法的使用有问题有关。数据来自分层随机样本(N  = 2173),年龄为12至22岁(M = 15.3岁)在马德里市的高中和专业培训中。进行了逐步分层线性回归分析,以识别预测更多问题使用的因素。参与游戏和认知变形可以解释IGDS9-SF得分总差异的59.3%。总体心理健康,性别和年龄仅占总解释差异的1.3%。这项研究表明,问题意识,参与游戏和认知失真在有问题的视频游戏使用中起着根本作用,因此,在制定预防和治疗计划时必须考虑到这一点。

更新日期:2021-05-25
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