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在游戏障碍和互联网游戏障碍中的冲动性的因素分析
Jodie N Raybould1,2, Richard J Tunney3
1School of Psychology, Aston University, Birmingham, UK.
BMC psychiatry
|October 4, 2024
概括
一个包括紧迫性和抑制性控制在内的双因素冲动性模型预测了游戏障碍 (GD) 和互联网游戏障碍 (IGD). 紧急性成为游戏障碍的更强的预测因素,而不是以前在其他成中看到的.
科学领域:
- 心理学 心理学 心理学
- 行为科学 行为科学
- 神经科学是一个神经科学.
背景情况:
- 冲动性是已知的物质使用障碍和博障碍的预测因素.
- 为预测这些疾病,已建立了一种两因素冲动性模型.
研究的目的:
- 调查是否类似的双因素冲动性结构预测了游戏障碍 (GD) 和互联网游戏障碍 (IGD).
- 识别特定的冲动性方面,有助于有问题的游戏行为.
主要方法:
- 对372名参与者关于冲动性和游戏参与度的调查答案的二次数据分析.
- 探索性和确认性因子分析以确定冲动性因子结构及其与GD和IGD的关系.
主要成果:
- 最初建议采用五因素冲动性模型,但两因素模型 (紧急和受损抑制控制) 显示出很好的匹配.
- 紧急和受损的抑制控制预测IGD症状数量超过临床切断值.
- 紧迫性与IGD和GD的较高症状数量显著相关.
结论:
- 这些发现支持GD和IGD的双因素冲动性模型,类似于其他成障碍.
- 紧迫感是有问题的游戏比抑制控制障碍更强的预测因素,与此前在物质使用和博方面的发现形成鲜明对比.
- 紧迫性在从娱乐游戏过渡到无序游戏中显得至关重要,与其在酒精消费模式中的作用类似.
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