在上学的青少年中问题性的电子游戏使用:激情的作用
José María Faílde Garrido1, María Dolores Dapía Conde1, Manuel Isorna Folgar1
1Faculty of Education and Social Work, University of Vigo, 32004 Ourense, Spain.
Behavioral sciences (Basel, Switzerland)
|November 27, 2024
概括
激情和ADHD显著预测了青少年有问题的视频游戏使用. 糟糕的家长控制,学业表现和情绪症状也与过度玩游戏有关.
科学领域:
- 心理学 心理学 心理学
- 青少年的行为
- 数字媒体研究 数字媒体研究
背景情况:
- 问题性视频游戏使用是青少年日益关注的问题.
- 了解导致过度游戏的因素对于干预至关重要.
研究的目的:
- 确定青少年问题性视频游戏使用的社会人口统计学,学术,心理和游戏模式预测因素.
- 检查ADHD诊断,情绪自我调节,激情和情绪/行为症状的作用.
主要方法:
- 一项涉及西班牙加利西亚2,533名年龄在11-20岁的青少年的描述性横截面研究.
- 用多阶段随机抽样来进行参与者选择.
- 数据分析专注于识别潜在问题或严重问题视频游戏使用的预测变量.
主要成果:
- 对视频游戏的热情成为一个关键的预测因素.
- 问题游戏与较低的家长控制,较差的学业成绩,物质使用和早期发病有关.
- 诊断ADHD和增加负面情绪和行为症状也与有问题的使用有关.
结论:
- 心理,学术和游戏相关因素的结合预测了有问题的电子游戏使用.
- 研究结果强调了激情,ADHD,情绪调节和父母参与的重要性.
- 结果可以为针对青少年游戏问题的有针对性的预防和干预策略的制定提供信息.
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