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游戏使用与孤独和社会孤立的关联:一项全国性的韩国研究
Jin Young Jung1, Han Mil Choi2, Jin Pyo Hong1
1Department of Psychiatry, Sungkyunkwan University School of Medicine, Samsung Medical Center, Seoul, Republic of Korea.
Psychiatry investigation
|June 26, 2025
概括
低风险的在线游戏与孤独感和社会隔离感的减少有关,这挑战了所有游戏都会增加这些感觉的想法. 这项全国性的研究对精神疾病进行了控制,为游戏提供了细微的视角.
科学领域:
- 心理学 心理学 心理学
- 社会学 社会学 社会学
- 数字媒体研究 数字媒体研究
背景情况:
- 之前关于在线游戏对社会隔离和孤独的影响的研究已经产生了相互矛盾的结果.
- 小样本规模和未解决的混因素,如精神疾病,限制了现有的研究.
- 需要一项全国性的研究来澄清在线游戏,孤独和社会隔离之间的复杂关系.
研究的目的:
- 调查社会隔离,孤独和在线游戏使用之间的相关性.
- 通过考虑社会人口学变量和精神疾病来解决先前研究的局限性.
- 为了更准确地了解不同程度的游戏使用如何影响心理健康.
主要方法:
- 在2021年1月至3月期间对5511名韩国参与者进行的一项全国性调查.
- 使用孤独和社会隔离量-6,游戏过度使用查问卷和复合国际诊断面试.
- 采用多变量线性回归与倾向匹配分析关联,控制社会人口统计数据和精神疾病.
主要成果:
- 与非风险和高风险游戏玩家相比,低风险游戏玩家报告的孤独得分明显较低.
- 在男性中,非风险游戏玩家的社交网络得分低于低风险和高风险游戏玩家.
- 孤独与游戏使用的相关性比社会支持或网络规模更强,特别是在非风险和高风险群体中.
结论:
- 当控制混因素时,增加在线游戏的使用与孤独和孤立没有线性关系.
- 低风险的在线游戏参与与减少孤独和社会隔离有关.
- 需要进一步的研究来确定其他影响游戏过度使用,孤独和社会隔离的因素.
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