THE RELATIONSHIP BETWEEN DIGITAL GAME ADDICTION, EXECUTIVE FUNCTIONS AND IMPULSIVITY IN EARLY ADOLESCENTS

Tuğba Bozyiğit, Selin Yılmaz
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Abstract

Privacy is what one can be in his or her private space without being disturbed by others. Privacy invasion is the unauthorized intervention of other people in the private area of the person. The current study was largely concerned with the association between digital game addiction, specific cognitive functions especially, three components of executive function (inhibition, set shifting and working memory) and impulsivity in early adolescents. Sampling consisted of 6th (55.1%) and 7th (44.9%) grade middle school students (36 females and 62 males). The mean age of the students was determined as 12.35 years (SD =0.75; age range, 10–14 years). Digital game addiction, inhibition, set shifting, working memory, and impulsivity were evaluated via Digital Game Addiction Scale (DGAS), Stroop Test TBAG Form, Trail Making Test (TMT), Wechsler Memory Scale-III Letter-Number Sequencing Subtest (WMS–III/LNS) and Short Form of Barratt Impulsiveness Scale (BIS-11-SF), respectively. According to the correlation analysis results, selective and complex attention, inhibition, set shifting, and impulse control were diminished with increasing digital game addiction. There is no significant relationship between digital game addiction and working memory. Consistent with the correlation analysis, structural equation model results revealed that digital game addiction significantly predicts inhibition, set shifting and impulsivity [x2 (15, N = 98) = 7.476, p > 0.5; x2/df = 1.246; RMSEA = .05; CFI = .95; GFI = .97]. As a results, it can be concluded that digital game addiction should be controlled in order to manage impulses and develop high-capacity cognitive skills in children.
青少年沉迷数字游戏、执行功能和冲动之间的关系
隐私是指一个人在其私人空间内不受他人打扰的情况。隐私侵犯则是指他人未经授权介入个人的私人空间。本研究主要关注青少年沉迷数字游戏与特定认知功能,特别是执行功能的三个组成部分(抑制、设定转移和工作记忆)和冲动性之间的关联。抽样对象包括六年级(55.1%)和七年级(44.9%)的初中生(女生 36 人,男生 62 人)。学生的平均年龄为 12.35 岁(标准差 =0.75;年龄范围为 10-14 岁)。通过数字游戏成瘾量表(DGAS)、Stroop Test TBAG Form、Trail Making Test(TMT)、Wechsler Memory Scale-III Letter-Number Sequencing Subtest(WMS-III/LNS)和Barratt Impulsiveness Scale Short Form(BIS-11-SF)分别对数字游戏成瘾、抑制、集合转换、工作记忆和冲动性进行了评估。相关分析结果表明,随着数字游戏成瘾程度的增加,选择性和复杂性注意、抑制、集合转移和冲动控制能力都有所下降。数字游戏成瘾与工作记忆之间没有明显关系。与相关分析结果一致,结构方程模型结果显示,数字游戏成瘾可显著预测抑制、集合移动和冲动[x2 (15, N = 98) = 7.476, p > 0.5; x2/df = 1.246; RMSEA = .05; CFI = .95; GFI = .97]。因此,可以得出结论:为了控制儿童的冲动和培养他们的高认知能力,应该控制数字游戏成瘾。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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