Problematic gaming use and psychological distress among Spanish young adults: A comprehensive study

IF 2.5 4区 医学 Q2 PSYCHIATRY
E. Suárez-Soto , A. Peris-de la Hoz , A. Sanchez-Fernandez-Quejo , E. Rodriguez-Toscano , N. Lagunas , B. Reneses , A. De la Torre-Luque
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引用次数: 0

Abstract

Background and objectives

This study examined problematic video game use and its sociodemographic and clinical correlates in a sample of 1,410 Spanish video game players (33.6% women; mean age = 21.12 years, SD = 3.29).

Methods

The participants completed a comprehensive set of assessment scales to evaluate clinical features: a sociodemographic interview, problematic video gaming (using the GAS-7), emotional symptoms (with the Goldberg Anxiety and Depression scales), suicidal ideation (with the Paykel Suicidal Ideation Scale), loneliness (De Jong Gierveld Loneliness Scale) and impulsivity (UPPS-P scale). Participants were classified based on problematic gaming severity. Differences between groups were explored for the clinical features assessed.

Results

As a result, most participants showed a low-risk gaming pattern (88.2%), in comparison to those showing either excessive use of video games (10% of participants) or problematic (pathological) gaming use (almost 2%). Risk groups differed by sex (p < .01), but not age, education, or employment. Game time and frequency varied across risk groups, indicating higher use with greater risk. Clinical correlates were examined, with higher risk groups showing more depressive symptoms (p < .01), anxiety symptoms (p < .01), suicidal ideation (p < .01), and loneliness (p < .01). Impulsiveness dimensions also showed significant group differences, except for sensation seeking. In conclusion, problematic video game use was linked to higher levels of depressive symptoms, anxiety, suicidal ideation, loneliness, and impulsiveness.

Conclusion

This study sheds light on the clinical aspects associated with different levels of problematic gaming.
西班牙青少年的游戏问题与心理困扰:一项综合研究
背景与目的本研究调查了 1410 名西班牙电子游戏玩家(33.6% 为女性;平均年龄 21.12 岁,SD = 3.29)的电子游戏使用问题及其社会人口学和临床相关性。方法参与者完成了一套全面的评估量表,以评估临床特征:社会人口学访谈、问题电子游戏(使用 GAS-7)、情绪症状(使用 Goldberg 焦虑和抑郁量表)、自杀意念(使用 Paykel 自杀意念量表)、孤独感(De Jong Gierveld 孤独感量表)和冲动性(UPPS-P 量表)。根据游戏问题的严重程度对参与者进行分类。结果显示,与过度使用电子游戏(10% 的参与者)或问题(病态)游戏(近 2%)的参与者相比,大多数参与者表现出低风险游戏模式(88.2%)。不同性别(p <.01)的风险群体有差异,但年龄、教育程度或就业情况则无差异。不同风险群体的游戏时间和频率各不相同,这表明使用游戏时间越长,风险越大。临床相关性研究显示,高风险组表现出更多的抑郁症状(p < .01)、焦虑症状(p < .01)、自杀倾向(p < .01)和孤独感(p < .01)。除寻求感觉外,冲动性维度也显示出显著的群体差异。总之,使用问题电子游戏与较高程度的抑郁症状、焦虑、自杀倾向、孤独和冲动有关。
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来源期刊
CiteScore
2.90
自引率
0.00%
发文量
40
审稿时长
43 days
期刊介绍: The European journal of psychiatry is a quarterly publication founded in 1986 and directed by Professor Seva until his death in 2004. It was originally intended to report “the scientific activity of European psychiatrists” and “to bring about a greater degree of communication” among them. However, “since scientific knowledge has no geographical or cultural boundaries, is open to contributions from all over the world”. These principles are maintained in the new stage of the journal, now expanded with the help of an American editor.
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