School Climate and School Identification as Determinants of Internet Gaming Disorder Among Chinese Adolescent Internet Gamers: Cross-Sectional Mediation Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-11-12 DOI:10.2196/50418
Yanqiu Yu, Stefanie H Y Yen, Deborah Baofeng Wang, Anise M S Wu, Juliet Honglei Chen, Guohua Zhang, Mengni Du, Dajin Du, Mingxuan Du, Joseph T F Lau
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引用次数: 0

Abstract

Background: School climate and school identification are important features of the school environment and potential determinants of adolescent internet gaming disorder (IGD).

Objective: This novel study investigated their joint effects on IGD and related mediation mechanisms via the interpersonal factor of teacher-student relationship and the individual factors of academic stress and anxiety.

Methods: A large-scale cross-sectional study was conducted among adolescent internet gamers of junior, senior, and vocational middle schools in Taizhou City, China, from February to March 2022 (N=5778). Participants self-administered an anonymous, structured questionnaire in classrooms. Adjusted logistic regression and structural equation modeling (SEM) were used for data analysis.

Results: Among all participants, the prevalence of IGD was 8% (461/5778). The 4 school climate subscales (student-student relationship subscale: adjusted odds ratio [ORa] 0.88, 95% CI 0.85-0.91; student-staff relations subscale: ORa 0.87, 95% CI 0.84-0.90; academic emphasis subscale: ORa 0.88, 95% CI 0.85-0.91; shared values approach: ORa 0.88, 95% CI 0.85-0.90), the school identification subscale (ORa 0.85, 95% CI 0.83-0.88), and teacher-student relationship (ORa 0.80, 95% CI 0.76-0.84) were significant protective factors against IGD, while academic stress (ORa 1.18, 95% CI 1.14-1.23) and anxiety (ORa 1.16, 95% CI 1.14-1.18) were risk factors of IGD. The SEM showed that the negative associations between school climate and IGD and between school identification and IGD were mediated via (1) three 2-step paths, each involving a single mediator-teacher-student relationship, academic stress, and anxiety, respectively-and (2) two 3-step paths involving 2 mediators-teacher-student relationship and academic stress first, respectively, and then anxiety. The direct effect of school climate on IGD was statistically nonsignificant (ie, full mediation with effect size ranging from 4.2% to 20.4%), while that of school identification was statistically significant (ie, partial mediation with effect size ranging from 4.5% to 38.2%).

Conclusions: The relatively high prevalence of IGD among Chinese adolescents may be reduced through school-based interventions to improve school climate and school identification. Such improvements may reduce the levels of risk factors of IGD (poor teacher-student relationship, academic stress, and anxiety) and hence the risk of IGD. Future longitudinal and intervention studies are needed to confirm the findings.

学校氛围和学校认同对青少年网络游戏成瘾的影响:横断面中介研究
背景:学校气候和学校认同是学校环境的重要特征,也是青少年网络游戏障碍(IGD)的潜在决定因素。目的:本研究通过师生关系的人际因素和学业压力、焦虑的个体因素,探讨二者对IGD的共同影响及其中介机制。方法:于2022年2月至3月对中国台州市初中、高中和职业中学青少年网络游戏玩家进行大规模横断面研究(N=5778)。参与者在教室里自行填写了一份匿名的结构化问卷。采用调整逻辑回归和结构方程模型(SEM)进行数据分析。结果:在所有参与者中,IGD患病率为8%(461/5778)。4个学校气氛分量表(学生-学生关系分量表:调整优势比[ORa] 0.88, 95% CI 0.85-0.91;师生关系子量表:ORa 0.87, 95% CI 0.84-0.90;学术强调分量表:ORa 0.88, 95% CI 0.85-0.91;共同价值观方法:ORa 0.88, 95% CI 0.85-0.90)、学校认同子量表(ORa 0.85, 95% CI 0.83-0.88)和师生关系(ORa 0.80, 95% CI 0.76-0.84)是IGD的显著保护因素,而学业压力(ORa 1.18, 95% CI 1.14-1.23)和焦虑(ORa 1.16, 95% CI 1.14-1.18)是IGD的危险因素。SEM发现,学校氛围与IGD之间、学校认同与IGD之间的负相关关系是通过(1)三个双步路径介导的,每个双步路径分别涉及一个中介——师生关系、学业压力和焦虑;(2)两个双步路径分别涉及两个中介——师生关系和学业压力,然后是焦虑。学校气候对IGD的直接影响不显著(即完全中介效应,效应量为4.2% ~ 20.4%),学校认同对IGD的部分中介效应显著(即部分中介效应,效应量为4.5% ~ 38.2%)。结论:通过学校干预,改善学校氛围和学校认同,可以降低中国青少年中相对较高的IGD患病率。这种改善可能会降低IGD的危险因素(师生关系差、学业压力和焦虑)的水平,从而降低IGD的风险。需要进一步的纵向和干预研究来证实这些发现。
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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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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