Predicting Anxiety and Depression Based on Video Game Addiction with the Mediating Role of Social Support.

IF 1 4区 医学 Q4 NEUROSCIENCES
Zahra Jahanbakhshi, Nima Rezvani, Motahare Pourhasan, Shirin Ahmadi, Sayed Jafar Ahmadi
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Abstract

Background: Today, computer games have become one of the most popular forms of entertainment, especially among teenagers. While games may have various benefits, video games are shown to have different consequences for players, especially those who are younger, and can be highly addictive. The present research investigated the effect of computer game addiction on anxiety and depression in adolescents with the mediating role of social support.

Methods: Overall, 304 adolescents aged 12-18 years old living in Tehran were included in the research through a convenient method. The required data were collected using the Trait-state Anxiety Questionnaire, Depression Scale, Social Support Questionnaire, and Computer Game Addiction Questionnaire and then analyzed using the structural equation model in AMOS software.

Results: The results revealed that addiction to computer games had a significant effect on anxiety and depression. In addition, social support could act as a mediator in this relationship and reduce the harmful effects of computer game addiction on anxiety and depression.

Discussion: According to the findings, to reduce anxiety and depression related to computer game addiction, it is necessary to pay attention to the improvement of social support for people through providing appropriate treatment plans, informing family and friends, and strengthening social connections and support networks.

Conclusion: It is suggested that appropriate treatment programs be designed and implemented to reduce anxiety and depression in individuals with computer game addiction. These programs could include time management, behavior modification, enhancement of communication and social skills, and the provision of adequate social support through families, friends, and professional communities.

基于电子游戏成瘾的焦虑抑郁预测:社会支持的中介作用。
背景:今天,电脑游戏已经成为最受欢迎的娱乐形式之一,尤其是在青少年中。虽然游戏可能有各种各样的好处,但电子游戏对玩家的影响却各不相同,尤其是那些年轻玩家,而且很容易上瘾。本研究以社会支持为中介,探讨电脑游戏成瘾对青少年焦虑和抑郁的影响。方法:采用简便易行的方法,将304名居住在德黑兰的12-18岁青少年纳入研究。采用特质状态焦虑问卷、抑郁量表、社会支持问卷和电脑游戏成瘾问卷收集所需数据,运用AMOS软件结构方程模型进行分析。结果:电脑游戏成瘾对焦虑和抑郁有显著影响。此外,社会支持可能在这一关系中起中介作用,并减少电脑游戏成瘾对焦虑和抑郁的有害影响。讨论:根据研究结果,要减少与电脑游戏成瘾相关的焦虑和抑郁,需要注意通过提供适当的治疗方案,告知家人和朋友,加强社会联系和支持网络来改善人们的社会支持。结论:建议设计和实施适当的治疗方案,以减轻电脑游戏成瘾者的焦虑和抑郁。这些项目可以包括时间管理、行为矫正、加强沟通和社交技能,以及通过家庭、朋友和专业团体提供足够的社会支持。
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
Actas espanolas de psiquiatria
Actas espanolas de psiquiatria 医学-精神病学
CiteScore
1.70
自引率
6.70%
发文量
46
审稿时长
>12 weeks
期刊介绍: Actas Españolas de Psiquiatría publicará de manera preferente trabajos relacionados con investigación clínica en el área de la Psiquiatría, la Psicología Clínica y la Salud Mental.
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