Associations of emotional experience with gaming duration and risk of gaming disorder among adolescent gamers: An ecological momentary assessment study.
Camilla K M Lo, Edward W W Chan, Frederick K Ho, Lu Yu, William W H Chui, Ko Ling Chan
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引用次数: 0
Abstract
Background and aims: Affect has been shown to be associated with gaming disorder (GD), but little is known about how its temporal tendency may predict excessive gaming. We aimed to evaluate how affect intensity and fluctuations may predict gaming duration and risk of GD among adolescent gamers.
Design: A longitudinal study with ecological momentary assessment (EMA) to collect participants' data at four time points throughout the day during a 14-day observation period.
Setting: July and August 2023 in Hong Kong SAR, China.
Participants: A total of 317 adolescents (37.2% female; Mage = 15.5) who self-identified as regular gamers.
Measurements: The major measures were daily game time, GD (Internet Gaming Disorder Scale; IGDS9-SF) and affect intensity (the Positive and Negative Affect Schedule; PANAS), while affect fluctuations were captured by obtaining the root mean squared of successive differences of the PANAS scores.
Findings: Both overall negative affect intensity [β = 0.3816, 95% confidence interval (CI) = 0.0941-0.6691, P = 0.0095] and fluctuations (β = 0.5123, 95% CI = 0.0567-0.9679, P = 0.0277) were statistically significantly associated with the follow-up IGDS9-SF score. In terms of positive affect, only affect fluctuations were statistically significantly associated with IGDS9-SF score (β = 0.4457, 95% CI = 0.0279-0.8636, P = 0.0367). At within-person level, both daily negative affect intensity (exponentiated β = 1.0159, 95% CI = 1.0018-1.0302, P = 0.0265) and fluctuations (exponentiated β = 1.0144, 95% CI = 1.0030-1.0258, P = 0.0130) were statistically significantly associated with daily game time. Daily positive affect intensity (exponentiated β = 1.0136, 95% CI = 1.0025-1.0248, P = 0.0166) was statistically significantly associated with increased daily game time at within-person level. The association between daily positive affect fluctuations and game time was statistically non-significant.
Conclusions: Both intensity and fluctuations of negative affect may predict gaming duration and risk of gaming disorder among Hong Kong adolescents. For positive affect, emotion intensity may be more related to gaming duration, and emotion fluctuations may be more related to adolescents' risk of gaming disorder.
期刊介绍:
Addiction publishes peer-reviewed research reports on pharmacological and behavioural addictions, bringing together research conducted within many different disciplines.
Its goal is to serve international and interdisciplinary scientific and clinical communication, to strengthen links between science and policy, and to stimulate and enhance the quality of debate. We seek submissions that are not only technically competent but are also original and contain information or ideas of fresh interest to our international readership. We seek to serve low- and middle-income (LAMI) countries as well as more economically developed countries.
Addiction’s scope spans human experimental, epidemiological, social science, historical, clinical and policy research relating to addiction, primarily but not exclusively in the areas of psychoactive substance use and/or gambling. In addition to original research, the journal features editorials, commentaries, reviews, letters, and book reviews.