Untangling the digital connection: The longitudinal relationships between social well-being and internet gaming problems in adolescents.

IF 2.7 4区 医学 Q2 PSYCHIATRY
Haoyu An, Xin Wang, Xue Yang
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引用次数: 0

Abstract

Background: Internet gaming disorder (IGD) and binge gaming (BG) have evolved into an emerging concern among global children and adolescents. However, studies on the interpersonal/social factors of these internet gaming problems are lacking.

Objectives: This 1-year two-wave longitudinal study aims to explore the bidirectional causal relationships between social (loneliness and social anxiety) and internet gaming problems (IGD and BG) utilizing cross-lagged models.

Methods: A cohort of first-year high school students in central China underwent a baseline evaluation in 2018 and a follow-up survey in 2019. IGD, BG, loneliness, and social anxiety were measured by self-reported psychological scales.

Results: Of all the participants, 12.3% (148/1,200) and 11.7% (140/1,200) were classified as having IGD at baseline (T1) and follow-up (T2), respectively. Additionally, 13.4% (161/1,200) at T1 and 13.8% (165/1,200) at T2 of the participants were classified to have BG. Social anxiety at T1 was positively associated with IGD (β = .19, p < .001) and BG (β = .18, p < .001) at T2. The reciprocal effects between BG and IGD were significant and positive; BG at T1 was positively associated with IGD at T2 (β = .12, p < .05), and IGD at T1 showed a positive association with BG at T2 (β = .11, p < .05).

Conclusions: This study illustrates that social anxiety and binge gaming are significant factors of IGD. Monitoring the interpersonal and behavioral indicators to timely identify those adolescents at high risk of developing IGD is of great value.

解开数字连接:青少年社会幸福感和网络游戏问题之间的纵向关系。
背景:网络游戏障碍(IGD)和暴饮暴食游戏(BG)已经发展成为全球儿童和青少年关注的新问题。然而,对这些网络游戏问题的人际/社会因素的研究却很少。目的:本研究旨在利用交叉滞后模型探讨社交(孤独和社交焦虑)与网络游戏问题(IGD和BG)之间的双向因果关系。方法:2018年对华中地区一年级高中生进行基线评估,2019年进行随访调查。IGD、BG、孤独感和社交焦虑通过自我报告的心理量表进行测量。结果:在所有参与者中,12.3%(148/ 1200)和11.7%(140/ 1200)分别在基线(T1)和随访(T2)时被归类为IGD。此外,在T1和T2分别有13.4%(161/ 1200)和13.8%(165/ 1200)的参与者被归类为BG。T1时社交焦虑与IGD呈正相关(β =。结论:本研究说明社交焦虑和狂欢游戏是IGD的显著影响因素。监测人际关系和行为指标,及时发现青少年IGD的高危人群,具有重要意义。
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
CiteScore
12.30
自引率
1.30%
发文量
120
期刊介绍: The International Journal of Social Psychiatry, established in 1954, is a leading publication dedicated to the field of social psychiatry. It serves as a platform for the exchange of research findings and discussions on the influence of social, environmental, and cultural factors on mental health and well-being. The journal is particularly relevant to psychiatrists and multidisciplinary professionals globally who are interested in understanding the broader context of psychiatric disorders and their impact on individuals and communities. Social psychiatry, as a discipline, focuses on the origins and outcomes of mental health issues within a social framework, recognizing the interplay between societal structures and individual mental health. The journal draws connections with related fields such as social anthropology, cultural psychiatry, and sociology, and is influenced by the latest developments in these areas. The journal also places a special emphasis on fast-track publication for brief communications, ensuring that timely and significant research can be disseminated quickly. Additionally, it strives to reflect its international readership by publishing state-of-the-art reviews from various regions around the world, showcasing the diverse practices and perspectives within the psychiatric disciplines. This approach not only contributes to the scientific understanding of social psychiatry but also supports the global exchange of knowledge and best practices in mental health care.
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