Gen Z Youth in the Battleground: Can AI Interventions Mitigate Risky Gaming Behaviours and Mental Health Harm?

IF 3.7 Q1 PSYCHOLOGY, CLINICAL
Mostafa Aboulnour Salem
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Abstract

Excessive gaming (EG) is increasingly recognised as a modifiable behavioural risk among youth, with potential implications for mental health and well-being in digitally mediated environments. This study examines excessive gaming as a behavioural exposure and AI cyber-shielding (AI-CS) as a perceived digital protective factor among Generation Z university gamers. AI-CS is conceptualised as users' perceived exposure to AI-enabled safety mechanisms embedded in gaming-related digital environments. The study investigates the associations of EG and AI-CS with four psychological outcomes: depressive symptoms (DEP), anxiety symptoms (ANX), hostile behaviours (HB), and personal well-being (PWB). Data were collected through a cross-sectional online survey of 983 university students aged 18 to 22 years from multicultural Middle Eastern backgrounds enrolled in Saudi universities. The sample included 54.2% males and 45.8% females. The proposed relationships were analysed using Partial Least Squares Structural Equation Modelling (PLS-SEM). The results show that excessive gaming is positively associated with depressive and anxiety symptoms and negatively associated with personal well-being. No significant association was found between excessive gaming and hostile behaviours. AI cyber-shielding is negatively associated with depressive and anxiety symptoms and positively associated with personal well-being, but it does not significantly predict hostile behaviours. These findings indicate that excessive gaming is primarily associated with internal psychological outcomes rather than external behavioural responses. They also suggest that perceived AI-enabled safety affordances in gaming-related digital environments are associated with lower psychological distress and higher well-being. The study contributes to research on digital well-being by introducing and empirically examining AI cyber-shielding as a perception-based environmental factor associated with psychological functioning among university students.

战场上的Z世代青年:人工智能干预能否减轻风险游戏行为和心理健康危害?
过度游戏(EG)越来越被认为是青少年中可改变的行为风险,对数字媒介环境中的心理健康和福祉具有潜在影响。本研究将过度游戏作为一种行为暴露和AI网络屏蔽(AI- cs)作为Z世代大学游戏玩家的感知数字保护因素进行了调查。AI-CS的概念是用户对嵌入在游戏相关数字环境中的ai安全机制的感知暴露。该研究调查了EG和AI-CS与四种心理结果的关系:抑郁症状(DEP)、焦虑症状(ANX)、敌对行为(HB)和个人幸福感(PWB)。数据是通过一项横断面在线调查收集的,调查对象是在沙特大学就读的983名年龄在18至22岁之间的中东多元文化背景的大学生。男性占54.2%,女性占45.8%。使用偏最小二乘结构方程模型(PLS-SEM)分析了所提出的关系。结果表明,过度游戏与抑郁和焦虑症状呈正相关,与个人幸福感呈负相关。过度游戏和敌对行为之间没有明显的联系。人工智能网络屏蔽与抑郁和焦虑症状呈负相关,与个人幸福感呈正相关,但不能显著预测敌对行为。这些发现表明,过度游戏主要与内部心理结果有关,而不是外部行为反应。他们还表明,在与游戏相关的数字环境中,感知到的人工智能支持的安全性与较低的心理困扰和较高的幸福感有关。该研究通过引入和实证研究人工智能网络屏蔽作为与大学生心理功能相关的基于感知的环境因素,为数字幸福感的研究做出了贡献。
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
4.40
自引率
12.50%
发文量
111
审稿时长
8 weeks
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