“Belonging without being”: Relationships between problematic gaming, internet use, and social group attachment in adolescence

IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL
Célia Barreto Carvalho , Joana Moura Cabral , Marco Teixeira , Filipa Cordeiro , Rodrigo Costa , Ana Moura Arroz
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Abstract

Gaming and Internet use are positively associated with benefits for interpersonal relationships in adolescence, with these behaviors when excessive having been negatively linked with positive aspects of interpersonal connections, such as secure attachment. Using a representative sample of 7918 Portuguese adolescents, with ages ranging from 13 to 19 (Mage = 15.5, 53.3% females), and three self-report measures of problematic gaming, problematic Internet use, and social group attachment (secure, anxious, avoidant), this cross-sectional study aimed to examine the associations between problematic gaming, as well as problematic Internet use, and secure and insecure (anxious and avoidant) social group attachment styles, in the groups with and without these problems. In the groups without problematic gaming and without problematic Internet use, excessive gaming and involvement with the Internet were negatively associated with secure social group attachment and positively associated with anxious social group attachment; on the other hand, in the groups with severe levels of these problems, problematic gaming and Internet use were positively associated with secure social group attachment and negatively associated with anxious social group attachment. These results go against what had been initially hypothesized and suggest that in the case of adolescents with severe levels of these problems, they may serve as an effective compensatory mechanism for coping with the negative effects of insecure attachment styles, which in turn likely contributes to the maintenance of problematic gaming and Internet use.

“没有存在的归属”:青少年问题游戏、网络使用和社会群体依恋之间的关系
游戏和互联网的使用与青春期人际关系的好处呈正相关,当过度使用游戏和互联网时,这些行为与人际关系的积极方面(如安全依恋)呈负相关。这项横断面研究使用了7918名葡萄牙青少年的代表性样本,年龄从13岁到19岁不等(Mage=15.5,53.3%的女性),以及有问题的游戏、有问题的互联网使用和社交群体依恋(安全、焦虑、回避型)的三项自我报告指标,在有和没有这些问题的群体中,安全和不安全(焦虑和回避型)的社会群体依恋风格。在没有问题游戏和没有问题互联网使用的群体中,过度游戏和参与互联网与安全社交群体依恋呈负相关,与焦虑社交群体依恋呈正相关;另一方面,在这些问题严重的群体中,有问题的游戏和互联网使用与安全社交群体依恋呈正相关,与焦虑社交群体依恋负相关。这些结果与最初的假设相悖,并表明,在这些问题严重的青少年中,它们可能是应对不安全依恋风格负面影响的有效补偿机制,而这种负面影响反过来可能有助于维持有问题的游戏和互联网使用。
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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
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