Video Game Addiction Among Students During COVID-19 Pandemic Based on Regulatory Focus Theory and Interpersonal Competence

IF 1.1 Q3 Medicine
Yudhi Nugraha, Awalya Awalya, M. Mulawarman
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引用次数: 5

Abstract

Video game addiction is one of the mental health problems due to the uncontrolled activities in accessing video game platforms. This study aimed to identify the tendencies of video game addiction among Senior High School students based on the aspects of Regulatory Focus Theory and interpersonal competence. It implemented a quantitative descriptive model with a 2×2 factorial design. A total of 1046 students participated in the survey. The findings revealed the increasing video game addiction cases among the students during the COVID-19 pandemic. The students with a high promotion focus and a high interpersonal competence as well as those with a low prevention focus and a low interpersonal competence tended to experience video game addiction.
基于调节焦点理论和人际能力的新冠肺炎疫情期间学生电子游戏成瘾研究
电子游戏成瘾是由于访问电子游戏平台时不受控制的活动而导致的心理健康问题之一。本研究旨在从调节焦点理论和人际交往能力两个方面来识别高中生电子游戏成瘾的倾向。它采用2×2析因设计实现了一个定量描述模型。共有1046名学生参加了调查。研究结果显示,在新冠肺炎大流行期间,学生中的电子游戏成瘾病例不断增加。推广重点高、人际交往能力强的学生,以及预防重点低、人际交往水平低的学生,都容易出现电子游戏成瘾。
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来源期刊
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期刊介绍: Addictive Disorders & Their Treatment is a quarterly international journal devoted to practical clinical research and treatment issues related to the misuses of alcohol and licit and illicit drugs and the study and treatment of addictive disorders and their behaviors. The journal publishes broad-spectrum, patient-oriented coverage of all aspects of addiction, directed toward an audience of psychiatrists, clinical psychologists, psychopharmacologists, and primary care practitioners. Original articles help clinicians make more educated, effective decisions regarding optimal patient management and care. In-depth reviews examine current understanding, diagnosis, and treatment of addiction disorders.
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