The role of negative and positive urgency in the relationship between craving and symptoms of problematic video game use

IF 4.6 Q2 MATERIALS SCIENCE, BIOMATERIALS
Francisco J. Rivero, I. Muela, J. F. Navas, I. Blanco, C. Martín-Pérez, José A. Rodas, María F. Jara-Rizzo, D. Brevers, J. Perales
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Abstract

Craving and emotion-driven impulsivity dimensions (positive and negative urgency) have been suggested as factors involved in the progression of different potentially problematic behaviors. However, their role in severity of video gaming-related problems remains unclear. This study aims to assess the differential capacity of negative and positive urgency to predict craving and the number of internet gaming disorder (IGD) symptoms endorsed (as a proxy to severity of video gaming problems) in majoritarily non-pathological video-gamers. Convenience sampling was used to recruit 232 Spanish and 222 Ecuadorian frequent video game players. Mixed-effects generalized linear (GMLE) and mediation modeling were used to test moderation and mediation hypotheses regarding the association between urgency, craving, and endorsement of IGD symptoms. Results show that (1) craving largely overlaps with endorsement of IGD symptoms; (2) craving for video games is linked to positive urgency, but not to negative urgency, which reinforces the idea that craving, at least in mostly non-pathological gamers, is a positively valenced expectancy state; (3) positive urgency exerts an indirect effect (mediated by craving) on the number of symptoms endorsed; (4) negative urgency exerts a direct effect on the number of symptoms endorsed; and (5) urgency traits do not interact with craving to predict the number of symptoms. These findings are consistent with the proposal that craving is an emotional state, and that dysregulation of positive affect (as measured by positive urgency) influences its emergence and control. In addition, they support the idea that craving is a central feature in the emergence of IGD symptoms.
消极和积极紧迫感在渴望和问题电子游戏使用症状之间的关系中的作用
渴望和情绪驱动的冲动维度(积极和消极的紧迫性)被认为是不同潜在问题行为发展的因素。然而,他们在电子游戏相关问题的严重性中所扮演的角色仍不清楚。本研究旨在评估消极和积极紧迫感预测渴望的不同能力,以及在大多数非病理性电子游戏玩家中认可的网络游戏障碍(IGD)症状(作为电子游戏问题严重程度的代理)的数量。采用方便抽样的方法,招募了232名西班牙和222名厄瓜多尔的经常玩电子游戏的人。使用混合效应广义线性(GMLE)和中介模型来检验关于紧迫感、渴望和认可IGD症状之间关系的调节和中介假设。结果表明:(1)渴望与IGD症状的背书在很大程度上重叠;(2)对电子游戏的渴望与积极紧迫感有关,但与消极紧迫感无关,这强化了渴望(至少在大多数非病态玩家中)是一种积极的期望状态的观点;(3)积极紧迫感对症状数量有间接影响(由渴望介导);(4)负紧迫感直接影响被签注症状的数量;(5)急迫性特征不与渴望相互作用来预测症状的数量。这些发现与渴望是一种情绪状态的提议是一致的,积极情绪的失调(以积极的紧迫感来衡量)影响了它的出现和控制。此外,他们支持这样一种观点,即渴望是IGD症状出现的核心特征。
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
ACS Applied Bio Materials
ACS Applied Bio Materials Chemistry-Chemistry (all)
CiteScore
9.40
自引率
2.10%
发文量
464
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