Camilla K M Lo, Edward W W Chan, Frederick K Ho, Lu Yu, William W H Chui, Ko Ling Chan
{"title":"青少年游戏玩家的情绪体验与游戏持续时间和游戏障碍风险的关联:一项生态瞬时评估研究。","authors":"Camilla K M Lo, Edward W W Chan, Frederick K Ho, Lu Yu, William W H Chui, Ko Ling Chan","doi":"10.1111/add.70088","DOIUrl":null,"url":null,"abstract":"<p><strong>Background and aims: </strong>Affect has been shown to be associated with gaming disorder (GD), but little is known about how its temporal tendency may predict excessive gaming. We aimed to evaluate how affect intensity and fluctuations may predict gaming duration and risk of GD among adolescent gamers.</p><p><strong>Design: </strong>A longitudinal study with ecological momentary assessment (EMA) to collect participants' data at four time points throughout the day during a 14-day observation period.</p><p><strong>Setting: </strong>July and August 2023 in Hong Kong SAR, China.</p><p><strong>Participants: </strong>A total of 317 adolescents (37.2% female; M<sub>age</sub> = 15.5) who self-identified as regular gamers.</p><p><strong>Measurements: </strong>The major measures were daily game time, GD (Internet Gaming Disorder Scale; IGDS9-SF) and affect intensity (the Positive and Negative Affect Schedule; PANAS), while affect fluctuations were captured by obtaining the root mean squared of successive differences of the PANAS scores.</p><p><strong>Findings: </strong>Both overall negative affect intensity [β = 0.3816, 95% confidence interval (CI) = 0.0941-0.6691, P = 0.0095] and fluctuations (β = 0.5123, 95% CI = 0.0567-0.9679, P = 0.0277) were statistically significantly associated with the follow-up IGDS9-SF score. In terms of positive affect, only affect fluctuations were statistically significantly associated with IGDS9-SF score (β = 0.4457, 95% CI = 0.0279-0.8636, P = 0.0367). At within-person level, both daily negative affect intensity (exponentiated β = 1.0159, 95% CI = 1.0018-1.0302, P = 0.0265) and fluctuations (exponentiated β = 1.0144, 95% CI = 1.0030-1.0258, P = 0.0130) were statistically significantly associated with daily game time. Daily positive affect intensity (exponentiated β = 1.0136, 95% CI = 1.0025-1.0248, P = 0.0166) was statistically significantly associated with increased daily game time at within-person level. The association between daily positive affect fluctuations and game time was statistically non-significant.</p><p><strong>Conclusions: </strong>Both intensity and fluctuations of negative affect may predict gaming duration and risk of gaming disorder among Hong Kong adolescents. For positive affect, emotion intensity may be more related to gaming duration, and emotion fluctuations may be more related to adolescents' risk of gaming disorder.</p>","PeriodicalId":109,"journal":{"name":"Addiction","volume":" ","pages":""},"PeriodicalIF":5.2000,"publicationDate":"2025-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Associations of emotional experience with gaming duration and risk of gaming disorder among adolescent gamers: An ecological momentary assessment study.\",\"authors\":\"Camilla K M Lo, Edward W W Chan, Frederick K Ho, Lu Yu, William W H Chui, Ko Ling Chan\",\"doi\":\"10.1111/add.70088\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Background and aims: </strong>Affect has been shown to be associated with gaming disorder (GD), but little is known about how its temporal tendency may predict excessive gaming. We aimed to evaluate how affect intensity and fluctuations may predict gaming duration and risk of GD among adolescent gamers.</p><p><strong>Design: </strong>A longitudinal study with ecological momentary assessment (EMA) to collect participants' data at four time points throughout the day during a 14-day observation period.</p><p><strong>Setting: </strong>July and August 2023 in Hong Kong SAR, China.</p><p><strong>Participants: </strong>A total of 317 adolescents (37.2% female; M<sub>age</sub> = 15.5) who self-identified as regular gamers.</p><p><strong>Measurements: </strong>The major measures were daily game time, GD (Internet Gaming Disorder Scale; IGDS9-SF) and affect intensity (the Positive and Negative Affect Schedule; PANAS), while affect fluctuations were captured by obtaining the root mean squared of successive differences of the PANAS scores.</p><p><strong>Findings: </strong>Both overall negative affect intensity [β = 0.3816, 95% confidence interval (CI) = 0.0941-0.6691, P = 0.0095] and fluctuations (β = 0.5123, 95% CI = 0.0567-0.9679, P = 0.0277) were statistically significantly associated with the follow-up IGDS9-SF score. In terms of positive affect, only affect fluctuations were statistically significantly associated with IGDS9-SF score (β = 0.4457, 95% CI = 0.0279-0.8636, P = 0.0367). At within-person level, both daily negative affect intensity (exponentiated β = 1.0159, 95% CI = 1.0018-1.0302, P = 0.0265) and fluctuations (exponentiated β = 1.0144, 95% CI = 1.0030-1.0258, P = 0.0130) were statistically significantly associated with daily game time. Daily positive affect intensity (exponentiated β = 1.0136, 95% CI = 1.0025-1.0248, P = 0.0166) was statistically significantly associated with increased daily game time at within-person level. The association between daily positive affect fluctuations and game time was statistically non-significant.</p><p><strong>Conclusions: </strong>Both intensity and fluctuations of negative affect may predict gaming duration and risk of gaming disorder among Hong Kong adolescents. For positive affect, emotion intensity may be more related to gaming duration, and emotion fluctuations may be more related to adolescents' risk of gaming disorder.</p>\",\"PeriodicalId\":109,\"journal\":{\"name\":\"Addiction\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":5.2000,\"publicationDate\":\"2025-05-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Addiction\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://doi.org/10.1111/add.70088\",\"RegionNum\":1,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"PSYCHIATRY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Addiction","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1111/add.70088","RegionNum":1,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHIATRY","Score":null,"Total":0}
引用次数: 0
摘要
背景和目的:情感已被证明与游戏障碍(GD)有关,但其时间倾向如何预测过度游戏却鲜为人知。我们的目的是评估影响强度和波动如何预测青少年游戏玩家的游戏时间和GD风险。设计:采用生态瞬时评估(EMA)的纵向研究,在14天的观察期中,在全天的四个时间点收集参与者的数据。地点:2023年7月至8月,中国香港特别行政区。参与者:共317名青少年(37.2%为女性;法师= 15.5),他们自认为是普通玩家。测量方法:主要测量方法为每日游戏时间、GD(网络游戏障碍量表);IGDS9-SF)和情绪强度(积极和消极情绪表);PANAS),而通过获得PANAS分数连续差异的均方根来捕获影响波动。结果:总体负面情绪强度[β = 0.3816, 95%可信区间(CI) = 0.0941 ~ 0.6691, P = 0.0095]和波动(β = 0.5123, 95% CI = 0.0567 ~ 0.9679, P = 0.0277)与随访IGDS9-SF评分均有统计学意义。在积极情绪方面,只有情绪波动与IGDS9-SF评分有统计学意义(β = 0.4457, 95% CI = 0.0279-0.8636, P = 0.0367)。在个人层面上,每日负面情绪强度(指数β = 1.0159, 95% CI = 1.0018-1.0302, P = 0.0265)和波动(指数β = 1.0144, 95% CI = 1.0030-1.0258, P = 0.0130)与每日游戏时间有统计学显著相关。每日积极情绪强度(指数β = 1.0136, 95% CI = 1.0025-1.0248, P = 0.0166)与每日游戏时间的增加有统计学显著相关。每日积极情绪波动与游戏时间之间的关联在统计上不显著。结论:负面情绪的强度和波动可以预测香港青少年的游戏持续时间和游戏障碍风险。对于积极情感而言,情绪强度可能与游戏持续时间关系更大,情绪波动可能与青少年游戏障碍风险关系更大。
Associations of emotional experience with gaming duration and risk of gaming disorder among adolescent gamers: An ecological momentary assessment study.
Background and aims: Affect has been shown to be associated with gaming disorder (GD), but little is known about how its temporal tendency may predict excessive gaming. We aimed to evaluate how affect intensity and fluctuations may predict gaming duration and risk of GD among adolescent gamers.
Design: A longitudinal study with ecological momentary assessment (EMA) to collect participants' data at four time points throughout the day during a 14-day observation period.
Setting: July and August 2023 in Hong Kong SAR, China.
Participants: A total of 317 adolescents (37.2% female; Mage = 15.5) who self-identified as regular gamers.
Measurements: The major measures were daily game time, GD (Internet Gaming Disorder Scale; IGDS9-SF) and affect intensity (the Positive and Negative Affect Schedule; PANAS), while affect fluctuations were captured by obtaining the root mean squared of successive differences of the PANAS scores.
Findings: Both overall negative affect intensity [β = 0.3816, 95% confidence interval (CI) = 0.0941-0.6691, P = 0.0095] and fluctuations (β = 0.5123, 95% CI = 0.0567-0.9679, P = 0.0277) were statistically significantly associated with the follow-up IGDS9-SF score. In terms of positive affect, only affect fluctuations were statistically significantly associated with IGDS9-SF score (β = 0.4457, 95% CI = 0.0279-0.8636, P = 0.0367). At within-person level, both daily negative affect intensity (exponentiated β = 1.0159, 95% CI = 1.0018-1.0302, P = 0.0265) and fluctuations (exponentiated β = 1.0144, 95% CI = 1.0030-1.0258, P = 0.0130) were statistically significantly associated with daily game time. Daily positive affect intensity (exponentiated β = 1.0136, 95% CI = 1.0025-1.0248, P = 0.0166) was statistically significantly associated with increased daily game time at within-person level. The association between daily positive affect fluctuations and game time was statistically non-significant.
Conclusions: Both intensity and fluctuations of negative affect may predict gaming duration and risk of gaming disorder among Hong Kong adolescents. For positive affect, emotion intensity may be more related to gaming duration, and emotion fluctuations may be more related to adolescents' risk of gaming disorder.
期刊介绍:
Addiction publishes peer-reviewed research reports on pharmacological and behavioural addictions, bringing together research conducted within many different disciplines.
Its goal is to serve international and interdisciplinary scientific and clinical communication, to strengthen links between science and policy, and to stimulate and enhance the quality of debate. We seek submissions that are not only technically competent but are also original and contain information or ideas of fresh interest to our international readership. We seek to serve low- and middle-income (LAMI) countries as well as more economically developed countries.
Addiction’s scope spans human experimental, epidemiological, social science, historical, clinical and policy research relating to addiction, primarily but not exclusively in the areas of psychoactive substance use and/or gambling. In addition to original research, the journal features editorials, commentaries, reviews, letters, and book reviews.