网络游戏障碍:认知心理病理学的介入

IF 5 Q1 PSYCHIATRY
Filzah Kakul, S. Javed
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引用次数: 10

摘要

网络成瘾目前被认为是一个世界性的问题,可能对心理健康产生影响。年轻人被认为是患网络游戏障碍(IGD)的高危人群。根据最近的一项临床模型,患有IGD的年轻人可能会有一种独特的不适应信念,这种信念是持续和过度沉迷于网络游戏活动的基础。本研究的目的是检查有或没有IGD的“印度年轻人”样本中有问题的游戏信念和心理困扰的发生率。方法:该研究是描述性的,在2022年4月至2022年5月期间,从多所大学招募了306名年轻人(185名男性和121名女性)。一份谷歌形式的调查,包括igd、网络游戏认知和心理困扰的有效测量,在各种在线平台上分发,以收集数据。结果:青少年IGD患者的游戏不良信念(t = 16.199, P < 0.001)和心理困扰(t = 12.11)显著增加。P = < 0.001和焦虑/压力- t = 10.95, P = < 0.001)。观察到的效应在认知(Cohen’s d = 2.14)、抑郁(Cohen’s d = 2.14)和焦虑/压力(Cohen’s d = 1.96)方面很大。样本还报告了IGD症状与游戏认知之间的强相关性(P = <0.001)。进一步的层次回归分析显示,抑郁变量是最终模型的显著预测因子(β = 0.212, P = 0.002,置信区间[CI] = 0.219-0.944),高估(β = 0.196, P = 0.020, CI = 0.048-0.545)、适应不良规则(β = 0.334, P = 0.003, CI = 0.117-0.551)和游戏社会接受(β = 0.272, P = 0.001, CI = 0.190-0.693)是IGD症状的三个最强认知预测因子。结论:这些发现表明,患有IGD的年轻人对游戏有明显的问题想法,并强调了在治疗干预中解决这些认知的重要性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Internet Gaming Disorder: An Interplay of Cognitive Psychopathology
Introduction: Internet addiction is currently considered a worldwide problem, with a possible impact on mental health. Young adults are recognized to be at high risk of developing Internet gaming disorder (IGD). According to a recent clinical model, young adults with IGD may endorse a distinct set of maladaptive beliefs that underlie persistent and excessive engagement in Internet gaming activities. The objective of this study was to examine the incidence of problematic gaming beliefs and psychological distress in a sample of “Indian Young Adults” with and without IGD. Methods: The research is descriptive in nature, conducted during the month of April 2022–May 2022 on a sample of 306 young adults (185 males and 121 females) recruited from multiple universities. A Google form survey that included validated measures of IGDs, Internet gaming cognition, and psychological distress were distributed on various online platforms for collecting the data. Results: According to the findings, young adults with IGD report significantly higher maladaptive gaming beliefs (t = 16.199, P < 0.001) and psychological distress (depression - t = 12.11. P = < 0.001 and anxiety/stress - t = 10.95, P = < 0.001) than young adults without IGD. The size of observed effects was large for cognition (Cohen's d = 2.14), depression (Cohen's d = 2.14), and anxiety/stress (Cohen's d = 1.96). The sample also reported strong correlation between IGD symptoms and gaming cognitions (P = <0.001). Further hierarchical regression analysis revealed depression variables as a significant predictors in the final model (β = 0.212, P = 0.002, confidence interval [CI] = 0.219–0.944) and overvaluation (β = 0.196, P = 0.020, CI = 0.048–0.545), maladaptive rules (β = 0.334, P = 0.003, CI = 0.117–0.551), and gaming social acceptance (β = 0.272, P = 0.001, CI = 0.190–0.693) as the three strongest cognition predictors of IGD symptoms. Conclusion: These findings indicate that young adults with IGD have distinct problematic thoughts about gaming and highlight the importance of addressing these cognitions in therapeutic interventions for the disorder.
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来源期刊
Asian Journal of Social Health and Behavior
Asian Journal of Social Health and Behavior Social Sciences-Health (social science)
CiteScore
8.50
自引率
0.00%
发文量
18
审稿时长
17 weeks
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