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1.
ABSTRACT— Researchers have studied whether some youth are "addicted" to video games, but previous studies have been based on regional convenience samples. Using a national sample, this study gathered information about video-gaming habits and parental involvement in gaming, to determine the percentage of youth who meet clinical-style criteria for pathological gaming. A Harris poll surveyed a randomly selected sample of 1,178 American youth ages 8 to 18. About 8% of video-game players in this sample exhibited pathological patterns of play. Several indicators documented convergent and divergent validity of the results: Pathological gamers spent twice as much time playing as nonpathological gamers and received poorer grades in school; pathological gaming also showed comorbidity with attention problems. Pathological status significantly predicted poorer school performance even after controlling for sex, age, and weekly amount of video-game play. These results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.  相似文献   

2.
The aim of this study was to investigate coping self-efficacy and aspects of psychosocial well-being amongst youth from marginalised backgrounds. A total of 794 black South African marginalised youth (males = 54%, females = 46%, age range between 18 and 30 years) voluntarily participated in this cross-sectional study. The participants completed surveys of coping self-efficacy, mental health, and mood disorder. Structural equation modelling was applied to construct an explanatory model for coping self-efficacy and psychosocial well-being among the marginalised youth. The resulting structural model showed that coping self-efficacy significantly and positively predicted the emotional and psychological dimensions of psychosocial well-being among the youth. Psychosocial well-being was associated with of a lower risk for symptoms of depression, anxiety, and stress in these marginalised young people.  相似文献   

3.
侯娟  朱英格  方晓义 《心理学报》2021,53(4):362-373
为考察手机成瘾与抑郁的关系, 研究同时整合情绪和认知两方面因素, 探讨了社交焦虑和负性情绪信息注意偏向在手机成瘾和抑郁之间的多重中介作用。研究1共有545名大学生完成了大学生手机成瘾倾向量表、贝克抑郁量表和社会交往焦虑量表。研究2选取51名大学生采用问卷法和2(配对面孔表情的情绪类型: 负性、中性) × 2(探测点位置: 与负性情绪面孔表情同侧、与负性情绪面孔表情异侧)的被试内实验设计。结果表明: (1)手机成瘾、社交焦虑和抑郁两两间存在显著正相关, 且社交焦虑在手机成瘾和抑郁之间起完全中介作用; (2)社交焦虑和负性情绪信息注意偏向在手机成瘾与抑郁的关系中起链式中介作用, 而负性情绪信息注意偏向在手机成瘾与抑郁间的单独中介效应不显著。具体而言, 手机成瘾通过两条路径影响抑郁: 一是社交焦虑的单独中介作用; 二是社交焦虑→负性情绪信息注意偏向的链式中介作用。  相似文献   

4.
This study investigated the relationship among loneliness, self‐esteem, life satisfaction, and Internet addiction. Participants were 384 university students (114 males, 270 females) from 18 to 24 years old from the faculty of education in Turkey. The Internet Addiction, UCLA Loneliness, Self‐esteem, and Life Satisfaction scales were distributed to about 1000 university students, and 38.4% completed the survey (see Appendix A and B). It was found that loneliness, self‐esteem, and life satisfaction explained 38% of the total variance in Internet addiction. Loneliness was the most important variable associated with Internet addiction and its subscales. Loneliness and self‐esteem together explained time‐management problems and interpersonal and health problems while loneliness, self‐esteem, and life satisfaction together explained only the interpersonal and health problems subscales.  相似文献   

5.
Until recently, there has been very little naturalistic study of what gaming experiences are like, and how gaming fits into people's lives. Using a recently developed structural characteristic taxonomy of video games, this study examined the psycho-structural elements of computer games that motivate gamers to play them. Using Q-Sort methodology, 40 gamers participated in an online Q-sort task. Results identified six distinct types of gamers based on the factors generated: (a) story-driven solo gamers; (b) social gamers; (c) solo limited gamers; (d) hardcore online gamers; (e) solo control/identity gamers; and (f?) casual gamers. These gaming types are discussed, and a brief evaluation of similar and unique elements of the different types of gamer is also offered. The current study shows Q-methodology to be a relevant and applicable method in the psychological research of gaming.  相似文献   

6.
反馈相关负波(feedback-related negativity, FRN)是反馈加工诱发的脑电成分, 体现了个体对奖赏的敏感性。成瘾分为物质成瘾和行为成瘾, 两类个体的反馈加工都呈现病理性模式。相对于普通反馈物(如金钱), 物质成瘾个体在加工成瘾物质时诱发的FRN波幅显著增大; 在与非成瘾被试的对照研究中, 物质成瘾者加工金钱反馈时的FRN也表现出与成瘾相关的异常模式; 在行为成瘾个体中亦观察到与物质成瘾个体类似的FRN失调现象。但以往多数研究中对成瘾类型的区分还不够详细, 未来研究应进一步考虑成瘾不同亚型的特点; 且成瘾个体往往伴随其他精神障碍(如抑郁、焦虑), 将来的研究要区分共病因素的影响, 揭示成瘾独特的奖赏加工机制问题。  相似文献   

7.
Studies among youth have established a link between mental health and physical health, and highlight the importance of attending to these relationships to provide a more complete picture of functioning. However, most previous investigations have limited their focus to examining the relationship between physical health and either particular aspects of psychopathology or particular aspects of subjective well-being. The current study serves as a first examination that includes both positive (subjective well-being [SWB]) and negative (psychopathology) indicators of mental health in relation to physical health functioning, assessed via self-report measures completed by a sample of 401 early adolescents from the general population. Mental health indicators accounted for 30% of the variance in physical health ratings, and 4 of the 5 mental health indicators were unique predictors of physical health. Positive affect, a component of SWB, explained the most unique variance in physical health, followed by the other components of SWB. Results support the importance of attending to positive indicators of mental health when determining the link with physical health among youth. Implications for a research and practice focus on comprehensive wellness among youth are discussed.  相似文献   

8.
Alterations to cognitive function are often reported with depression and anxiety symptoms, yet few studies have examined the same associations with mental well-being. This study examined the association between mental well-being, depression and anxiety symptoms and cognitive function in 1502 healthy adult monozygotic (MZ) and dizygotic (DZ) twins, and the shared/unique contribution of genetic (G) and environmental (E) variance. Using linear mixed models, mental well-being was positively associated (p?β?=?0.127), inhibition (β?=?0.096), cognitive flexibility (β?=?0.149), motor coordination (β?=?0.114) and working memory (β?=?0.156), whereas depression and anxiety symptoms were associated (p?β?=??0.134), inhibition (β?=??0.139), cognitive flexibility (β?=??0.116) and executive function (β?=??0.139). Bivariate twin modelling showed well-being shared a small environmental correlation with motor coordination and a small genetic correlation with working memory. Trivariate twin modelling showed well-being shared a small genetic correlation with inhibition, whereas depression and anxiety symptoms shared a small environmental correlation with inhibition. The remaining variance was mostly driven by unique G and/or E variance. Overall, well-being and depression and anxiety symptoms show both independent and shared relationships with cognitive functions but this is largely attributable to unique G or E variance and small shared G/E variance between pairs of variables.  相似文献   

9.
This study examined whether actual-ideal self-discrepancy (AISD) is related to pathological gaming through escapism as a means of reducing depression for adolescent massively multiplayer online gamers. A Discrepancy-reduction Motivation model of pathological video gaming was tested. A survey was conducted on 161 adolescent gamers from secondary schools. Two mediation effects were tested using path analysis: (a) depression would mediate the relationship between AISDs and escapism, and (b) escapism would mediate the relationship between depression and pathological gaming. Results support the hypotheses stated above. The indirect effects of both AISD and depression were significant on pathological gaming. AISD and escapism also had direct effects on pathological gaming. The present study suggests that pathological behaviors may be over-regulated coping strategies of approaching the ideal self and avoiding the actual self.  相似文献   

10.
Excessive computer game playing: evidence for addiction and aggression?   总被引:2,自引:0,他引:2  
Computer games have become an ever-increasing part of many adolescents' day-to-day lives. Coupled with this phenomenon, reports of excessive gaming (computer game playing) denominated as "computer/video game addiction" have been discussed in the popular press as well as in recent scientific research. The aim of the present study was the investigation of the addictive potential of gaming as well as the relationship between excessive gaming and aggressive attitudes and behavior. A sample comprising of 7069 gamers answered two questionnaires online. Data revealed that 11.9% of participants (840 gamers) fulfilled diagnostic criteria of addiction concerning their gaming behavior, while there is only weak evidence for the assumption that aggressive behavior is interrelated with excessive gaming in general. Results of this study contribute to the assumption that also playing games without monetary reward meets criteria of addiction. Hence, an addictive potential of gaming should be taken into consideration regarding prevention and intervention.  相似文献   

11.
Given that shyness has been consistently linked to Internet addiction in youth, an examination into the mediating effect of a desire to avoid loneliness on the shyness–Internet addiction link could offer potential insights into a possible explanatory mechanism as well as directions for Internet addiction prevention and intervention in young adulthood. Thus, the aim of this study is to investigate the mediating role of loneliness avoidance in the relationship between shyness and Internet addiction among 286 youth Internet users. Shyness was significantly and positively correlated with loneliness avoidance and Internet addiction. In addition, loneliness avoidance was significantly and positively correlated with Internet addiction. Most importantly, loneliness avoidance may predispose shy youth to become addicted to the Internet. Theoretical and practical implications of the research findings for youth wellness are addressed in this study.  相似文献   

12.
The objective of this study was to examine the relationship between parental loss, trusting relationship with current caregivers, and psychosocial adjustment among children affected by AIDS in China. In this study, cross-sectional data were collected from 755 AIDS orphans (296 double orphans and 459 single orphans), 466 vulnerable children living with HIV-infected parents, and 404 comparison children in China. The trusting relationship with current caregivers was measured with a 15-item scale (Cronbach's α?=?0.84) modified from the Trusting Relationship Questionnaire developed by Mustillo et al. in 2005 (Quality of relationships between youth and community service providers: Reliability and validity of the trusting relationship questionnaire. Journal of Child and Family Studies, 14, 577-590). The psychosocial measures include rule compliance/acting out, anxiety/withdrawal, peer social skills, school interest, depressive symptoms, loneliness, self-esteem, future expectation, hopefulness about future, and perceived control over the future. Group mean comparisons using analysis of variance suggested a significant association (p?相似文献   

13.
The new psychological disorder of Internet addiction is fast accruing both popular and professional recognition. Past studies have indicated that some patterns of Internet use are associated with loneliness, shyness, anxiety, depression, and self-consciousness, but there appears to be little consensus about Internet addiction disorder. This exploratory study attempted to examine the potential influences of personality variables, such as shyness and locus of control, online experiences, and demographics on Internet addiction. Data were gathered from a convenient sample using a combination of online and offline methods. The respondents comprised 722 Internet users mostly from the Net-generation. Results indicated that the higher the tendency of one being addicted to the Internet, the shyer the person is, the less faith the person has, the firmer belief the person holds in the irresistible power of others, and the higher trust the person places on chance in determining his or her own course of life. People who are addicted to the Internet make intense and frequent use of it both in terms of days per week and in length of each session, especially for online communication via e-mail, ICQ, chat rooms, newsgroups, and online games. Furthermore, full-time students are more likely to be addicted to the Internet, as they are considered high-risk for problems because of free and unlimited access and flexible time schedules. Implications to help professionals and student affairs policy makers are addressed.  相似文献   

14.
People interact with their physical environments every day by visiting different places and moving between them. Such mobility behaviours likely influence and are influenced by people's subjective well-being. However, past research examining the links between mobility behaviours and well-being has been inconclusive. Here, we provide a comprehensive investigation of these relationships by examining individual differences in two types of mobility behaviours (movement patterns and places visited) and their relationship to six indicators of subjective well-being (depression, loneliness, anxiety, stress, affect, and energy) at two different temporal levels of analysis (two-week tendencies and daily level). Using data from a large smartphone-based longitudinal study (N = 1765), we show that (i) movement patterns assessed via GPS data (distance travelled, entropy, and irregularity) and (ii) places visited assessed via experience sampling reports (home, work, and social places) are associated with subjective well-being at the between and within person levels. Our findings suggest that distance travelled is related to anxiety, affect, and stress, irregularity is related to depression and loneliness, and spending time in social places is negatively associated with loneliness. We discuss the implications of our work and highlight directions for future research on the generalizability to other populations as well as the characteristics of places. © 2020 European Association of Personality Psychology  相似文献   

15.
网络游戏成瘾(Internet Gaming Disorder, IGD)是否能被确认为独立的精神障碍?目前的争议来自三个方面:概念上难以明确IGD与正常游戏行为,其他精神障碍之间的差异, 且上瘾对象仅为网络游戏或包含线下游戏并不明确; 鉴定标准上DSM-5总结的9条标准没能刻画IGD的本质特征, 现行的18种诊断工具在内容,诊断阈限等方面参差不齐; 研究方法上缺乏理论支撑, 过分依赖问卷数据, 忽视电子游戏的积极作用.争议内容体现出研究者对网络游戏行为本身缺乏理解, 因此难以判断正常与异常的游戏行为.未来研究应考虑回退到对网络游戏行为的研究, 对网络游戏类型特点,影响网络游戏行为的各因素以及电子游戏的积极贡献做深入探讨, 以达到从本质上明确网络游戏成瘾的特质.  相似文献   

16.
为探讨困境儿童孤独、社交焦虑、抑郁和自尊的现状、特点、关系以及自尊在其中的中介作用,进而为困境儿童心理帮扶及救助提供依据。本研究使用儿童抑郁障碍自评量表、儿童孤独量表、儿童社交焦虑量表和自尊量表对重庆市17个区县1733名困境儿童进行调查。结果发现:(1)抑郁、社交焦虑和自尊存在性别差异,抑郁、孤独、社交焦虑和自尊存在年龄差异;(2)孤独和社交焦虑与抑郁呈显著正相关并显著预测抑郁,自尊与抑郁呈显著负相关并显著预测抑郁。(3)困境儿童的自尊在孤独和抑郁之间,社交焦虑和抑郁之间起中介作用。结果表明:困境儿童的孤独、社交焦虑既可直接影响其抑郁水平,也可通过自尊的中介作用间接影响其抑郁水平。  相似文献   

17.
Background/ObjectiveLong-term childhood cancer survivors (CCS) are at risk for adverse late effects. However, not all of them are well understood. The present study addressed loneliness, a previously under-researched mental health risk in cancer survivor populations. We assessed the prevalence of loneliness and its impact on psychological symptoms over time. Method: A registry-based sample of N = 633 adult long-term CCS underwent medical and psychological assessments and took part in a follow-up survey 2.5 years later. Psychological symptoms (somatic, anxiety, depression symptoms, and suicidal ideation) were measured using the Patient Health Questionnaire. We calculated linear regression models of symptoms at follow-up to investigate the impact of loneliness over time (controlling for symptoms at baseline and relevant confounders). Results: Loneliness was reported by 17.70% of CCS. In multivariate linear regression analyses, loneliness was still predictive of more severe anxiety symptoms and suicidal ideation over two years later. Loneliness did not predict somatic and depression symptoms at follow-up (which increased with age). Conclusions: Loneliness affected a significant number of CCS and was a risk factor for persistent anxiety symptoms and suicidal ideation. The extent to which young cancer patients’ re-integration into society is successful could thus have important implications for well-being in adulthood.  相似文献   

18.
Abstract

This research was designed to determine the extent to which employee health and performance are predicted by lifestyle and stress. Data were collected from 345 employees working in a variety of organizations in southern California. Additionally, supervisors evaluated the work performance of the participating employees whom they directly supervised, and company records of employee health care costs were obtained. Hierarchical multiple regression analyses revealed (a) that physical lifestyle (i.e., exercise pattern, eating habits, and general health practices) predicted unique variance in vitality and positive well-being; (b) that psychosocial lifestyle (i.e., social relations, intellectual activity, occupational conditions, and spiritual involvement) predicted unique variance in vitality, positive well-being, anxiety, depression, lack of self-control, and somatic complaints; (c) that employee stress predicted unique variance in vitality, positive well-being, anxiety, depression, physician visits, somatic complaints, illness absences, and supervisory ratings of job performance, absenteeism and tardiness; (d) that physical lifestyle buffered the adverse consequences of stress for anxiety, depression, physician visits, and company health care costs; and (e) that there was a Physical x Psychosocial Lifestyle interaction for anxiety, depression, and lack of self-control. However, the employee lifestyle factors were not related to supervisory ratings of performance at work. The findings have direct implications for organizational health programs and policies.  相似文献   

19.
大学生网络成瘾者人格特征和心理健康水平的研究   总被引:1,自引:0,他引:1  
研究影响大学生网络成瘾的人格特征和心理健康因素,选取网络成瘾的24名大学生进行16PF、SCL-90的问卷调查,并和对照组比较.结果发现在人格特征上,成瘾组在乐群性、稳定性、怀疑性和独立性有别于对照组;在心理健康水平上,成瘾组在抑郁和敌对等项目得分要高于对照组.成瘾组心理健康水平低于对照组,具有不良的人格特征.  相似文献   

20.
丁子恩  刘勤学 《心理科学》2022,45(6):1383-1389
为探讨科技干扰对青少年网络游戏成瘾的影响以及归属需求和友谊质量在二者之间的作用机制,本研究采用科技干扰量表,归属需求量表,友谊质量量表以及网络游戏成瘾量表对3076名初中学生进行调查,探讨归属需求是否在科技干扰和网络游戏成瘾之间起中介作用,以及该过程是否受到友谊质量的调节。结果发现:(1)科技干扰正向预测青少年网络游戏成瘾;(2)归属需求在科技干扰和青少年网络成瘾之间起部分中介作用;(3)科技干扰对归属需求的作用以及归属需求对网络游戏成瘾的作用受到了友谊质量的调节。本研究的结果表明科技干扰会通过归属需求来增加网络游戏成瘾的风险,且友谊质量会降低科技干扰对归属需求以及归属需求对网络游戏成瘾的影响。  相似文献   

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