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1.
The objective of the study is to evaluate the psychometric properties of the Gaming Addiction Identification Test (GAIT) and its parent version (GAIT‐P), in a representative community sample of adolescents and parents in Västmanland, Sweden. Self‐rated and parent‐rated gaming addictive symptoms identified by GAIT and GAIT‐P were analyzed for frequency of endorsement, internal consistency, concordance, factor structure, prevalence of Internet gaming disorder (IGD), concurrence with the Gaming Addiction Scale for Adolescents, 7‐item version (GAS) and the parent version of GAS (GAS‐P), and for sex differences. The 12‐month prevalence of IGD was found to be 1.3% with GAIT and 2.4% with GAIT‐P. Results also indicate promising psychometric results within this population, with high internal consistency, and high concurrent validity with GAS and GAS‐P. Concordance between adolescents and parents ratings was high, although moderate in girls. Although exploratory factor analysis indicated poor model fit, it also indicated unidimensionality and high factor loadings in all analyses. GAIT and GAIT‐P are suitable for continued use in measuring gaming addiction in adolescents, and, with the additional two items, they now cover all nine IGD criteria.  相似文献   

2.
采用问卷法对462名初中生进行调查,考察了初中生学业自我效能感在感知校园氛围与网络游戏成瘾(Internet gaming disorder, IGD)关系间的中介效应,以及父母学业卷入对这一中介过程的调节效应。结果发现:(1)在控制了性别、年龄、家庭月收入和父母受教育水平后,感知校园氛围显著负向预测初中生IGD;(2)学业自我效能感在感知校园氛围与IGD关系间起着显著的部分中介效应;(3)父母学业卷入对中介路径"感知校园氛围→学业自我效能感→IGD"具有显著的调节效应,即相对于父母学业卷入水平低的初中生而言,这一间接效应对于父母学业卷入水平高的初中生更强。实践干预时,可以通过提高青少年的学业自我效能感和/或调整父母学业卷入程度来预防和控制青少年IGD。  相似文献   

3.
随着电子产品和移动互联网应用的进一步普及,青少年投入网络游戏的时间也相应增加,因网络游戏导致的相关问题也日渐凸显,青少年网络游戏成瘾问题也因此受到越来越多的关注。本文从网络游戏成瘾的定义、诊断、相关环境和个体因素及干预方法等方面综述网络游戏成瘾的研究现状,总结了游戏成瘾研究发展的阶段、特点和当前焦点,提出基于强化学习理论的青少年游戏成瘾模型,并展望了青少年游戏成瘾的研究方向。  相似文献   

4.
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   

5.
Despite growing public concern over Internet game use disorder, the popularity of Internet gaming has rapidly increased among adolescents. Since Internet gaming disorder has largely been investigated through the lens of serious psychiatric syndromes, most previous studies employed diverse psychopathological concepts like depression and anxiety. Unlike those studies, this study provides useful opportunities to better understand how adolescents’ Internet gaming disorder is conceptually linked with their family environment and recreation experience. Using a large sample of South Korean high school students (N?=?2215), this study found that adolescents’ levels of Internet gaming disorder were positively associated with their perception of constraints to recreation participation. The structural equation model additionally indicated that respondents’ problematic engagement in the online activity was negatively related to the cohesive and adaptable characteristics of family system. According to the effect decomposition results, the concept of leisure constraints served as more important factor than family functioning and leisure satisfaction in determining respondents’ degrees of problematic involvement in Internet gaming. This study also revealed that the exogenous variable of family functioning was significantly related to leisure constraints and leisure satisfaction with an opposite path coefficient sign. Based on study findings derived from the conceptual framework, several policy implications are discussed to decrease adolescents’ excessive immersion in Internet games.  相似文献   

6.
Cognitive Processing - This study aims to investigate whether Internet gaming disorder (IGD) and bodily dissociation vary depending on the most frequently used game genre. Seven hundred and fifteen...  相似文献   

7.
Abstract

Studies exploring excessive Internet use and gambling are rapidly expanding concerns regarding its impact on mental health, especially in young people due to the increased prevalence of Internet and gambling addictions. Research suggests that perceived peer support plays a significant role in adolescents’ psychological well-being. However, no empirical study has dealt with the mediating effect of perceived peer support on the relationship between Internet and gambling addictions and psychological well-being. Thus, the present study aimed to examine whether perceived peer support mediates the relation between Internet and gambling addictions and psychological well-being of adolescents. A sample of 347 Iranian adolescents aged 14 to 18 (Mean age 16.14, 50.4% male) who were studying in Kuala Lumpur, Malaysia participated in this study. Subjective Vitality Scale (SVS), Compulsive Internet Use Scale (CIUS), Six-item Social Support Questionnaire (SSQ6), and The South Oaks Gambling Screen (SOGS) were used to collect data. Mediation analyses showed a significant indirect effect of compulsive Internet use and problem gambling on psychological well-being through perceived peer support. The total effects of compulsive Internet use and problem gambling on psychological well-being were negative. This study implies the significance of strengthening the knowledge about the impact of peer relationships among adolescents.  相似文献   

8.
The onset of high-risk behaviors in adolescents are associated with family, social and behavioral factors. This study aims to describe the prevalence of high-risk behaviors among young adolescents in Peninsular Malaysia and determine the relationship between high-risk behaviors and family sociodemographics and behaviors. The data utilized are from the Malaysian Health and Adolescents Longitudinal Research Study, a prospective cohort analysis conducted in three large states of Peninsular Malaysia: Selangor, Perak, and the Federal Territory of Kuala Lumpur. The sample included 13-year-old adolescents in their first year of secondary school. Students and parents or guardians were given separate, standardized self-administered questionnaire. A high-risk behavior variable was determined on the basis of exposure to substance use (tobacco, alcohol, and illicit drugs), gambling, and online pornography or violence. The exploratory variable of interest (family sociodemographics) was defined as parents’ demographics, employment status, education level, and socioeconomic status. The analysis included 1341 adolescents and 1146 parents. Of the school-going adolescents, 4.7?% (n?=?52) reported HRBs. Tobacco use (9?%, n?=?1 19) and watching pornography or violent content on the Internet (5?%, n?=?72) accounted for most of the behaviors, whereas illicit drug use contributed the least (2?%, n?=?32). More adolescents from the higher socioeconomic groups, than from the middle groups exhibited high-risk behaviors (odds ratio ?=?3.039, 95?% confidence interval?=?2.884–3.202); by contrast, the odds ratio of high-risk behavior among adolescents with a low socio-economic status was 2.246 (95?% CI?=?2.014–2.397). Future intervention programs for adolescents should focus on overcoming high-risk behaviors and sustain behavioral changes.  相似文献   

9.
Using a group correlational design and path analysis, the authors examined the relationships among personality, motivation, and internet gaming disorder (IGD). Findings showed that significant predictors of IGD included male gender, neurotic and introverted personality traits, and motivation related to achievement.  相似文献   

10.
A number of studies have reported the suicidal ideation (SI) or suicide attempts (SA) of patients with rheumatic diseases. However, the estimated prevalence of those disorders varies substantially between studies. This systematic review aimed to describe the prevalence of SI and SA in rheumatic diseases. Literature search was done using Web of Science, Embase, the Cochrane database library, PubMed and CNKI database through June 2017. Studies were screened according to inclusion and exclusion criteria and the qualities of included studies were evaluated. The data was analyzed using STATA version 12.0. A random-effect meta-analysis was conducted on all eligible data. A total of 17 identified studies matched the inclusion criteria, involving 5174 participants with systemic lupus erythematosus (SLE), osteoarthritis (OA), rheumatoid arthritis (RA) and fibromyalgia (FM). Meta-analysis showed that rheumatic diseases patients have high prevalence of SI (26%, 95% CI: 19%-32%, I²=96.2%) and SA (12%, 95% CI: 3%-21%, I²=96.6%). We also found the prevalence of SI and SA in females may be higher than in males. All of these indicated that rheumatologists should screen for SI and SA in their patients. Early appropriate intervention is therefore essential to promote the patients’ good mental health.  相似文献   

11.
Previous prevalence rates of non-suicidal self-injury (NSSI) in adolescents have varied considerably. In the present cross-sectional study, prevalence rates, characteristics and functions of NSSI were assessed in a large randomized community sample consisting of 3,060 (50.5 % female) Swedish adolescents aged 15–17 years. The suggested criteria for NSSI disorder in the Diagnostic and Statistical Manual of Mental Disorders, 5th edition, (DSM-5) were used to assess prevalence rates with the aim of arriving at a more precise estimate. Out of the whole sample, 1,088 (35.6 %) adolescents (56.2 % female) reported at least one episode of NSSI during the last year, of which 205 (6.7 %) met suggested DSM-5 criteria for a potential NSSI disorder diagnosis. The NSSI disorder diagnosis was significantly more common in girls (11.1 % vs. 2.3 %, χ 2 (1, N?=?3046) = 94.08, p?<?0.001, cOR?=?5.43, 95 % CI [3.73, 7.90]). The NSSI disorder group consisted of significantly more smokers and drug users compared to adolescents with NSSI that did not meet DSM-5 criteria for NSSI disorder, and also differed concerning demographic variables. A confirmatory factor analysis (CFA) was conducted on reported functions of NSSI, with the aim of validating Nock and Prinstein’s (Journal of Consulting and Clinical Psychology 72:885–890, 2004, Journal of Abnormal Psychology 114:140–146, 2005) four-factor model on a Swedish community sample, resulting in a close to acceptable fit. A two-factor model (social and automatic reinforcement) resulted in a slightly better fit. The most frequently reported factors were positive and negative automatic reinforcement. A majority of functions were significantly more often reported by girls than boys. The implications of the suggested DSM-5 criteria and reported functions are discussed.  相似文献   

12.
Charcoal burning suicides in Hong Kong between 2002–2004 in the 15 to 59‐year‐old age group were investigated using the psychological autopsy method. The psychopathological profiles of charcoal burning suicides (N = 53) were compared against “other suicides” (N = 97). The two groups did not differ significantly in the prevalence of DSM‐IV axis I diagnoses with the exception of schizophrenic spectrum disorder which was less frequently associated with charcoal burning suicides. Score on “neuroticism” in the NEO‐five Factor Inventory (NEO‐FFI) was significantly higher in victims of charcoal burning suicide. There was also a trend toward higher score on “conscientiousness” in the NEO‐FFI among charcoal burners than victims of other suicide.  相似文献   

13.
This study determined the prevalence and associated factors of suicidal ideation among school-going adolescents in Harare, Zimbabwe. Data on 1970 respondents were obtained from a cross sectional study of the Global School-based health survey. Respondents were selected using a two-stage probability sampling technique. The prevalence of suicidal ideation was 21.6%. Males were less likely to have suicidal ideation than females (OR=0.70; 95% CI 0.54,0.91). Worrying (OR=1.81; 95% CI 1.29,2.56), feeling of loneliness (OR=2.04; 95% CI 1.43,2.90), cigarette smoking (OR=1.87; 95% CI 1.11, 3.16), and drinking alcohol (OR=1.74; 95% CI 1.17, 2.60) were associated with suicidal ideation. Public health programs designed to control cigarette smoking and alcohol use may also impact positively on suicidal ideation.  相似文献   

14.

Recent studies suggest that religion and spirituality can yield health benefits for young African-Americans. We examined the relationship between religious practices, spirituality, and excess weight among African-American adolescents (N = 212) residing in the Deep South. Results from modified Poisson regression analysis indicate that adolescents who prayed daily had a lower prevalence of excess weight (PR 0.77 [95% CI 0.62–0.96]) than those who did not. This relationship was only significant for 12–15 year-old participants in age-stratified analysis. These findings suggest that preventive interventions offered to children and younger adolescents can have implications for weight status across the lifespan.

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15.
IntroductionInternet Gaming Disorder (IGD) was introduced for the first time within the “conditions for further study” in the fifth edition of the Diagnostic and Statistical Manual of the American Psychiatric Association, and a systematic review has concluded that the only available instrument for its measurement is the Problem Video Game Playing scale (PVP). Nevertheless, this scale was presented as a diagnostic tool for adolescents, and to date no study has analyzed its properties amongst adults.ObjectiveThe aim of the study was to analyze and compare the diagnostic and psychometric properties of the PVP in adult and adolescent gamers.MethodTwo samples of adult (n = 525) and adolescent (n = 384) gamers completed a survey including patterns of play, PVP, Severity of Dependence Scale, and other measures of playing to excess.ResultsConfirmatory factor analyses revealed that the scale presents a one-factor structure that is similar to that of the original version, both in adults and adolescents. Construct validity was supported by highly significant associations between the PVP and all alternative measures of playing to excess. On the other hand, reliability values were lower than in previous studies.ConclusionsThe PVP scale's properties are appropriate for the measurement of problem video gaming in adults as well as in adolescents, but studies with clinical assessments are still needed before any cutoff value for diagnosis can be established.  相似文献   

16.
As the worldwide popularity of Internet gambling increases, concerns about the potential for gambling-related harm also increase. This paper reports the results of a study examining actual Internet gambling behavior during 10 years of play. We examined the electronic gambling records of subscribers (N = 2,066) who triggered a responsible gaming alert system at a large international online gaming company. We compared these cases with control subscribers (N = 2,066) who had the same amount of exposure to the Internet gambling service provider. We used discriminant function analysis to explore what aspects of gambling behavior distinguish cases from controls. Indices of the intensity of gambling activity (e.g., total number of bets made, number of bets per betting day) best distinguished cases from controls, particularly in the case of live-action sports betting. Control group players evidenced behavior similar to the population of players using this service. These results add to our understanding of behavioral markers for disordered Internet gambling and will aid in the development of behavior-based algorithms capable of predicting the presence and/or the onset of disordered Internet gambling. (PsycINFO Database Record (c) 2012 APA, all rights reserved).  相似文献   

17.
Little is known about accurate prevalence and associated factors of deliberate self‐harm (DSH) among adolescents in Asian countries. In this study, the prevalence and associated factors of DSH among adolescents in Japan were examined. Data were derived from a cross‐sectional survey using an anonymous self‐report questionnaire and enrolling 8,620 adolescents aged 12–15 and 9,484 aged 15–18. DSH in the previous 12 months was reported by 3.3% (95% CI, 2.9–3.7) of junior and 4.3% (3.9%–4.7%) of senior high school respondents. The prevalence was more than four times as high among girls as among boys for both age groups. DSH was further strongly associated with having suicidal thoughts, having depression/anxiety symptoms, and having used recreational drugs. These associated factors were similar for both sexes and for both older and younger teenagers. A substantial minority of adolescents present with DSH, even among those aged 12–15. The prevalence of DSH in Japan was in the lower ranges of those reported for Western countries. The identified associated factors were not dissimilar from those reported in the West.  相似文献   

18.
The results of a systematic review of the international literature on the prevalence of suicidal phenomena in adolescents, including the influence of survey method, gender, and ethnicity are reported. The literature was searched using six electronic databases to identify all population-based studies of self-reported suicidal phenomena; 128 studies were included, comprising 513,188 adolescents. The mean proportion of adolescents reporting they had attempted suicide at some point in their lives was 9.7% (95% CI, 8.5-10.9), and 29.9% (95% CI, 26.1-33.8) of adolescents said they had thought about suicide at some point. Females were significantly more likely than males to report most suicidal phenomena. A lower prevalence of some suicidal phenomena was found for Asian populations. The prevalence of suicidal phenomena varied depending on the terminology used and tended to be higher in studies employing anonymous questionnaires than in studies employing non-anonymous methods (questionnaires or interviews), although most of these differences were not statistically significant.  相似文献   

19.
From September 2007 to May 2011 a total of 471 participants (325 males and 146 females) signed up for an 8‐week Internet‐based cognitive behavioral therapy offered for gamblers in Finland. Sixty‐four percent of the participants were pathological gamblers (PGs) (NODS 5> points), 14% were problem gamblers (NODS 3–4 points) and 10% were at risk of gambling problems (NODS 1–2 points). Two hundred and twenty four participants completed the treatment and after the treatment period significant changes were found in the following variables: gambling related problems (NODS), gambling urge, impaired control of gambling, alcohol consumption (AUDIT‐C), social consequences, gambling‐related cognitive erroneous thoughts and depression (MARD‐S). In this sample co‐morbid alcohol consumption was stronger among males. The main finding of this study was that the onset age of gambling was associated with a greater amount of gambling‐related cognitive erroneous thoughts.  相似文献   

20.
As part of a larger survey involving a representative sample of 2.050 Germans aged 14 to 92 years, the prevalence of somatoform complaints among young people (N=189,14 to 25 years old) was analyzed separately.The instrument used was the SOMS 2 (Screening for somatoform disorders), a German questionnaire developed by Rief et al. (1997). It could be shown that somatoform complaints are less prevalent among young people, but still occur frequently.Most commonly mentioned were headaches, facial pain, backache, pains in the extremities, nausea and stomachache.Girls frequently mentioned menstrual pains.The socio-demographic variables “age” (14–19 vs. 20–25 yrs.),“gender” and “geographical region” (East vs.West Germany) proved to be unrelated to the prevalence of somatoform complaints in this age-group.By contrast to these findings on subjective complaints amongst young people, only one of the sample could be diagnosed as having a somatoform disorder in the sense defined by the DSM-IV or the ICD-10. This low rate of prevalence is the result of the extremely restrictive criteria defined for somatoform disorders by these diagnostic systems, which obscure the real frequency in the general population of somatoform syndromes requiring treatment.  相似文献   

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