The Prospective Effect of Protective Gaming Beliefs and Behaviors on Problematic Gaming, Mental Health, and Well-Being of Video Game Players

被引:3
作者
He, Mu [1 ]
Ren, Yantao [2 ]
Liu, Yu [3 ]
Tong, Kwok Kit [1 ,4 ]
机构
[1] Univ Macau, Fac Social Sci, Dept Psychol, Macau, Peoples R China
[2] Criminal Invest Police Univ China, Shenyang, Peoples R China
[3] Shenyang Sport Univ, Social Sports Acad, Shenyang, Peoples R China
[4] Univ Macau, Fac Social Sci, Dept Psychol, Ave |Univ, Taipa, Macao, Peoples R China
关键词
Video game; problematic gaming; self-protection; mental health; well-being; INTERNET ADDICTION; EMOTION REGULATION; DISORDER SYMPTOMS; PHYSICAL-ACTIVITY; QUESTIONNAIRE; ADOLESCENTS; INFORMATION; ATTACHMENT; MOTIVATION; VALIDITY;
D O I
10.1080/10447318.2024.2323305
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
While most players enjoy video gaming, a minority suffer from problematic gaming. Existing studies focused on risk factors and proposed legislative and technological measures to contain the undesirable consequences. The present study aims to examine whether players' healthy gaming practices can protect themselves against problematic gaming. We conducted a longitudinal survey at a public university in China, 604 college students took the first wave survey, and 365 of them completed the second wave six months later. The results showed that protective gaming beliefs and behaviors at baseline were negatively associated with problematic gaming tendency, and positively associated with mental health and well-being at follow-up. Problematic gaming tendency did not predict mental health and well-being. The findings suggested that players' self-regulation can be an effective measure against problematic gaming and promote mental health and well-being. The present study can inspire stakeholders to develop additional approaches to help at-risk and problematic players.
引用
收藏
页码:2464 / 2474
页数:11
相关论文
共 86 条
[1]   THE THEORY OF PLANNED BEHAVIOR [J].
AJZEN, I .
ORGANIZATIONAL BEHAVIOR AND HUMAN DECISION PROCESSES, 1991, 50 (02) :179-211
[2]   Research Paper: The Beneficial or Harmful Effects of Computer Game Stress on Cognitive Functions of Players [J].
Aliyari, Hamed ;
Sahraei, Hedayat ;
Daliri, Mohammad Reza ;
Minaei-Bidgoli, Behrouz ;
Kazemi, Masoomeh ;
Agaei, Hassan ;
Sahraei, Mohammad ;
Hosseini, Seyed Mohammad Ali Seyed ;
Hadipour, Mohammad Mehdi ;
Mohammadi, Mohammad ;
Dehghanimohammadabadi, Zahra .
BASIC AND CLINICAL NEUROSCIENCE, 2018, 9 (03) :177-185
[3]  
[Anonymous], 2022, 2022 essential facts about the video game industry
[4]   Psychological maltreatment and substance use among college students: Psychological distress, belongingness, and social support [J].
Arslan, Gokmen .
JOURNAL OF ETHNICITY IN SUBSTANCE ABUSE, 2024, 23 (03) :426-449
[5]   Playing Video Games During the COVID-19 Pandemic and Effects on Players' Well-Being [J].
Barr, Matthew ;
Copeland-Stewart, Alicia .
GAMES AND CULTURE, 2022, 17 (01) :122-139
[6]   Internet Gaming Disorder: Relations Between Needs Satisfaction In-Game and in Life in General [J].
Bender, Patrick K. ;
Gentile, Douglas A. .
PSYCHOLOGY OF POPULAR MEDIA, 2020, 9 (02) :266-278
[7]  
Billieux J, 2020, COGNITION AND ADDICTION: A RESEARCHER'S GUIDE FROM MECHANISMS TOWARDS INTERVENTIONS, P221, DOI 10.1016/B978-0-12-815298-0.00016-2
[8]   High Involvement Versus Pathological Involvement in Video Games: a Crucial Distinction for Ensuring the Validity and Utility of Gaming Disorder [J].
Billieux, Joel ;
Flayelle, Maeva ;
Rumpf, Hans-Juergen ;
Stein, Dan J. .
CURRENT ADDICTION REPORTS, 2019, 6 (03) :323-330
[9]   Internet-based interventions for behavioral addictions: A systematic review [J].
Boumparis, Nikolaos ;
Haug, Severin ;
Abend, Stefanie ;
Billieux, Joel ;
Riper, Heleen ;
Schaub, Michael P. .
JOURNAL OF BEHAVIORAL ADDICTIONS, 2022, 11 (03) :620-642
[10]   Personal distress as a mediator between self-esteem, self-efficacy, loneliness and problematic video gaming in female and male emerging adult gamers [J].
Cudo, Andrzej ;
Kopi, Natalia ;
Zabielska-Mendyk, Emilia .
PLOS ONE, 2019, 14 (12)