Video gaming in a hyperconnected world: A cross-sectional study of heavy gaming, problematic gaming symptoms, and online socializing in adolescents

被引:113
作者
Carras, Michelle Colder [1 ]
Van Rooij, Antonius J. [2 ,3 ,4 ]
Van de Mheen, Dike [2 ,3 ,5 ]
Musci, Rashelle [1 ]
Xue, Qian-Li [6 ,7 ]
Mendelson, Tamar [1 ]
机构
[1] Johns Hopkins Bloomberg Sch Publ Hlth, Dept Mental Hlth, Baltimore, MD USA
[2] IVO Addict Res Inst, Rotterdam, Netherlands
[3] Erasmus MC, Univ Med Ctr, Rotterdam, Netherlands
[4] Univ Ghent, MICT, iMinds, Dept Commun Sci, B-9000 Ghent, Belgium
[5] Maastricht Univ, Dept Hlth Promot, Maastricht, Netherlands
[6] Johns Hopkins Univ, Sch Med, Dept Med, Baltimore, MD 21205 USA
[7] Johns Hopkins Med Inst, Ctr Aging & Hlth, Baltimore, MD 21205 USA
关键词
Video games; Social networking; Social anxiety; Depression; Loneliness; Friendship quality; ADDICTION; VALIDITY; GAMES;
D O I
10.1016/j.chb.2016.11.060
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Aims: Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. Methods: We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality. Results: We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social garners, but strengthened associations with loneliness in some male non-social gamers. Conclusions: In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction. (C) 2016 Elsevier Ltd. All rights reserved.
引用
收藏
页码:472 / 479
页数:8
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