Gaming disorder: Unraveling the role of problematic affective, cognitive, and executive functioning - A systematic review and meta-analytic structural equation modeling

IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Computers in Human Behavior Pub Date : 2024-06-15 DOI:10.1016/j.chb.2024.108348
Yinan Ji , Tony Ka Wah Leung , Xiaolu Dai , Nan Du , Daniel Fu Keung Wong
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Abstract

Objective

This study aims to critically analyze and synthesize mediating models that elucidate the complex interplay of variables associated with Gaming Disorder (GD), spanning affective, cognitive, and executive domains, to highlight significant mediation effects.

Methods

We reviewed 171 studies, involving 185,991 participants, exploring GD as the dependent variable and psychosocial variables as mediators. We utilized standard psychometric scales and reported effect sizes (e.g., Pearson correlation coefficients). Extensive database searches, from inception to August 10, 2023, included MEDLINE, PsycINFO, EMBASE, PubMed, Web of Science, CNKI, and Wanfang Data. Publication bias assessments and study quality evaluations were conducted. Pooled mediating effect sizes were determined using one-stage meta-analytic structural equation modeling (MASEM).

Results

We identified 13 crucial models through MASEM, with the impulsivity-delay discounting model displaying the most significant effect sizes, underscoring its pivotal role in elucidating the dynamics of GD. Eight models, including emotional problems-escapism models, underscore GD's multifaceted nature driven by mood-modifying and needs-fulfilling mechanisms. Among cognitive dimensions, avatar identification-oriented models emerged as significant mediators, emphasizing the importance of beliefs regarding in-game characters. Sensitivity analysis confirmed the robustness of results against outliers and publication bias.

Conclusion

The synthesized models shed light on the mechanisms underpinning GD, showcasing the dynamic interplay among affective, cognitive, and executive factors. Strategies including reducing delay discounting, addressing emotional underpinnings, and reshaping thoughts tied to avatars and gaming behaviors hold promise for effective GD intervention. However, limitations, including reliance on cross-sectional data and limited studies for mediational models, warrant consideration.

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游戏障碍:揭示有问题的情感、认知和执行功能的作用--系统回顾和元分析结构方程模型
本研究旨在批判性地分析和归纳中介模型,以阐明与游戏障碍(GD)相关的变量之间复杂的相互作用,这些变量横跨情感、认知和执行领域,以突出显著的中介效应。方法我们回顾了 171 项研究,涉及 185991 名参与者,这些研究以 GD 为因变量,以社会心理变量为中介变量。我们采用了标准的心理测量量表并报告了效应大小(如皮尔逊相关系数)。从开始到 2023 年 8 月 10 日,我们进行了广泛的数据库检索,包括 MEDLINE、PsycINFO、EMBASE、PubMed、Web of Science、CNKI 和万方数据。进行了发表偏倚评估和研究质量评价。结果我们通过结构方程模型(MASEM)确定了 13 个关键模型,其中冲动性-延迟折现模型的效应最显著,突出了其在阐明 GD 动力学中的关键作用。包括情绪问题-逃避主义模型在内的八个模型强调了 GD 在情绪调节和需求满足机制驱动下的多面性。在认知维度中,以化身认同为导向的模型成为重要的中介因素,强调了对游戏中角色的信念的重要性。敏感性分析证实了研究结果对异常值和发表偏差的稳健性。 结论:综合模型揭示了 GD 的基本机制,展示了情感、认知和执行因素之间的动态相互作用。包括减少延迟贴现、解决情绪基础问题以及重塑与头像和游戏行为相关的想法在内的策略有望对 GD 进行有效干预。然而,包括依赖横断面数据和有限的中介模型研究在内的局限性值得考虑。
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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
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