Association Between Internet Gaming Disorder and Suicidal Ideation Mediated by Psychosocial Resources and Psychosocial Problems Among Adolescent Internet Gamers in China: Cross-Sectional Study.
Yanqiu Yu, Anise M S Wu, Vivian W I Fong, Jianxin Zhang, Ji-Bin Li, Joseph T F Lau
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引用次数: 0
Abstract
Background: Adolescent internet gaming disorder (IGD) was associated with severe harm, including suicidal ideation. While suicidal ideation was predictive of completed suicides, further research is required to clarify the association between IGD and suicidal ideation among adolescents, as well as the mechanisms involved.
Objective: This study aimed to investigate the understudied association between IGD and suicidal ideation, as well as novel mechanisms associated with it, among Chinese adolescent internet gamers through psychosocial coping resources and psychosocial problems.
Methods: An anonymous, self-administered, cross-sectional survey was conducted among secondary school students who had played internet games in the past year in Guangzhou and Chengdu, China (from October 2019 to January 2020). In total, 1693 adolescent internet gamers were included in this study; the mean age was 13.48 (SD 0.80) years, and 60% (n=1016) were males. IGD was assessed by the 9-item Internet Gaming Disorder Checklist of the DSM-5 (Diagnostic and Statistical Manual of Mental Disorders [Fifth Edition]), while a single item assessed suicidal ideation: "Have you ever considered committing suicide in the past 12 months?" Univariate and multivariate logistic regression associations were conducted to test the significance and directions of the potential factors for suicidal ideation. The mediation mechanism was examined by structural equation modeling.
Results: Among all participants, the prevalence of IGD and suicidal ideation was 16.95% (287/1693) and 43.06% (729/1693), respectively. IGD cases were 2.42 times more likely than non-IGD cases to report suicidal ideation (adjusted odds ratio [OR] 2.42, 95% CI 1.73-3.37). Other significant factors of suicidal ideation included psychosocial coping resources (resilience and social support, both adjusted OR 0.97, 95% CI 0.96-0.98) and psychosocial problems (social anxiety: adjusted OR 1.07, 95% CI 1.05-1.09; loneliness, adjusted OR 1.13, 95% CI 1.10-1.16). The association between IGD and suicidal ideation was partially mediated by 3 indirect paths, including (1) the 2-step path that IGD reduced psychosocial coping resources, which in turn increased suicidal ideation; (2) the 2-step path that IGD increased psychosocial problems, which in turn increased suicidal ideation; and (3) the 3-step path that IGD reduced psychosocial coping resources which then increased psychosocial problems, which in turn increased suicidal ideation, with effect sizes of 10.7% (indirect effect/total effect: 0.016/0.15), 30.0% (0.05/0.15), and 13.3% (0.02/0.15), respectively. The direct path remained statistically significant.
Conclusions: IGD and suicidal ideation were alarmingly prevalent. Evidently and importantly, IGD was a significant risk factor for suicidal ideation. The association was partially explained by psychosocial coping resources of resilience and social support and psychosocial problems of social anxiety and loneliness. Longitudinal studies are needed to confirm the findings. Pilot randomized controlled trials are recommended to evaluate the effectiveness of interventions in reducing suicidal ideation by reducing IGD, improving psychosocial coping resources, and reducing psychosocial problems investigated in this study.
背景:青少年网络游戏障碍(IGD)与包括自杀意念在内的严重伤害有关。虽然自杀意念可预测已完成的自杀,但仍需进一步研究,以阐明青少年网络游戏障碍与自杀意念之间的关联以及相关机制:本研究旨在通过社会心理应对资源和社会心理问题,调查中国青少年网游玩家中未被充分研究的IGD与自杀意念之间的关联,以及与之相关的新机制:在中国广州和成都对过去一年玩过网络游戏的中学生进行匿名、自填、横断面调查(时间为2019年10月至2020年1月)。本研究共纳入了1693名青少年网络游戏玩家,平均年龄为13.48岁(SD 0.80),60%(n=1016)为男性。IGD通过DSM-5(《精神疾病诊断与统计手册》[第五版])中的9个项目的网络游戏障碍检查表进行评估,同时有一个项目评估自杀意念:"在过去 12 个月中,您是否曾考虑过自杀?为了检验自杀意念潜在因素的意义和方向,我们进行了单变量和多变量逻辑回归分析。通过结构方程模型检验了中介机制:在所有参与者中,IGD 和自杀意念的发生率分别为 16.95%(287/1693)和 43.06%(729/1693)。IGD病例报告有自杀倾向的几率是非IGD病例的2.42倍(调整后的几率比 [OR] 2.42,95% CI 1.73-3.37)。自杀意念的其他重要因素包括社会心理应对资源(复原力和社会支持,调整后 OR 均为 0.97,95% CI 为 0.96-0.98)和社会心理问题(社会焦虑:调整后 OR 为 1.07,95% CI 为 1.05-1.09;孤独感,调整后 OR 为 1.13,95% CI 为 1.10-1.16)。IGD与自杀意念之间的关联部分由3条间接路径介导,包括(1)IGD减少社会心理应对资源,进而增加自杀意念的2步路径;(2)IGD增加社会心理问题,进而增加自杀意念的2步路径;以及(3)IGD减少社会心理应对资源,进而增加社会心理问题,进而增加自杀意念的3步路径,其效应大小为10.7%(间接效应/总效应)。其效应大小分别为 10.7%(间接效应/总效应:0.016/0.15)、30.0%(0.05/0.15)和 13.3%(0.02/0.15)。直接路径仍具有统计学意义:结论:IGD 和自杀意念的流行程度令人震惊。结论:IGD 和自杀意念的发生率令人震惊。社会心理应对资源(复原力和社会支持)和社会心理问题(社交焦虑和孤独感)可以部分解释这种关联。需要进行纵向研究来证实这些发现。建议进行试点随机对照试验,以评估本研究中调查的通过减少IGD、改善社会心理应对资源和减少社会心理问题来减少自杀意念的干预措施的有效性。
期刊介绍:
JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.