Problem video gaming in adolescents: An examination of the Pathways Model

IF 2.5 3区 心理学 Q2 SUBSTANCE ABUSE International Gambling Studies Pub Date : 2022-04-18 DOI:10.1080/14459795.2022.2055110
Loredana A. Marchica, J. Richard, L. Nower, William Ivoska, J. Derevensky
{"title":"Problem video gaming in adolescents: An examination of the Pathways Model","authors":"Loredana A. Marchica, J. Richard, L. Nower, William Ivoska, J. Derevensky","doi":"10.1080/14459795.2022.2055110","DOIUrl":null,"url":null,"abstract":"ABSTRACT Problem video gaming (PVG) is of significant concern among youth and contributes to increases in mental health issues among adolescents. Prevalence rates for PVG are estimated at 1-3% among non-clinical samples. Like problem gambling, it has been hypothesized that individuals reporting PVG are part of a heterogeneous group with different profiles, dependent on specific psychosocial factors. Identifying these profiles allows clinicians to create targeted interventions. The following preliminary study aimed to identify the emotional and behavioral characteristics that distinguish between subgroups of adolescents reporting PVG and how these subgroups compare to those proposed by the Pathways Model. The study included a cross-sectional sample of 288 adolescents reporting PVG from a Midwestern state. Measures included the Ohio Problem Severity Scales, the Internet Gaming Disorder Scale-SF, and frequency of video gaming. A latent class analysis identified four classes which aligned with the subgroups proposed by the Pathways Model (i.e. behavioral conditioned, emotionally vulnerable, and antisocial/impulsivist), and two additional classes which could be considered as milder variants of the emotionally vulnerable and antisocial/impulsivist groups. These results suggest that adolescents reporting PVG form a heterogeneous group, with each profile requiring different considerations in developing targeted interventions. Implications for prevention and future research are discussed.","PeriodicalId":47301,"journal":{"name":"International Gambling Studies","volume":null,"pages":null},"PeriodicalIF":2.5000,"publicationDate":"2022-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Gambling Studies","FirstCategoryId":"102","ListUrlMain":"https://doi.org/10.1080/14459795.2022.2055110","RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"SUBSTANCE ABUSE","Score":null,"Total":0}
引用次数: 2

Abstract

ABSTRACT Problem video gaming (PVG) is of significant concern among youth and contributes to increases in mental health issues among adolescents. Prevalence rates for PVG are estimated at 1-3% among non-clinical samples. Like problem gambling, it has been hypothesized that individuals reporting PVG are part of a heterogeneous group with different profiles, dependent on specific psychosocial factors. Identifying these profiles allows clinicians to create targeted interventions. The following preliminary study aimed to identify the emotional and behavioral characteristics that distinguish between subgroups of adolescents reporting PVG and how these subgroups compare to those proposed by the Pathways Model. The study included a cross-sectional sample of 288 adolescents reporting PVG from a Midwestern state. Measures included the Ohio Problem Severity Scales, the Internet Gaming Disorder Scale-SF, and frequency of video gaming. A latent class analysis identified four classes which aligned with the subgroups proposed by the Pathways Model (i.e. behavioral conditioned, emotionally vulnerable, and antisocial/impulsivist), and two additional classes which could be considered as milder variants of the emotionally vulnerable and antisocial/impulsivist groups. These results suggest that adolescents reporting PVG form a heterogeneous group, with each profile requiring different considerations in developing targeted interventions. Implications for prevention and future research are discussed.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
青少年的问题电子游戏:路径模型的检验
问题视频游戏(PVG)在青少年中引起了很大的关注,并导致青少年心理健康问题的增加。在非临床样本中,PVG的患病率估计为1-3%。就像问题赌博一样,据推测,报告PVG的个体是具有不同概况的异质群体的一部分,依赖于特定的社会心理因素。识别这些特征使临床医生能够制定有针对性的干预措施。下面的初步研究旨在确定报告PVG的青少年亚组之间的情感和行为特征,并将这些亚组与路径模型提出的亚组进行比较。该研究包括来自中西部一个州的288名报告PVG的青少年的横断面样本。测量方法包括俄亥俄问题严重程度量表、网络游戏障碍量表和视频游戏的频率。潜在类别分析确定了与路径模型提出的子群体(即行为条件,情感脆弱和反社会/冲动者)一致的四个类别,以及可以被认为是情感脆弱和反社会/冲动者群体的温和变体的另外两个类别。这些结果表明,报告PVG的青少年构成了一个异质性群体,在制定有针对性的干预措施时,每种情况都需要不同的考虑因素。讨论了预防和未来研究的意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
CiteScore
5.30
自引率
15.60%
发文量
32
期刊最新文献
Illegal video game loot boxes with transferable content on steam: a longitudinal study on their presence and non-compliance with and non-enforcement of gambling law Awareness and impact of casino responsible gambling/harm minimization measures among Canadian electronic gaming machine players Perceptions of gambling marketing among young adults who gamble in Ireland Between anti-gambling and masculinity: mahjong playing among Japanese gay men Balancing conflicting interests: stakeholders’ interpretations of ‘moderation’ in Swedish gambling advertising legislation
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1