Inter-relationship between gaming addiction, emotional intelligence, and psychological well-being of playerunknown's battlegrounds and non-playerunknown's battlegrounds online mobile game players: A comparative cross-sectional study

Avnika Jain, Preeti Jain
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引用次数: 1

Abstract

Introduction: Recently, increasing trend in popularity of online gaming has been seen worldwide. Online games such as PlayerUnknown's Battlegrounds (PUBG) and first-person shooter (FPS) games top the popularity chart among young population. Problematic Internet gaming is also being increasingly reported. The aim of this study was to evaluate the inter-relationship between gaming addiction, emotional intelligence (EI), and psychological well-being in players of PUBG and non-PUBG online shooter mobile games. Materials and Methods: Sixty-four male students (18–22 years) who had played either PUBG or non-PUBG FPS games for ≥3 h/week during the previous 6 months were included. Addictive potential of PUBG (played by n = 33) was compared with that of non-PUBG games (played by n = 31) using Gaming Addiction Scale (GAS). Psychological health and EI were assessed using Depression, Anxiety, and Stress Scale 21 (DASS-21) and Trait Emotional Intelligence Questionnaire-Short Form, respectively. Results: The prevalence of gaming addiction and psychological morbidity was significantly higher in PUBG compared to non-PUBG players. EI was comparable in both the groups. Correlational analysis in PUBG players showed a positive association between GAS and anxiety subscale and a negative association between EI and the depression and anxiety subscales. In non-PUBG players, a positive association between GAS and depression subscale and a negative association between EI and the depression, stress, and total DASS-21 scores was observed. Conclusion: These results suggest that addictive online gaming behavior has detrimental effect on the psychological well-being of players. Furthermore, EI has a potential protective impact against psychological morbidity in these subjects. Future studies may be planned to explore the influence of interventional EI training on psychological health and addictive gaming behavior of online gamers.
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《绝地求生》和《非绝地求生》在线手机游戏玩家的游戏成瘾、情商和心理健康之间的相互关系:一项比较横断面研究
近年来,网络游戏在世界范围内呈现出日益流行的趋势。PlayerUnknown的《绝地求生》(PUBG)和第一人称射击游戏(FPS)等网络游戏在年轻人中最受欢迎。有问题的网络游戏也被越来越多地报道。本研究的目的是评估《绝地求生》和非《绝地求生》在线射击手游玩家的游戏成瘾、情商和心理健康之间的相互关系。材料与方法:研究对象为64名18-22岁,在过去6个月内每周玩《绝地求生》或非《绝地求生》FPS游戏≥3小时的男性大学生。使用游戏成瘾量表(Gaming Addiction Scale, GAS)对玩过《绝地求生》(n = 33)和玩过非《绝地求生》(n = 31)的玩家的成瘾潜力进行比较。采用抑郁、焦虑和压力量表21 (DASS-21)和特质情绪智力问卷(简表)分别评估心理健康和情商。结果:《绝地求生》玩家的游戏成瘾率和心理发病率明显高于非《绝地求生》玩家。两组的EI具有可比性。对《绝地求生》玩家的相关分析显示,GAS与焦虑子量表呈正相关,EI与抑郁和焦虑子量表呈负相关。在非绝地求生玩家中,GAS与抑郁子量表呈正相关,而EI与抑郁、压力和DASS-21总分呈负相关。结论:成瘾性网络游戏行为对玩家心理健康有不利影响。此外,情商对这些受试者的心理疾病有潜在的保护作用。未来的研究可能会进一步探讨干预性EI训练对网络游戏玩家心理健康和游戏成瘾行为的影响。
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