男性电子游戏玩家心理健康求助行为的在线调查

IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Cyberpsychology, behavior and social networking Pub Date : 2023-09-01 DOI:10.1089/cyber.2023.0035
Emma L van der Schyff, Krestina L Amon, Brad Ridout, Rowena Forsyth, Andrew J Campbell
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引用次数: 0

摘要

电子游戏是年轻男性的一种流行的消遣方式,已经被证明对玩家的心理健康既有积极的影响,也有消极的影响。当前研究的目的是确定男性电子游戏玩家在精神疾病中寻求心理健康支持的比率。次要目的是(a)确定寻求帮助的最常见障碍;(b)确定这个群体寻求帮助的信心;(c)求助效率的差异是否可以部分地用年龄、游戏时间、自尊和社会资本来解释。调查内容包括人口统计信息、自尊的标准化测量(罗森伯格自尊量表)、社会资本(游戏中的社会资本量表)、寻求帮助效能(寻求心理健康保健的自我效能量表)以及寻求帮助行为和寻求帮助障碍的非标准化测量。这项调查共有2515名参与者,平均年龄为21.37岁。分析发现,大多数参与者没有为自己寻求心理健康支持。这群人寻求帮助的最大障碍是成本、保密和信任。在克服尴尬、理解信息和应对他人反应方面,寻求帮助的信心被评为最低。研究发现,年龄、游戏时间、自尊和社会资本显著地预测了寻求帮助的有效性。寻求帮助的比率较低,再加上确定这一群体寻求帮助的重大障碍,可能会告诉研究人员,他们的目标是为对游戏感兴趣并表现出精神疾病的男性青年开发有针对性的干预措施,以便在需要时获得初步的机会,或者更频繁地参与心理健康服务。建议进一步研究男性游戏玩家的见解,以确定如何克服已确定的障碍,以改善这一群体的心理健康寻求行为,而不是回避行为。由此,可以改善减少耻辱感和获得数字精神卫生服务的便利性。
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Mental Health Help-Seeking Behavior of Male Video Game Players: An Online Survey.

Video gaming is a popular pastime for young males, having been shown to have both positive and negative effects on players' mental health. The aim of the current study was to ascertain the rate that male video gamers may seek mental health support for mental ill-health generally. The secondary aims were to (a) identify the most prolific barriers to seeking help; (b) determine how confident this group is to seek help; and (c) whether the variance in help-seeking efficacy be explained, in part, by age, hours gamed, self-esteem, and social capital. The survey included sections on demographic information, standardized measures of self-esteem (The Rosenberg Self-Esteem Scale), social capital (The Social Capital in Gaming Scale), help-seeking efficacy (Self-Efficacy to Seek Mental Health Care Scale), and non-standardized measures of help-seeking behavior and help-seeking barriers. The survey of 2,515 participants had a mean age of 21.37 years. The analysis identified that most participants had not sought mental health support for themselves. The most prolific barriers for this cohort to seek help were cost, confidentiality, and trust. Confidence to seek help was rated the lowest for overcoming embarrassment, understanding information, and coping with others' reactions. Help-seeking efficacy was found to be significantly predicted by age, hours spent gaming, self-esteem, and social capital. Low rates of seeking help, coupled with identifying the significant barriers of this group to seek help, may inform researchers aiming to develop targeted interventions for male youth interested in gaming and who are exhibiting mental ill-health to gain initial access, or engage more often, with mental health services when needed. Further research is recommended for investigating male gamers' insights in determining how to overcome the identified barriers for this cohort to improve mental health seeking behavior rather than avoidant behavior. From this, stigma reduction and ease of access to digital mental health services could be improved.

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来源期刊
CiteScore
9.60
自引率
3.00%
发文量
123
期刊介绍: Cyberpsychology, Behavior, and Social Networking is a leading peer-reviewed journal that is recognized for its authoritative research on the social, behavioral, and psychological impacts of contemporary social networking practices. The journal covers a wide range of platforms, including Twitter, Facebook, internet gaming, and e-commerce, and examines how these digital environments shape human interaction and societal norms. For over two decades, this journal has been a pioneering voice in the exploration of social networking and virtual reality, establishing itself as an indispensable resource for professionals and academics in the field. It is particularly celebrated for its swift dissemination of findings through rapid communication articles, alongside comprehensive, in-depth studies that delve into the multifaceted effects of interactive technologies on both individual behavior and broader societal trends. The journal's scope encompasses the full spectrum of impacts—highlighting not only the potential benefits but also the challenges that arise as a result of these technologies. By providing a platform for rigorous research and critical discussions, it fosters a deeper understanding of the complex interplay between technology and human behavior.
期刊最新文献
Not All Interventions are Made Equal: Harnessing Design and Messaging to Nudge Bystander Intervention. Associations Between Searching and Sending Cyberhate: The Moderating Role of the Need of Online Popularity and Toxic Online Disinhibition. Homelessness in Virtual Reality: Experiencing Social Exclusion Improves Attitudes and Behaviors Toward Unhoused People. Who Am I Inside the Screen? Construction of Virtual Identity in Multiplayer Online Videogames and Its Psychological Functions. Humanity's Evolving Conversations: AI as Confidant, Coach, and Companion.
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