印第安青年的网络游戏动机、家庭关系和个性

SJ Ajith, Gitanjali Narayanan, ManojKumar Sharma, Nitin Anand, Akash Vishwakarma
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引用次数: 0

摘要

青少年参与游戏已成为心理健康专业人员关注的一个重要问题,因为这对他们的功能和人际关系产生了重大影响。然而,人们对印第安人的游戏动机、相关家庭关系和人格特质却知之甚少。 本研究调查了问题网络游戏,包括与游戏动机和人格有关的网络游戏障碍,尤其是它们对印第安青年家庭关系的影响。 研究对象共 179 人(男性 86 人,女性 93 人),年龄在 18-25 岁之间,在过去一年中参与过网络游戏。受试者是通过在线调查招募的。所使用的工具都很简短,包括游戏使用情况问卷、网络游戏障碍量表-简表、网络游戏动机问卷、UCLA孤独感量表、Sheehan残疾量表、家庭关系简表和MINI国际人格项目库。 参与者的平均年龄为 21.99±2.202 岁。逐步多元回归分析表明,逃避和竞争动机、家庭关系凝聚力低、自觉性水平低和智力/想象力水平低是导致问题游戏行为的原因。 这项研究确定了游戏动机与问题网络游戏相关的内部和外部因素之间的关系。将研究结果推广到更多的青少年群体中,将有助于制定明智的预防措施,降低患上游戏障碍的风险。
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Online gaming motives, family relationships, and personality among Indian youth
Youth involvement in gaming has become an important concern for mental health professionals due to its significant impact on functionality and relationships. However, the gaming motives and associated family relationships and personality traits in the Indian context are poorly understood. The study examined problematic online gaming, including Internet gaming disorder in connection to gaming motives and personality, especially as they impact family relationships among Indian youth. The study consisted of 179 participants (86 males; 93 females) with the age range of 18–25 years who were involved in Internet gaming in the last 1 year. The subjects were recruited using an online survey. Tools used were brief and included the Gaming Usage Questionnaire, Internet Gaming Disorder Scale-Short-Form, Motivation for Online Gaming Questionnaire UCLA Loneliness Scale, Sheehan Disability Scale, Brief Family Relationships Questionnaire, and MINI International Personality Item Pool. The mean age of the participants was 21.99 ± 2.202 years. A stepwise multivariate regression analysis indicated that escape and competition motives, low cohesion in family relationships, low level of conscientiousness, and low level of intellect/imagination contributed to problematic gaming behaviors. The study established a relationship between gaming motives and both internal and external factors associated with problematic online gaming. Generalizing the findings across a larger youth population would help in developing informed preventive measures to reduce the risk of developing a gaming disorder.
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发文量
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审稿时长
39 weeks
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