德国青少年过度使用电子游戏的低时间稳定性

IF 1.7 4区 心理学 Q2 COMMUNICATION Journal of Media Psychology-Theories Methods and Applications Pub Date : 2018-04-01 DOI:10.1027/1864-1105/a000177
T. Rothmund, C. Klimmt, M. Gollwitzer
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引用次数: 33

摘要

数字游戏在青少年中的流行引起了公众和科学界对玩家沉迷于过度或病态游戏模式的担忧。在这一研究领域中被忽视的问题是,过度游戏是否反映了青春期的一种短暂现象,还是一种需要外部干预的暂时稳定的病理行为。在两个测量点的相关面板研究中,我们调查了德国青少年过度游戏的时间稳定性(N = 488;年龄12-17岁(时间1),时间间隔为1年。在我们的样本中,有2.8%的电子游戏玩家在两个测量点上都被归类为过度玩家。过度游戏在T1和T2之间的相关性相对温和(r = 0.54)。详细的调查显示,过度游戏的每个组成部分(如容忍或冲突)的稳定性得分甚至更低,而最有问题的元素(偷窃、因为游戏问题而借钱)的稳定性最低(r < 0.30)。因此,研究结果表明,至少对绝大多数青少年玩家来说,过度游戏是一种暂时的状态,而不是稳定的状态。讨论了理论和政策影响。
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Low Temporal Stability of Excessive Video Game Use in German Adolescents
The popularity of digital games among adolescents has raised public and scientific concern about players drifting into excessive or pathological gaming patterns. Among the neglected issues in this area of research is the question of whether excessive gaming reflects a transient phenomenon during adolescence or a temporally stable pathological behavior that requires external intervention. In a correlational panel study with two points of measurement, we investigated the temporal stability of excessive gaming in German adolescents (N = 488; aged 12–17 years at Time 1) over a time lag of 1 year. Among the video game players in our sample, 2.8% were classified as excessive gamers at both points of measurement. The correlation of excessive gaming between T1 and T2 was found to be relatively moderate (r = .54). Detailed inspection revealed even lower stability scores for each single component of excessive gaming such as tolerance or conflict, with the most problematic elements (stealing, borrowing money because of gaming problems) displaying the lowest stabilities (r < .30). Thus, the results indicate that – at least for the large majority of adolescent players – excessive gaming is a transient and not a stable condition. Theoretical and policy implications are discussed.
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来源期刊
CiteScore
3.20
自引率
11.80%
发文量
42
期刊介绍: Journal of Media Psychology (JMP) is committed to publishing original, high-quality papers which cover the broad range of media psychological research. This peer-reviewed journal focuses on how human beings select, use, and experience various media as well as how media (use) can affect their cognitions, emotions, and behaviors. Submissions must substantially advance the current state-of the art on a theoretical and/or an empirical level. To name just a few typical fields and domains of inquiry, the Journal of Media Psychology considers manuscripts dealing with research on entertainment, computer-mediated communication (including social media), human-computer interaction, e-learning, computer and video games, virtual environments, or advertising. The journal is also open to research from neighboring disciplines as far as this work ties in with psychological concepts of the uses and effects of the media. Submissions of comparative work, e.g., crossmedia, cross-gender, or cross-cultural, are encouraged. Moreover, submissions including alternative analysis procedures such as the Bayesian approach are welcome. Starting in 2015, the pre-registration of research plans will also be possible. To ensure short turn-around cycles for manuscript review and fast publication, the Journal of Media Psychology relies heavily upon electronic communication and information exchange, starting from electronic submission and continuing throughout the entire review and production process.
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