{"title":"德国青少年过度使用电子游戏的低时间稳定性","authors":"T. Rothmund, C. Klimmt, M. Gollwitzer","doi":"10.1027/1864-1105/a000177","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":"42 1","pages":"53–65"},"PeriodicalIF":1.7000,"publicationDate":"2018-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"33","resultStr":"{\"title\":\"Low Temporal Stability of Excessive Video Game Use in German Adolescents\",\"authors\":\"T. Rothmund, C. Klimmt, M. Gollwitzer\",\"doi\":\"10.1027/1864-1105/a000177\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":46730,\"journal\":{\"name\":\"Journal of Media Psychology-Theories Methods and Applications\",\"volume\":\"42 1\",\"pages\":\"53–65\"},\"PeriodicalIF\":1.7000,\"publicationDate\":\"2018-04-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"33\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Media Psychology-Theories Methods and Applications\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://doi.org/10.1027/1864-1105/a000177\",\"RegionNum\":4,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMMUNICATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Media Psychology-Theories Methods and Applications","FirstCategoryId":"102","ListUrlMain":"https://doi.org/10.1027/1864-1105/a000177","RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMMUNICATION","Score":null,"Total":0}
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.
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.