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Generalised Versus Specific Internet Use-Related Addiction Problems: A Mixed Methods Study on Internet Gaming and Social Networking Behaviours

机译:广义对特定互联网使用相关的成瘾问题:互联网游戏和社交网络行为的混合方法研究

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摘要

The field of technological behavioural addictions is moving towards specific problems (i.e., gaming disorder). However, more evidence of generalised versus specific Internet use-related addiction problems (generalised pathological Internet use (GPIU) vs. specific pathological Internet use (SPIU)) is still needed. This mixed methods study aimed to disentangle GPIU from SPIU. A partially mixed sequential equal status study design (QUAN→QUAL) was undertaken. First, through an online survey, which adapted the compulsive Internet use scale (CIUS) for three types of problems (i.e., generalised Internet use, and specific online gaming and social networking). Second, potential problem users’ perceptions of the evolution of these problems (aetiology, development, consequences, and factors) were ascertained, through semi-structured interviews, together with their opinion on present Internet gaming disorder (IGD) criteria adapted to each problem studied. Findings showed the CIUS remains valid and reliable for GPIU and SPIUs examined; a prevalence between 10.8% and 37.4% was estimated for potential at-risk problem gamers and Internet users, respectively, who reported their preference for maintaining their virtual lives. Half of the sample had a risk of a unique or mixed profile of these problems. Moreover, device patterns, gender, and age issues emerged, such as problem gamers being proportionally equal male and female young or middle-aged adults. GPIU was highly associated with problem social networking use, and weakly with problematic gaming, but both SPIUs were independent. Concerning addictive symptoms, salience, deception, and tolerance required redefinition, especially for SPIUs, while better-valued IGD criteria applied to GPIU and SPIUs were: Risk relationships or opportunities, give up other activities, withdrawal, and continue despite problems. Thus, although problems studied are present as risk behaviours, SPIUs seem to cover the addictive symptomatology in those categorised as potential problem users, online gaming being the most severe behavioural addiction problem.
机译:技术行为成瘾的领域正在朝着特定的问题(即游戏障碍)发展。但是,仍然需要更多的证据来证明与一般性互联网使用相关的成瘾问题相比,特定性互联网使用相关的成瘾问题(广义病理性互联网使用(GPIU)与特定性病理性互联网使用(SPIU))。这项混合方法研究旨在区分GPIU与SPIU。进行了部分混合的顺序相等状态研究设计(QUAN→QUAL)。首先,通过在线调查,该调查针对三种类型的问题(即,普遍的Internet使用以及特定的在线游戏和社交网络)调整了强制性Internet使用量表(CIUS)。其次,通过半结构化访谈,确定他们对潜在问题(病因,发展,后果和因素)演变的看法,以及他们对当前适用于每个问题的互联网游戏障碍(IGD)标准的看法。 。调查结果表明,CIUS对于所检查的GPIU和SPIU仍然有效且可靠。据估计,潜在的风险问题游戏玩家和互联网用户的患病率分别为10.8%和37.4%,他们表示他们倾向于维护虚拟生活。这些样本中有一半有独特或混合的风险。而且,出现了设备模式,性别和年龄问题,例如问题游戏者成比例的男女青年或中年成年人。 GPIU与有问题的社交网络使用高度相关,而与有问题的游戏的相关性较弱,但是两个SPIU都是独立的。关于成瘾症状,显着性,欺骗性和耐受性,需要重新定义,尤其是对于SPIU,而适用于GPIU和SPIU的更有价值的IGD标准是:风险关系或机会,放弃其他活动,退出,并且尽管存在问题仍然继续。因此,尽管研究的问题以风险行为的形式出现,但SPIU似乎涵盖了被归类为潜在问题用户的那些上瘾的症状,在线游戏是最严重的行为上瘾问题。

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