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      Mediation of stressful life events and online game intention in the relationship between role attachment and Internet game addiction among middle school students

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          Abstract

          Objective To explore possible mediating effects of stressful life events and Internet game intention in the relationship between role attachment and Internet game addiction, and to provide a theoretical reference for preventing Internet game addiction among middle school students.

          Methods During Sept. to Dec. 2018, 1 869 middle school students were selected from 8 middle schools form Liaoning and Henan Province for this investigation through stratified random cluster sampling. Internet Gaming Role Attachment Scale, Adolescent Internet Game Addiction Scale, Adolescent Stressful Life Events Checklist and Adolescent Internet Game Intention Scale was administered.

          Results The prevalence of Internet game addiction was 5.00% in middle school students with boys (6.07%) signficantly higher than girls (3.57%) ( χ 2 = 5.29, P<0.01). Positive associations were found between Internet game addition with role attachment, stressful life events, Internet game intention ( r = 0.34–0.58, P <0.01). The results of Bootstrap test showed that stressful life events and Internet game intention had a chain intermediary effect between role attachment and Internet game addiction, and the chain intermediary effect accounted for 6.31% of the total effect.

          Conclusion Role attachment may affect the occurrence of Internet game addiction through stressful life events and Internet game intention. Helping middle school students to properly cope with stressful life events and Internet game intention may be beneficial for Internet game addiction prevention and intervention.

          Abstract

          【摘要】 目的 探讨角色依恋与网游成瘾之间压力生活事件和网游动机的中介作用, 为防范中学生网游成瘾的发生 提供理论依据。 方法 2018 年 9—12 月, 运用分层整群随机抽样方法抽取辽宁省、河南省 8 所中学 1 869 名中学生作为研 究对象, 采用网络游戏角色依恋问卷 (Internet Gaming Role Attachment Scale, IGRA)、青少年网络游戏成瘾问卷 (Adolescent Internet Gaming Addiction Scale, AIGA)、压力生活事件问卷以及网络游戏动机问卷 (Adolescent Internet Gaming Interition Scale, AIGI) 进行调査。 结果 中学生网游成瘾的检出率为 5.00%, 其中男生检出率为 6.07%, 女生为 3.57%, 差异有统计 学意义 ( χ 2 = 5.29, P<0.01)。角色依恋、压力生活事件、网游动机与网游成瘾之间两两呈正相关 ( r = 0.34 ~ 0.58, P值均< 0.01)。Bootstrap 法检验结果显示, 压力生活事件和网游动机在角色依恋与网游成瘾之间具有链式中介效应, 链式中介效 应占总效应的 6.31%。 结论 压力生活事件和网游动机可能通过角色依恋影响网游成瘾的发生。帮助中学生正确对待压 力生活事件和降低网游动机, 可防范网游成瘾问题的出现。

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          Author and article information

          Journal
          CJSH
          Chinese Journal of School Health
          Chinese Journal of School Health (China )
          1000-9817
          01 October 2019
          01 February 2020
          : 40
          : 10
          : 1517-1520
          Affiliations
          [1] 1College of Education Science, Shenyang Normal University, Shenyang (110034), China
          Author notes
          *Corresponding author: ZHANG Ye, E-mail: zhangye_psy@ 123456163.com
          Article
          j.cnki.1000-9817.2019.10.022
          10.16835/j.cnki.1000-9817.2019.10.022
          0ee52c4a-427c-4c26-92a1-3f5f1beb1255
          © 2019 Chinese Journal of School Health

          This is an open-access article distributed under the terms of the Creative Commons Attribution 4.0 Unported License (CC BY-NC 4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. See https://creativecommons.org/licenses/by-nc/4.0/.

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          Categories
          Journal Article

          Ophthalmology & Optometry,Pediatrics,Nutrition & Dietetics,Clinical Psychology & Psychiatry,Public health
          Behavior, addictive,Press,Students,Life change events,Motivation

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