心理学
心理信息
病态的
焦虑
侵略
萧条(经济学)
害羞
年轻人
电子游戏
伤害预防
临床心理学
纵向研究
青春期前
发展心理学
毒物控制
精神科
梅德林
医学
医疗急救
经济
法学
病理
宏观经济学
多媒体
计算机科学
政治学
作者
Sarah M. Coyne,Laura Stockdale,Wayne Warburton,Douglas A. Gentile,Chongming Yang,Brett M. Merrill
摘要
The aim of this study was to examine trajectories of pathological video game symptoms over a 6-year period from adolescence to emerging adulthood. We also examined a number of predictors and outcomes for different trajectories. Participants included 385 adolescents (M age = 15.01 at the initial time point) who completed multiple questionnaires once a year over a 6-year period. Analyses showed there were 3 distinct trajectories. Approximately 10% of adolescents (called "increasing symptoms") showed moderate levels of pathological gaming symptoms at the initial time point and then increases in symptoms over time. Conversely, 18% of adolescents (called "moderate symptoms") started with moderate symptoms that did not change over time. Finally, 72% of adolescents (called "nonpathological") were relatively low in symptoms across the 6 years of data collection. Being male predicted both the increasing and moderate groups. The increasing group tended to show the worst outcomes over time, with higher levels of depression, aggression, shyness, problematic cell phone use, and anxiety than the nonpathological group, even when controlling for initial levels of many of these variables. (PsycInfo Database Record (c) 2020 APA, all rights reserved).
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