A cognitive-behavioral model of problematic online gaming in adolescents aged 12-22 years

被引:70
作者
Haagsma, Maria C. [1 ]
Caplan, Scott E. [2 ]
Peters, Oscar [3 ]
Pieterse, Marcel E. [1 ]
机构
[1] Univ Twente, Dept Psychol Hlth & Technol, Fac Behav Sci, NL-7522 NB Enschede, Netherlands
[2] Univ Delaware, Dept Commun, Newark, DE 19716 USA
[3] Univ Twente, Dept Media Commun & Org, Fac Behav Sci, NL-7522 NB Enschede, Netherlands
关键词
Problematic online gaming; Pathological gaming; Game addiction; Preference for online social interaction; Mood regulation; Deficient self-regulation; INTERNET USE; ADDICTION; PREVALENCE; PLAY;
D O I
10.1016/j.chb.2012.08.006
中图分类号
B84 [心理学];
学科分类号
010107 [宗教学];
摘要
The aim of this study was to apply the cognitive behavioral model of problematic Internet use to the context of online game use to obtain a better understanding of problematic use of online games and its negative consequences. In total, 597 online game playing adolescents aged 12-22 years participated in this study. Results showed that the cognitive behavioral model of problematic Internet use can also be used in the context of online game use. More specifically, preference for online social interaction, mood regulation and deficient self-regulation appeared to play an important role in predicting negative outcomes from problematic online game use. Together, these cognitions and behaviors explained 79% of the variance of negative outcomes scores. These findings can be used to develop strategies that aim at reducing problematic online game behavior and its negative consequences. (C) 2012 Elsevier Ltd. All rights reserved.
引用
收藏
页码:202 / 209
页数:8
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