期刊
COMPUTERS IN HUMAN BEHAVIOR
卷 27, 期 1, 页码 144-152出版社
PERGAMON-ELSEVIER SCIENCE LTD
DOI: 10.1016/j.chb.2010.07.015
关键词
Pathological gaming; Game addiction; Psychosocial well-being; Longitudinal; Adolescents; Youth
Pathological use of computer and video games has been associated with indicators of psychosocial wellbeing, such as loneliness, low self-esteem, low social competence, and low life satisfaction. However, few studies have decisively demonstrated whether these indicators of psychosocial well-being are causes or consequences of pathological gaming. To address this gap in the literature, we conducted a two-wave panel study among 851 Dutch adolescents (543 garners). Causal relations were analyzed using autoregressive structural equation models. These analyses indicated that social competence, self-esteem, and loneliness were significant predictors of pathological gaming six months later. Thus, lower psychosocial well-being can be considered an antecedent of pathological gaming among adolescent garners. Our analyses further indicated that loneliness was also a consequence of pathological gaming. This suggests that displacement of real-world social interaction resulting from pathological use of video games may deteriorate existing relationships, which could explain the increase in adolescent garners' feelings of loneliness. (C) 2010 Elsevier Ltd. All rights reserved.
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