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Examining the Temporal Associations Between Depression and Pathological Gaming

机译:检查抑郁和病理游戏之间的时间关联

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摘要

In North America, pathological gaming frequently co-occurs with depression. Current literature provides mixed support for three different models of temporal precedence: The vulnerability model, scar/complication model, and reciprocal model. In the present study, we examined directional associations between pathological gaming and depression, using a short-term multiwave study design. Two hundred and eighty-nine participants from North America completed a three-wave 4-week study through Amazon Mechanical Turk. We ran two cross-lagged panel models (CLPMs) to test temporal associations between depression and both time spent gaming and gaming-related problems. The first CLPM showed evidence for reciprocal effects between depression and gaming-related problems; however, effects over time were more consistent for depression preceding gaming problems (vulnerability model). The second CLPM showed no cross-lagged associations between depression and time spent gaming. Both models were invariant across gender. The results of this study clarify depression's unique relation to gaming-related problems, irrespective of gender.
机译:在北美,病理游戏经常与抑郁症共同占领。当前文献为时间优先级的三种不同模型提供了混合支持:脆弱性模型,疤痕/并发症模型和相互模型。在本研究中,我们使用短期多波研究设计检查了病理游戏和抑郁症之间的方向关联。来自北美的289名参与者通过亚马逊机械土耳其人完成了为期三周的四周研究。我们运行了两个交叉滞后的面板模型(CLPM),以测试抑郁症与与游戏相关的时间所花费的时间之间的时间关联。第一个CLPM显示了抑郁症和与游戏有关的问题之间相互影响的证据。但是,随着时间的流逝,效果对于在游戏问题之前的抑郁症(脆弱性模型)更加一致。第二个CLPM在抑郁症和花费时间之间没有交叉滞后的关联。两种模型在性别之间都是不变的。这项研究的结果阐明了抑郁症与游戏相关问题的独特关系,无论性别如何。

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