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The Relationship Between Difficulties In Emotion Regulation And Gaming Disorder:The Mediating Effect Of Negative Affect And Metacognitions

Posted on:2023-12-26Degree:MasterType:Thesis
Country:ChinaCandidate:S H LinFull Text:PDF
GTID:2544307070495764Subject:Mental Illness and Mental Health
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Objectives:1.To translate the Metacognitions about Online Gaming Scale(MOGS)into Chinese and assess its psychometric properties;2.To explore the relationship among difficulties in emotion regulation,negative affect,metacognitions about gaming and gaming disorder(GD),as well as their interaction mechanisms.Methods:1.The Brislin translation model was used to translate and revise the MOGS into Chinese.Through online survey,we collected 847 valid questionnaires for analysis.Item analysis,validity analysis and reliability analysis were used to assess the reliability and validity of the scale.2.We conducted an online survey on young people(aged 10-24)who played games,and collected 1768 valid questionnaires by convenient sampling.The survey included demographic information,gaming characteristics,the Internet Gaming Disorder Scale-Short Form,brief version of the Difficulties in Emotion Regulation Scale,MOGS,Patient Health Questionnaire-9 and Generalized Anxiety Disorder-7.Correlation analysis and hierarchical regression analysis were used to explore influencing factors of GD.And the structural equation model was used to explore the interaction mechanisms among difficulties in emotion regulation,negative affect,metacognitions about gaming and GD.Results:1.The Chinese version of MOGS consisted of 12 items,including three dimensions:uncontrollability,dangers and positive metacognitions.The confirmatory factor analysis showed an adequate model fit and convergent validity(CR>0.79,AVE>0.56).The total scale and each subcale of MOGS had positive correlation with gaming disorder and gaming motives(r=0.142-0.756,ps<0.01).Three factors of the MOGS predicted 18.9%of the variance in GD independently of gaming motives and other confounding factors.The internal concordance coefficient of the scale and subscales were 0.787-0.924.2.The prevalence of GD in this study was 7.2%.Regression analysis showed that male,average monthly game charge,number of playmates,gaming time on weekends,difficulties in emotion regulation,negative affect and metacognitions about gaming could positively predict GD(R~2=0.704,p<0.001).Among these predictors,metacognitions about gaming play the most important role.3.Difficulties in emotion regulation,negative affect,metacognitions about gaming and GD were positively correlated with each other(ps<0.01).Difficulties in emotion regulation positively predicted GD mainly through mediating effects of negative affect and metacognitions about gaming,including 3 path ways:the mediating effect of negative affect(11.87%of total effect),the mediating effect of metacognitions about gaming(45.50%of total effect),as well as the chain mediating role of negative affect and metacognitions about gaming(42.63%of total effect).Conclusions:1.The Chinese version of MOGS is a reliable and valid instrument,which can be used to assess metacognitions about online gaming.2.The prevalence of GD among young gamer is high.Key interventions should be carried out on the risk factors of GD,including male,higher average monthly game charge,more playmates,longer gaming time on weekends,difficulties in emotion regulation,negative affect and metacognitions about gaming.3.Difficulties in emotion regulation influenced GD indirectly through the mediating effects and chain mediating effect of negative affect and metacognitions about gaming.
Keywords/Search Tags:gaming disorder, difficulties in emotion regulation, negative affect, metacognitions, metacognitions about gaming, anxiety, depression
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