Psychological Science ›› 2015, Vol. 38 ›› Issue (4): 883-888.

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The Relationship between Online Game Experience and Online Game Addiction among Adolescents: A Cross-Lagged Regression Analysis

Guo-Hua ZHANG1, 2   

  1. 1. Wenzhou Medical University
    2.
  • Received:2014-07-27 Revised:2015-03-23 Online:2015-07-20 Published:2015-07-20

青少年网络游戏体验与网络游戏成瘾的交叉滞后分析

张国华1,雷雳2   

  1. 1. 温州医科大学
    2. 中国人民大学心理学系
  • 通讯作者: 雷雳

Abstract: In recent years, online games entered a high-speed development period, the number of users increased significantly. Youth group became one of the most important group using online games. Access to online games more and longer time, online games had more and more influence on teenagers. At present, online game addiction among adolescents has become a serious global problem. With the increase of teenagers’ internet age, explore the development of adolescents’ online game addiction and its long-term impacts has very important practical significance. Currently, few studies have explored online game addiction from the perspective of user experience. Existing researches mostly employed the related research design, makes it difficult to clarify the causality between the two variables. This study adopted longitudinal design to investigate the development of teenagers’ online game addiction, and used cross-lagged design to examine the causal relationship between online game experience and online game addiction and its mechanism. There were 247 middle school students in Beijing participated the four-month follow-up study. Two questionnaires were used in this research: the Adolescent Online Game Experience Scale includes 40 items using a 5-point Likert scoring, and the Online Game Addiction Scale includes 11 items using a 5-point Likert scoring. Repetitive measure analysis of variance and the cross-lagged regression analysis were used to investigate the change of adolescents’ online game addiction, and the causal relationship between online gaming experience (the scores of whole scale and six sub-scales) and online game addiction. The results showed that: (1) adolescents’ online game addiction tended to be stable during the four months of follow-up study. (2) There were significant relationships among pre-test and post-test online game experience and online game addiction, which meant that the higher online game experience, the higher tendency of online game addiction. (3) Cross-lagged regression analysis indicated that online game experience caused adolescents’ online game addiction. Further regression analysis showed that the prediction of online game experience on online game addiction are simultaneous, flow experience had the most significant prediction effect on online game addiction. The results of this research had some implies on balancing the online game experience design and the prevention and intervention of teenagers’ online game addiction. In the process of online game design, increase the features of online games which generate entertainment and achievement experience, as well as role play and social experience, decrease the features of online games which generate flow and control experience. Thus we can control from the source of online game experience which were easy to cause adolescents' online game addiction, so as to reduce the occurrence of online game addiction. This study also has certain limitations. In this study, the pretest and post-test time not matched very well. In the future, the track time interval and frequency should shortened or extended according to the research design.

Key words: adolescent, online game experience, online game addiction, Cross-Lagged Regression Analysis

摘要: 该研究采用青少年网络游戏体验量表和网络游戏成瘾量表,对北京某中学初一、初二、初三和高二年级247名中学生进行为期四个月的追踪研究,运用重复测量方差分析和交叉滞后分析考察了被试在追踪期间网络游戏成瘾的变化,以及网络游戏体验与网络游戏成瘾的因果关系及其内在心理机制。结果表明:(1)青少年的网络游戏成瘾倾向在追踪研究期间保持相对稳定。(2)网络游戏体验与网络游戏成瘾相关显著。(3)交叉滞后分析结果表明,网络游戏体验是网络游戏成瘾的预测变量。进一步的回归分析表明,网络游戏体验对青少年网络游戏成瘾为同时性的预测。

关键词: 青少年, 网络游戏体验, 网络游戏成瘾, 交叉滞后分析