Journal of Psychological Science ›› 2022, Vol. 45 ›› Issue (6): 1383-1389.

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The Relationship Between Technoference and Internet Gaming Disorder: The Mediating Role of the Need to Belong and the Moderation Role of Friendship Quality

zien Ding1,Liu qinxue2   

  1. 1. Central China Normal University
    2.
  • Received:2020-06-14 Revised:2021-02-20 Online:2022-11-20 Published:2022-12-11
  • Contact: Liu qinxue

科技干扰与青少年网络游戏成瘾:归属需求的中介作用与友谊质量的调节作用

丁子恩,刘勤学   

  1. 华中师范大学
  • 通讯作者: 刘勤学

Abstract: Over the past few years, Internet gaming addiction has become a major social problem and an important research topic. Internet gaming addiction leads to a range of negative effects on the development of adolescents. Therefore, to develop effective prevention and remediation programs for Internet gaming addiction, the risk factors associated with Internet gaming addiction need to be identified. Technoference is defined as everyday interruptions in interpersonal interactions due to technology devices. It may play an essential role in adolescents' development as a part of a family system. According to the problem-behavior theory, the family system can directly influence the behavior of individuals, and affect the behavior of individuals through the individual system. From the perspective of need satisfaction theory, the need to belong reflects the information in the environment and influences the behavior of people. Accordingly, technoference occurring in the family environment is a piece of essential environmental information that may affect adolescents’ Internet gaming addiction by influencing their need to belong. Therefore, this study attempted to explore the mediating role of the need to belong. Besides, friendship quality may act as a buffer for maladaptive effects. Adolescents that feel isolated from peer relationships prefer to seek self-esteem or reassurance through internet games, so friendship quality may play a moderating role in the relationship between technoference and Internet gaming addiction. The present study constructed a moderated mediation model to examine whether the need to belong mediated the relationship between technoference and adolescent’s Internet gaming addiction, and whether friendship quality moderated this mediation effect. The study recruited 3209 junior high school students to complete Technology Interference in Life Examples Scale, Need to Belong Scale, Friendship Quality Scale, and Internet Gaming Addiction Scale. For data analysis, common method biases were examined at first. Then, correlation analysis was conducted to obtain the relationship between variables among the hypothesized model. All analyses were carried out using SPSS 21.0 and Amos17.0. The results indicated that: (1) The need to belong partially mediated the relationship between technoference and adolescent’s Internet gaming addiction. (2) Friendship quality moderated the relationship between technoference and the need to belong. Specifically, high friendship quality could alleviate the impact of technoference on the need to belong. (3) Friendship quality moderated the relationship between the need to belong and adolescent’s Internet gaming addiction. Specifically, high friendship quality could alleviate the impact of the need to belong to the adolescent’s Internet gaming addiction. The present study advanced our understandings of the underlying mechanism between technoference and adolescent’s Internet gaming addiction. These findings provide a new view, which helps us understand the effect of technoference. The conclusion of the current study was of great importance for the intervention of adolescent’s Internet gaming addiction.

Key words: adolescent, technoference, the need to belong, friendship quality, Internet gaming disorder

摘要: 为探讨科技干扰对青少年网络游戏成瘾的影响以及归属需求和友谊质量在二者之间的作用机制,本研究采用科技干扰量表,归属需求量表,友谊质量量表以及网络游戏成瘾量表对3076名初中学生进行调查,探讨归属需求是否在科技干扰和网络游戏成瘾之间起中介作用,以及该过程是否受到友谊质量的调节。结果发现:(1)科技干扰正向预测青少年网络游戏成瘾;(2)归属需求在科技干扰和青少年网络成瘾之间起部分中介作用;(3)科技干扰对归属需求的作用以及归属需求对网络游戏成瘾的作用受到了友谊质量的调节。本研究的结果表明科技干扰会通过归属需求来增加网络游戏成瘾的风险,且友谊质量会降低科技干扰对归属需求以及归属需求对网络游戏成瘾的影响。

关键词: 青少年, 科技干扰, 归属需求, 友谊质量, 网络游戏成瘾