نوع مقاله : مقاله پژوهشی
نویسندگان
1 دانشجوی دکتری روانشناسی عمومی، واحد سمنان، دانشگاه آزاد اسلامی، سمنان، ایران.
2 دانشیار، گروه روانشناسی، دانشکده علوم تربیتی و روانشناسی، دانشگاه الزهرا(س)، تهران، ایران.
3 دانشیار، گروه روانشناسی، واحد سمنان، دانشگاه آزاد اسلامی، سمنان، ایران.
چکیده
کلیدواژهها
عنوان مقاله [English]
نویسندگان [English]
Introduction: The purpose of the present study was to investigate the development of a structural model of internet game addiction based on impulsivity, with the mediating role of cognitive emotion regulation in adolescents in Tehran.
Method: This study employed a descriptive-correlational research design. The statistical population consisted of male students in Tehran during the academic year 2023-2024. A sample of 500 students was selected using random cluster sampling. The data collection instruments included the Internet Gaming Disorder Questionnaire (IGDQ) developed by Pontes et al. (2014), the Barratt Impulsivity Scale (BIS-11) by Patton et al. (1995), and the Cognitive Emotion Regulation Questionnaire (CERQ) by Garnefski and Kraaij (2006). Data were analyzed using Pearson correlation and structural equation modeling.
Results: The results indicated that both impulsivity and cognitive emotion regulation had a significant direct effect on internet game addiction. Additionally, the findings revealed that cognitive emotion regulation played a mediating role in the relationship between impulsivity and internet game addiction.
Discussion and conclusion: Based on the results of this research, it is recommended that the relationship between these variables be considered in interventions addressing internet game addiction among students. Overall, identifying the factors that influence the development of internet game addiction will enable psychologists and counselors to concentrate on these critical elements and organize their activities accordingly. This approach will ultimately lead to the provision of more effective services for vulnerable clients.
Extended Abstract
Introduction
With the rise of the internet comes potential challenges. There is evidence that some adolescent students are using the internet irrationally and may even be addicted to online games. Internet game addiction refers to persistent and repeated use of the internet to engage in games that results in impairment of daily life and a tendency to isolate oneself socially. This phenomenon is widespread across the globe, with one meta-analysis indicating a global prevalence rate of 3.05% for internet gaming addiction. Since the advent of internet gaming 25 years ago, Internet Gaming Disorder has emerged as a new diagnostic category and has been recognized as a form of addiction within psychiatric diagnostic systems. Adolescence can be described as a transitional period during which some individuals may lack a clear understanding of their own behavior and sufficient self-control. Additionally, some may be particularly vulnerable to factors associated with excessive online and offline gaming, which can lead to negative consequences. It is essential to consider both the physical and psychological aspects of behavioral addictions. In the absence of comprehensive research, gaining a clear understanding and accurate perspective on behavioral addictions—such as internet gaming addiction among teenagers—becomes challenging. This lack of insight hampers effective planning and policy-making in this area, which should be informed by the findings of such research. We will face deprivation. Therefore, it is crucial to conduct this research, as educational organizations, particularly in Tehran, can greatly benefit from its findings. The purpose of the present study was to investigate the development of a structural model of internet game addiction based on impulsivity, with the mediating role of cognitive emotion regulation among adolescents in Tehran.
Method
This study employed a descriptive correlational research design. The statistical population consisted of male students in Tehran during the 2023-2024 academic year. The sample size consisted of 500 students selected through random cluster sampling. This research is descriptive correlational in nature and employs structural equation modeling. The statistical population for this study includes all male high school students in Tehran during the academic year 2023-2024. Although there is no consensus on the sample size required for factor analysis and structural equation modeling, many researchers suggest that a minimum sample size of 200 is necessary. Kline (41) also posits that 20 samples are needed for each variable. Therefore, in the present study, based on Kline's recommendation and considering the possibility of discarding some response sheets, a sample size of 500 participants was selected. A random cluster sampling method was employed to select high school students. In this manner, the city of Tehran was divided into five educational regions: west, east, north, south, and center. Subsequently, two schools from each region and two classes from each school were included in the research. For this study, ten schools were selected, and fifty individuals from each school, along with two classes of twenty-five students from each school, participated in the research and answered the questions. Data collection tools included the Internet Gaming Disorder Questionnaire (IGDQ) developed by Pontes et al. (2014), the Barratt Impulsivity Scale (BIS-11) created by Patton et al. (1995), and the Cognitive Emotion Regulation Questionnaire (CERQ) designed by Garnefski and Kraaij (2006). The data were analyzed using Pearson correlation and structural equation modeling.
Results
The results indicated that both impulsivity and cognitive emotion regulation had a significant direct effect on internet game addiction. Additionally, the findings revealed that cognitive emotion regulation played a mediating role in the relationship between impulsivity and internet game addiction. Table 1 presents the fit indices of the research model.
Table 1: fit indicators of the research model
Measure
Threshold
acceptable value
CMIN
210.40
-
DF
13
-
CMIN/DF
1.62
<3
Sig
0/001
-
RMSEA
0.034
<0.08
PCLOSE
0.001
>0.90
CFI
0.95
>0.90
AGFI
0.91
>0.90
PCFI
0.62
>0.60
PNFI
0.76
>0.60
IFI
0.92
>0.90
GFI
0.98
>0.90
NFI
0.93
>0.90
In order to evaluate the proposed model in the current research, the structural equation modeling (SEM) method has been employed. To assess the model's suitability, the indicators presented in Table 5 have been utilized. Also, if the normalized fit index (NFI), non-normed fit index (NNFI), comparative fit index (CFI), incremental fit index (IFI), goodness of fit index (GFI), and adjusted goodness of fit index (AGFI) are greater than 0.90, and the parsimonious fit index (PCFI) and the parsimonious normalized fit index (PNFI) are above 0.60, these metrics indicate an appropriate and optimal fit of the model. Based on the results of the final research model, it is evident that all of these indicators are favorable.
Also, if the value obtained from the root mean square error of approximation (RMSEA) index is less than 0.08, it indicates a good fit for the model (48). In this research, the approximation index of goodness of fit (PCLOSE) is significant, and the RMSEA index is 0.001. It is equal to 0.035, indicating the model's fit based on Klein's framework. Ultimately, the results show that 69% of internet game addiction can be explained. In other words, impulsivity accounts for 69% of the variance in internet game addiction, with both maladaptive and adaptive cognitive emotion regulation strategies serving as mediators.
Conclusion
In explaining the mediating role of cognitive regulation of maladaptive emotions in the relationship between impulsivity and internet gaming addiction among teenagers, it can be stated that impulsivity leads to emotional problems in individuals, which are often triggered by stressful situations. These stressful circumstances hinder the individual and prompt them to employ maladaptive cognitive emotion regulation strategies. In an attempt to escape from these maladaptive strategies, they turn to the internet and online games. However, continued use of these platforms, coupled with an inability to manage their time effectively, can result in addiction. In explaining the mediating role of cognitive regulation of adaptive emotions in the relationship between impulsivity and internet game addiction among adolescents, it can be stated that adolescents with lower levels of impulsivity tend to exhibit more adaptive cognitive regulation of emotions in stressful situations. As a result, they experience more positive emotional and psychological outcomes and feel less isolated from others, including family members and friends. These adolescents are likely to develop more favorable social relationships and engage in internet gaming for entertainment purposes in moderation, thereby displaying fewer signs of internet game addiction. Based on the findings of this research, it is recommended that the interplay between these variables be considered in interventions aimed at addressing internet game addiction among students. Overall, identifying the variables that influence the occurrence of internet game addiction will enable psychologists and counselors to concentrate on these factors and organize their interventions more effectively. This approach will ultimately lead to the provision of more effective services for vulnerable clients.
Ethical Considerations
Compliance with Ethical Guidelines: In the present study, the ethical approval of research, including secrecy, confidentiality and privacy of individuals, was observed, and participation in the research did not cause any possible harm to the participants.
Funding: The study was conducted without the funding of any institution or organization
Authors’ Contribution: The first author is the main researcher of this study. The second author is the supervisor. This article is taken from a doctoral thesis of the first author in psychology at the Islamic Azad University, Semnan branch, and the second author and third as supervisors and advisors, respectively, to guide and supervise the proper conduct and implementation of the research.
Conflict of Interest: According to the authors, this article has no funding or conflict of interest.
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