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基于I-PACE模型的网络游戏障碍的个体易感因素研究综述
A Review of Individual Susceptibility Factors for Online Gaming Disorder Based on I-PACE Model

DOI: 10.12677/ap.2024.144244, PP. 493-501

Keywords: 网络游戏障碍,个体–情感–认知–执行模型,个体易感因素
Internet Gaming Disorder
, Interaction of Person-Affect-Cognition-Execution, Individual Susceptibility Factors

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Abstract:

网络游戏障碍是一种涉及个体对网络游戏过度沉迷的心理障碍,在当今数字化快速发展的社会背景之下,这种障碍的发病率越来越高,并出现了低龄化趋势,进而带来了一系列的负面效应。本文旨在综述网络游戏障碍的个体易感因素研究,以期为筛查网络游戏障碍个体和预防工作提供参考和启示。综合目前的研究,网络游戏障碍的发生是多种因素交互作用的结果,个体对网络游戏的易感性受到生理、精神病理、个性等各种因素的共同影响。未来研究应深化对个体易感因素的探讨,提供针对性的干预措施,促进个体健康地利用网络游戏资源,维护其心理健康和社会功能。
Internet gaming disorder is a psychological disorder involving individuals’ excessive engagement with online games. In our rapidly digitizing society, the incidence of this disorder is increasingly prevalent and affects an ever-younger demographic, consequently leading to a myriad of negative impacts. The purpose of this paper is to review the individual susceptibility factors of Internet gaming disorder, in order to provide reference and inspiration for screening individuals with Internet gaming disorder and prevention work. Current research suggests that the advent of online gaming disorder is the result of an intricate interplay among various factors, with individual susceptibility to online gaming disorder significantly influenced by aspects including but not limited to physiological traits, psychopathology, and personality characteristics. Future research should deepen the discussion of individual susceptibility factors, provide targeted intervention measures to promote the healthy use of online game resources, and maintain mental health and social function.

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