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Network analysis of time perspective and its interaction with internet gaming disorder in college students

Time perspective (TP) is a significant factor in the development of gaming disorder (GD), alongside self-esteem, social support, depression, and anxiety. However, the interactions between TP and these risk factors in influencing GD remain unclear. This study utilized network analysis to investigate...

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Bibliographic Details
Published in:Computers in human behavior 2023-10, Vol.147, p.107844, Article 107844
Main Authors: Shan, Haidi, Su, Hang, Guo, Lei, Li, Xiaoou, Huang, Chuanning, Jiang, Haifeng, Du, Jiang, Zhong, Na, Zhao, Min
Format: Article
Language:English
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Summary:Time perspective (TP) is a significant factor in the development of gaming disorder (GD), alongside self-esteem, social support, depression, and anxiety. However, the interactions between TP and these risk factors in influencing GD remain unclear. This study utilized network analysis to investigate the intercorrelations between TP and other risk factors and compared these intercorrelations between high-risk and low-risk gaming subgroups consisting of 605 college students who completed self-reported questionnaires. The findings highlighted the central roles of past negative TP and perceived social support from others in the network, as they exhibited the highest strength and expected influence centrality. Additionally, individuals at high risk for GD displayed weaker network strength and a distinct network structure compared to their low-risk counterparts, indicating compromised network stability and connection tightness. Notably, they exhibited reduced connections with present hedonistic and present fatalistic TP, as well as perceived social support from family and friends. These findings underscore the significance of addressing past negative experiences and an excessive focus on the present while expanding social support beyond online sources, in the clinical management of GD. Targeted interventions that target specific nodes in the network have the potential to improve treatment outcomes for individuals with GD. •Constructed a network between time perspective and other risk factors related to gaming disorder.•Compared the interplay difference between high-risk and low-risk gaming subgroups.•High-risk individuals had weaker network strength and distinct structure compared to low-risk ones in GD.
ISSN:0747-5632
1873-7692
DOI:10.1016/j.chb.2023.107844