职业与健康 ›› 2025, Vol. 41 ›› Issue (11): 1520-1525.

• 论著 • 上一篇    下一篇

天津公安警官职业学院2022级学生网络游戏障碍与情绪问题的网络分析

李博祥1a, 尚欣1a,2, 刘宁1a, 贾菲1b   

  1. 1.天津公安警官职业学院 a 警察管理与战术指挥教研部,b 干部培训处,天津 300382;
    2.天津师范大学心理学部,天津 300387
  • 收稿日期:2024-08-10 修回日期:2024-08-20 发布日期:2025-12-12
  • 作者简介:李博祥,男,助教,主要从事大学生心理健康与犯罪心理研究工作。
  • 基金资助:
    天津市教育委员会2023年度科研计划专项任务项目(心理健康教育)(2023YBGX09); 天津公安警官职业学院2024年度院级科研项目(JYKT-202406)

Network analysis of internet gaming disorder and emotional issues among 2022 cohort students of Tianjin Public Security Profession College

LI Boxiang1a, SHANG Xin1a,2, LIU Ning1a, JIA Fei1b   

  1. 1. a Police Management and Tactical Command Teaching and Research Department, b Cadre Training Office, Tianjin Public Security Profession College, Tianjin 300382, China;
    2. Faculty of Psychology, Tianjin Normal University, Tianjin 300387, China
  • Received:2024-08-10 Revised:2024-08-20 Published:2025-12-12

摘要: 目的 了解天津公安警官职业学院2022级学生网络游戏障碍与情绪问题的关系,拓展十项网络游戏障碍测验简体中文版量表在国内的应用。方法 2022年10月采用整群抽样方法,选取天津公安警官职业学院2022级新生作为研究对象,使用十项网络游戏障碍测验简体中文版、抑郁-焦虑-压力量表简体中文版对987名大学生施测,通过网络分析法构建因素之间的网络相关关系模型并进行分析。结果 网络游戏障碍流行率为15.00%,高风险组中“放弃活动”与“负面影响1”之间,“持续使用”与“负面影响2”之间的权重最大(均为0.52),低风险组中“关注”和“逃避”的权重较大(0.32),“失去控制”在高风险组的中心性指标中均最大,抑郁(r=0.57)、焦虑(r=0.51)和压力(r=0.48)均与网络游戏障碍呈显著正相关(均P<0.01)。结论 《精神障碍诊断与统计手册》第5版支持的网络游戏障碍截断标准相对潜在剖面分析方法更为谨慎。建议对大学生网络游戏障碍人群的干预更加关注自我控制和人际关系修复这两个靶点。

关键词: 大学生, 网络游戏障碍, 情绪问题, 网络分析

Abstract: Objective To understand the relationship between internet gaming disorder(IGD) and emotional problems among 2022 freshmen at Tianjin Public Security Profession College,and to expand the application of the Chinese version of the ten-item internet gaming disorder test(IGDT-10) in China. Methods In October 2022,a cluster sampling method was used to select the 2022 freshmen of Tianjin Public Security Profession College as the study subjects. The Chinese version of IGDT-10 and the Chinese version of depression anxiety stress scale(DASS-21) were administered to 987 students. Network analysis was employed to construct and analyze the network relationship model among factors. Results The prevalence of IGD was 15.00%. In the high-risk group,the weight between "giving up activities" and "negative consequences 1",as well as between "persistent use" and "negative consequences 2",was the highest(both 0.52). In the low-risk group,the weight between "preoccupation" and "escape" was higher(0.32). "Loss of control" had the highest centrality indicator in the high-risk group. Depression(r=0.57),anxiety(r=0.51),and stress(r=0.48) were all significantly positively correlated with IGD(all P<0.01). Conclusion The cutoff criteria for IGD supported by the Diagnostic and Statistical Manual of Mental Disorders,Fifth Edition(DSM-5),are more conservative compared to the latent profile analysis method. It is suggested that interventions for college students with IGD should focus more on self-control and the restoration of interpersonal relationships.

Key words: College students, Internet gaming disorder, Emotion issue, Network analysis