68 research outputs found

    Effects of social and outcome expectancies on hazardous drinking among Chinese university students: The mediating role of drinking motivations

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Background and Objectives: Based on the theory of reasoned action, the present study investigated the relative effects of drinking outcome expectancies and parental norms, as well as the mediating effect of drinking motivations, on hazardous drinking in Chinese university students. Method: A sample of Chinese university students in Hong Kong and Macao (N = 973, M=19.82, SD=1.57, 48.9% males), who reported drinking in the past 3 months, voluntarily completed an anonymous questionnaire. Path analysis was used to test the effects of the variables on hazardous drinking. Results: All the psychosocial variables showed positive correlations with hazardous drinking. In the path model, controlling for sex, parental norms had both direct and indirect effects on hazardous drinking through social and enhancement motivations. Courage had the strongest indirect effect on drinking behavior through social, enhancement, and coping motivations, whereas the relationship between tension reduction and hazardous drinking was mediated by enhancement and coping motivations. Sociality and sexuality only had indirect effect through social and coping motivations respectively. Negative outcome expectancies had no direct nor indirect effects on hazardous drinking. Conclusions: Perceived approval from parents and positive alcohol outcome expectancies may enhance individuals’ tendency to engage in hazardous drinking by increasing their motivation to drink to be social, for enjoyment, and to cope with problems. Parents should explicitly show their disapproval of their children’s drinking, and education efforts should focus on decreasing positive outcome expectancies and associated motivations for drinking among Chinese university students

    Disentangling the effects of empathy components on Internet gaming disorder: A study of vulnerable youth in China

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    Background and aims: Previous research shows that empathy can be one of the potential protective factors for Internet gaming disorder (IGD), yet the complex relationships between multidimensional factors of empathy and IGD remain understudied. Thus, a major question moving forward is to resolve the mixed empirical data by examining the specific contributions of empathy components. In this study, we disentangle the effects of cognitive component (i.e., perspective taking) and affective component (i.e., empathic concern and personal distress) on IGD symptoms and propose affect-oriented mediation pathways between them. Methods: We surveyed a large sample (N = 3,348) of Chinese vocational school students, one of the most vulnerable groups to online gaming addiction. Results: Our structural equation modeling results revealed that only personal distress, but not empathic concern or perspective taking, positively predicted IGD symptoms. However, empathic concern and personal distress were negatively and positively predicted gaming motive of escape from reality, respectively, which in turn predicted IGD symptoms. Furthermore, we found an indirect effect of perspective taking on IGD through empathic concern and then gaming motive of escape from reality. Discussion and conclusion: The findings underscore the importance of separating the affective and cognitive components to understand the complex relationships between the empathy and IGD, and support our theorizing of the affect-oriented mediation mechanism

    Motives for online gaming questionnaire: Its psychometric properties and correlation with Internet gaming disorder symptoms among Chinese people

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    Internet gaming disorder (IGD) imposes a potential public health threat worldwide. Gaming motives are potentially salient factors of IGD, but research on Chinese gaming motives is scarce. This study empirically evaluated the psychometric properties of the Chinese version of the Motives for Online Gaming Questionnaire (C-MOGQ), the first inventory that measures seven different gaming motives applicable to all type of online games. We also investigated the associations between various gaming motives and IGD symptoms among Chinese gamers. Methods Three hundred and eighty-three Chinese adult online gamers (Mean age = 23.7 years) voluntarily completed our online, anonymous survey in December 2015. Results The confirmatory factor analysis results supported a bi-factor model with a general factor subsuming all C-MOGQ items (General Motivation) and seven uncorrelated domain-specific factors (Escape, Coping, Fantasy, Skill Development, Recreation, Competition, and Social). High internal consistencies of the overall scale and subscales were observed. The criterion-related validity of this Chinese version was also supported by the positive correlations of C-MOGQ scale scores with psychological need satisfaction and time spent gaming. Furthermore, we found that high General Motivation (coupled with high Escape motive and low Skill Development motive) was associated with more IGD symptoms reported by our Chinese participants. Discussion and conclusions Our findings demonstrated the utility of C-MOGQ in measuring gaming motives of Chinese online gamers, and we recommend the consideration of both its total score and subscale scores in future studies

    The values you endorse set the body you see: The protective effect of intrinsic life goals on men's body dissatisfaction

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    open access articleThe mass media portrayal of a muscular body type ideal has been increasingly tied to men's body image dissatisfaction. We examined the role of self-determination theory's intrinsic life goals within this body image ideal and its potential as a moderator of this dissatisfaction. We first tested the moderating effect of intrinsic life goals on the link between magazine consumption and body image dissatisfaction via an online questionnaire (Study 1; N = 826), then experimentally manipulated these goals and exposure to images of muscular male models (Study 2; N = 150). A robust protective effect of intrinsic goals on body image satisfaction was observed – the relationship between magazine consumption and body image dissatisfaction was only significant among individuals with a lower level of intrinsic life goal orientation. When participants' intrinsic goals were momentarily heightened, they reported significantly less body image dissatisfaction, compared to those not receiving a strengthening of these goals. The results are the first to find a protective effect of intrinsic life goals on men's body image, and have important implications for intervention

    Psychometric validation of the Internet Gaming Disorder-20 Test among Chinese middle school and university students

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    Background and aims: Internet gaming disorder (IGD) was proposed in Diagnostic and Statistical Manual of Mental Disorders of American Psychiatric Association as an area warranting more research attention. High prevalence of excessive Internet game use and related addictions has been reported in China, especially among youth; however, there is a lack of psychometrically and theoretically sound instruments for assessing IGD in the Chinese language. Methods: This study aimed to examine the psychometric properties of a Chinese version of the Internet Gaming Disorder Test (IGD-20 Test) among Chinese middle school (n = 569; M age = 13.34; 46.2% females) and university students (n = 523; M age = 20.12; 48.4% females) samples in Beijing, China. All participants voluntarily completed an anonymous questionnaire. Results: Confirmatory factor analysis results showed that the Chinese version of the IGD-20 Test had five factors (i.e., salience-tolerance, mood modification, withdrawal, conflict, and relapse). Measurement invariance was confirmed across the two samples. The test score was positively associated with the modified Young’s Internet Addiction Test for gaming addiction. Concurrent validation was further demonstrated by the IGD-20 Test’s positive correlation with weekly gameplay and depression symptoms. The latent profile analysis showed four different gamer classes (i.e., regular gamers, low-risk engaged gamers, high-risk engaged gamers, and probable disordered gamers), with the estimated prevalence of 2.1% of the last group. Discussion and conclusion: The IGD-20 Test was applicable to Chinese youth and its Chinese version generally demonstrated good psychometric properties

    "We want the world and we want it now": Materialism, time perspectives and problem spending tendency of Chinese

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Chinese consumers' spending has been expanding rapidly in the past decade, and along with it household and credit card debt. The present research collected evidenced to triangulate the contention that materialism is positively related with Chinese's problem spending tendency (PST), and that present- and future-time perspectives interact systematically with materialism to affect PST. A survey of the general population in Macao, China (Study 1; N=239) confirmed that materialism was positively correlated with PST. An interaction between materialism and present-time-perspective intensified the relationship, whereas an interaction with future-time-perspective weakened the relationship. Another survey with a sample of university students (Study 2; N=223) again found positive relationships among PST, materialism, and present-time-perspective, as measured by temporal discount rate. Further exploration showed that PST was only related with temporal discounting among high materialists, but not among low materialists. Study 3 experimentally examined the causal effects of materialism and future-time-perspective on PST. When being primed of an orientation towards materialism (n=33), the participants' planned consumption doubled that of the control group (n=31). A future-time-perspective prime interacted with materialism prime and put a "damper" on participants' planned spending (n=29), compared to their counterparts who were not primed of such a time perspective

    Prevalence and associated factors of Internet gaming disorder among community dwelling adults in Macao, China

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    Background and aims: Internet gaming disorder (IGD) has been mainly studied among adolescents, and no research to date has examined its prevalence in general Chinese adult populations. This study estimated the prevalence of probable IGD in community-dwelling adults in Macao, China. Associations between IGD and psychological distress (i.e., depression and anxiety) as well as IGD and character strength (i.e., psychological resilience and purpose in life) were also tested. Methods: A random, representative sample of 1,000 Chinese residents (44% males; mean age = 40.0) was surveyed using a telephone poll design from October to November 2016. Results: The estimated prevalence of probable IGD was 2.0% of the overall sample and 4.3% among the recent gamers (n = 473), with no statistically significant sex and age effects observed (p > .05). The two most prevalent IGD symptoms were mood modification and continued engagement, despite negative consequences. Probable IGD respondents were more vulnerable to psychological distress (25.0% and 45.0% for moderate or above levels of depression and anxiety, respectively) than their non-IGD counterparts. They also reported a lower level of psychological resilience than non-IGD respondents. No significant buffering effect of the two character strength variables on the distress–IGD relationship was found. Discussion and conclusions: These results provide empirical evidence that IGD is a mental health threat not only to adolescents but also to adults. IGD was significantly associated with psychological distress, which should be addressed in conjunction with IGD symptoms in interventions. Inclusion of gamers of both sexes and different age groups in future prevention programs is also recommended

    Bidirectional predictions between Internet addiction and probable depression among Chinese adolescents

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    Background and aims The aim of the study is to investigate (a) whether probable depression status assessed at baseline prospectively predicted new incidence of Internet addiction (IA) at the 12-month follow-up and (b) whether IA status assessed at baseline prospectively predicted new incidence of probable depression at follow-up. Methods We conducted a 12-month cohort study (n = 8,286) among Hong Kong secondary students, and derived two subsamples. The first subsample (n = 6,954) included students who were non-IA at baseline, using the Chen Internet Addiction Scale (≤63), and another included non-depressed cases at baseline (n = 3,589), using the Center for Epidemiological Studies Depression Scale ( Discussion and conclusions The high incidence of probable depression is a concern that warrants interventions, as depression has lasting harmful effects in adolescents. Baseline probable depression predicted IA at follow-up and vice versa, among those who were free from IA/probable depression at baseline. Healthcare workers, teachers, and parents need to be made aware of this bidirectional finding. Interventions, both IA and depression prevention, should thus take both problems into consideration

    Online social networking addiction and depression: The results from a large-scale prospective cohort study in Chinese adolescents

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    Background and aims The aim of this study is to estimate the longitudinal associations between online social networking addiction (OSNA) and depression, whether OSNA predicts development of depression, and reversely, whether depression predicts development of OSNA. Methods A total of 5,365 students from nine secondary schools in Guangzhou, Southern China were surveyed at baseline in March 2014, and followed up 9 months later. Level of OSNA and depression were measured using the validated OSNA scale and CES-D, respectively. Multilevel logistic regression models were applied to estimate the longitudinal associations between OSNA and depression. Results Adolescents who were depressed but free of OSNA at baseline had 1.48 times more likely to develop OSNA at follow-up compared with those non-depressed at baseline [adjusted OR (AOR): 1.48, 95% confidence interval (CI): 1.14–1.93]. In addition, compared with those who were not depressed during the follow-up period, adolescents who were persistently depressed or emerging depressed during the follow-up period had increased risk of developing OSNA at follow-up (AOR: 3.45, 95% CI: 2.51–4.75 for persistent depression; AOR: 4.47, 95% CI: 3.33–5.99 for emerging depression). Reversely, among those without depression at baseline, adolescents who were classified as persistent OSNA or emerging OSNA had higher risk of developing depression compared with those who were no OSNA (AOR: 1.65, 95% CI: 1.01–2.69 for persistent OSNA; AOR: 4.29; 95% CI: 3.17–5.81 for emerging OSNA). Conclusion The findings indicate a bidirectional association between OSNA and depression, meaning that addictive online social networking use is accompanied by increased level of depressive symptoms
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