Effects of Online Game and Short Video Behavior on Academic Delay of Gratification - Mediating Effects of Anxiety, Depression and Retrospective Memory
Xia LL, Li JD, Duan F, Zhang J, Mu LL, Wang LJ, Jiao CY, Song X, Wang Z, Chen JX, Wang JJ, Wang Y, Zhang XC, Jiao DL
Psychology research and behavior management · 13 citas
Cómo se estudió
- Diseño
- Estudio transversal (clasificado por nuestro filtro de IA)
- Estudiado en
- Personas
- Resultado principal
- Marcadores de salud y funcionamiento
Quién lo pagó
- Financiación
- Financiación independiente
- Universidad u hospital
- Bengbu Medical College
- Gobierno
- Anhui Provincial Department of Education
Según 2 financiadores declarados y la declaración de financiación del texto completo.
Publicación
- Publicado
- 2023-10-01 · Psychol Res Behav Manag · vol. Volume 16 · págs. 4353–4365
- Editorial
- Dove Medical Press
- Citado
- 27 citas · más que el 96% de estudios similares · 5.2× el promedio de su campo
- Impacto
- Entre el 10 % más citado de su campo
- Referencias
- 45 trabajos
- Acceso
- Acceso abierto (revista) · CC-BY-NC
- Áreas de investigación
- Cognitive Functions and Memory · Impact of Technology on Adolescents · Mind wandering and attention
- Palabras clave
- online games, anxiety, depression, prospective memory, retrospective memory, university students, online behavior, gaming disorder, mediating effect
14 autores
- Ling-Ling Xia🇨🇳Bengbu Medical College
- Junda Li🇨🇳Bengbu Medical College
- Fan Duan🇨🇳Bengbu Medical College
- Jing Zhang🇨🇳Bengbu Medical College
- Linlin Mu🇨🇳Bengbu Medical College
- Lijin Wang🇨🇳Bengbu Medical College
- Chen-Yang Jiao🇨🇳Wannan Medical College
- Xun Song🇨🇳Bengbu Medical College
- Ze Wang🇨🇳Bengbu Medical College
- Jin-Xuan Chen🇨🇳Bengbu Medical College
- Jingjing Wang🇨🇳Bengbu Medical College
- Yue Wang🇨🇳Bengbu Medical College
- Xiaochu Zhang🇨🇳University of Science and Technology of China; Bengbu Medical College
- Dongliang Jiao🇨🇳Bengbu Medical College
Resumen
El texto original del estudio, en el idioma en que se publicó.
Objective
Learner dependence on short videos has many pitfalls for learning outcomes, but the negative effects of excessive short video use have been little discussed in the learning psychology literature. Therefore, this study investigated the effects of excessive short video use on anxiety, depression, prospective memory, and academically delayed gratification (ADOG) in relation to online gaming-related behaviours, and explored the possible mechanisms by which excessive online gaming and short video use may lead to decreased ADOG, to expand our understanding of excessive short video use.
Methods
Based on the whole class random sampling method, a questionnaire survey was conducted among college students in Northern Anhui, China from May 7 to July 27, 2022. The questionnaires included the Generalized Anxiety Disorder Scale (GAD-7), Patient Health Questionnaire Scale (PHQ-9), Prospective and Retrospective Memory (PRM) Questionnaire, and ADOG Scale.
Results
A total of 1016 participants completed the survey. The study found that of all the internet behaviors, 20.8% of the college students mainly played online games, 43.9% mainly played short videos, and 35.3% conducted other online behaviors. When compared with other internet behaviors, online gaming and short video behaviors can cause more serious anxiety/depression and worse PRM and ADOG scores. As time spent playing online games and short videos increased, anxiety and depression became worse, and the scores for PRM and ADOG also declined. Anxiety, depression, and PRM mediate the relationship between time spent on online gaming/short videos and ADOG.
Conclusion
Excessive short videos behaviour may produce the same psychological problems and learning problems as online gaming disorder. Excessive short video and online gaming behaviors may affect ADOG performance through anxiety, depression, and prospective memory. These findings could be used as a basis for future studies on the improvement of ADOG.
Resumen vía Europe PMC. Los derechos de autor siguen siendo de los autores o la editorial (CC BY-NC).
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