Actas espanolas de psiquiatria · 2025
The Mediating Role of Depression and the Moderating Role of Game Genre in the Relationship Between Suicidal Thoughts and Computer Game Addiction Among Adolescents in Tehran.
СтатьяНазвание и аннотация: Перевод пока не подготовлен
Обработка статьи · этапы, ошибки и управление
Загрузка состояния…
Ошибки и ограничения
История · было → стало
Состояние обновляется каждые 5 секунд, пока блок открыт. Процент показывается только там, где известен объём работы. Пауза останавливает продолжение этапа; текущий запрос к источнику может завершиться.
Rezvani Nima, Jahanbakhshi Zahra, Tabatabaeian Asma, Pajouhinia Shima, Ahmadi Sayed Jafar
Аннотация
BACKGROUND: Computer games have become a significant recreational activity for individuals of all ages, particularly children and adolescents. This study aimed to predict suicidal thoughts based on computer game addiction, considering the mediating role of depression and the moderating role of the game genre among adolescents in Tehran.
METHODS: Using structural equation modeling, a correlational design was considered for this purpose. The study population included 261 adolescents aged 12-18 years residing in Tehran. Participants completed the Farhadi Computer Game Addiction Questionnaire (2017), Beck's Suicidal Ideation Scale (1961), and Kutcher Adolescent Depression Scale (2002). The obtained data were analyzed using SPSS-26 and AMOS 24.
RESULTS: The direct paths between suicidal thoughts and computer game addiction (β = 0.17), suicidal thoughts and depression (β = 0.51), and depression and online game addiction (β = 0.70) were found to be significant. The relationship between computer game addiction and suicidal thoughts and the mediating role of depression was not significant in adventure, traditional/educational, and simulation genre groups. However, it was significant in the action genre group (β = 0.32, p < 0.05).
CONCLUSION: These findings underscore the need for targeted interventions by counselors and psychologists to address the negative psychological effects of computer game addiction, particularly among adolescents engaging in action games.
METHODS: Using structural equation modeling, a correlational design was considered for this purpose. The study population included 261 adolescents aged 12-18 years residing in Tehran. Participants completed the Farhadi Computer Game Addiction Questionnaire (2017), Beck's Suicidal Ideation Scale (1961), and Kutcher Adolescent Depression Scale (2002). The obtained data were analyzed using SPSS-26 and AMOS 24.
RESULTS: The direct paths between suicidal thoughts and computer game addiction (β = 0.17), suicidal thoughts and depression (β = 0.51), and depression and online game addiction (β = 0.70) were found to be significant. The relationship between computer game addiction and suicidal thoughts and the mediating role of depression was not significant in adventure, traditional/educational, and simulation genre groups. However, it was significant in the action genre group (β = 0.32, p < 0.05).
CONCLUSION: These findings underscore the need for targeted interventions by counselors and psychologists to address the negative psychological effects of computer game addiction, particularly among adolescents engaging in action games.