研究課題/領域番号 |
20K14208
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研究種目 |
若手研究
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配分区分 | 基金 |
審査区分 |
小区分10030:臨床心理学関連
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研究機関 | 国立研究開発法人国立精神・神経医療研究センター |
研究代表者 |
浜村 俊傑 国立研究開発法人国立精神・神経医療研究センター, 認知行動療法センター, 特別研究員 (20866470)
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研究期間 (年度) |
2020-04-01 – 2024-03-31
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研究課題ステータス |
交付 (2022年度)
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配分額 *注記 |
4,160千円 (直接経費: 3,200千円、間接経費: 960千円)
2022年度: 1,430千円 (直接経費: 1,100千円、間接経費: 330千円)
2021年度: 1,170千円 (直接経費: 900千円、間接経費: 270千円)
2020年度: 1,560千円 (直接経費: 1,200千円、間接経費: 360千円)
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キーワード | Gaming disorder / Internet gaming disorder / Problematic video gaming / Emotional disorder / Internalizing / Children / Adolescents / Behavioral addiction / Gaming Disorder / Emotional Disorder / Addiction / ゲーム障害 / 感情障害 / 感情制御 / 行動嗜癖 / スマートフォン利用 / Emotion / Clinical Psychology |
研究開始時の研究の概要 |
Gaming disorder is now classified as a mental disorder. The literature suggests that poor emotion regulation skills not only predict pathological gaming behavior but also lead to emotional disorders such as depression and anxiety. As emotional difficulties appear to be both risk factors and consequences of gaming disorder, this study will further identify mechanisms and effective ways to reduce emotional problems related to gaming disorder. This study will aim to understand about how emotional difficulties play a role in problematic gaming behavior.
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研究実績の概要 |
This year, the investigator conducted the following studies.
<Study 1: A cross-sectional association of gaming disorder with internalizing and family factors in children and youths> The investigator began analyzing the data. The association of gaming disorder with internalizing was not statistically significant but was with the Family APGAR (Family Functioning). <Study 2: A longitudinal association between gaming disorder and internalizing in youths> This year, the investigator completed the first wave of data collection. The main hypothesis is that a medium-sized association is found between gaming disorder and internalizing when measured one year apart. In total, 600 participants aged between 15 and 18 in high schools participated in the study. <Study 3: A Japanese version of the Motivation for Online Gaming Questionnaire (MOGQ)> This year, the investigator translated the original version of the scale. Two independent researchers translated the scale and harmonized them. Then, two independent individuals native to English back-translated the Japanese translation. The investigator conducted cognitive debriefing with 8 participants as a pilot study. Throughout this process, the investigator discussed the Japanese translation with authors of the original scale.
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現在までの達成度 (区分) |
現在までの達成度 (区分)
3: やや遅れている
理由
The project has been delayed since the first year due to the COVID-19 pandemic and other priorities.
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今後の研究の推進方策 |
The investigator applied for a one-year extension on the project. For Study 1, the investigator plans to finish writing a manuscript and submit it to an academic journal the following year. For Study 2, the investigator plans to complete the second wave of the longitudinal study in April 2023. For Study 3, the investigator plans to conduct a validation study on the Japanese version of the scale.
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