The Role of Self-Esteem in Protecting Against Cyber-Victimization and Gaming Disorder Symptoms Among Adolescents: A Temporal Dynamics Analysis

被引:7
|
作者
Nie, Qian [1 ]
Griffiths, Mark D. [2 ]
Teng, Zhaojun [1 ]
机构
[1] Southwest Univ, Fac Psychol, Res Ctr Mental Hlth Educ, Chongqing, Peoples R China
[2] Nottingham Trent Univ, Psychol Dept, Int Gaming Res Unit, Nottingham, England
关键词
Cyber-victimization; Self-esteem; Gaming disorder symptoms; Temporal dynamics; Intra-individual process; Random intercept cross-lagged panel model; BETWEEN-PERSON; MENTAL-HEALTH; WITHIN-PERSON; CYBERBULLYING VICTIMIZATION; LONGITUDINAL ASSOCIATIONS; PEER VICTIMIZATION; MODERATING ROLE; VIDEO GAMES; CYBERVICTIMIZATION; METAANALYSIS;
D O I
10.1007/s10964-023-01890-8
中图分类号
B844 [发展心理学(人类心理学)];
学科分类号
040202 ;
摘要
Previous literature has suggested that victimization is linked to low self-esteem and increases the symptoms of gaming disorder. However, little is known about the intra-individual processes, and the temporal dynamics of cyber-victimization, self-esteem, and gaming disorder symptoms. To address this gap, a three-year longitudinal study was performed using data collected at six different time points from 4206 Chinese adolescents (aged 12-17 years; 50.4% boys). Results of random intercept cross-lagged panel models (RI-CLPMs) indicated that at the within-person level, the fluctuation in self-esteem weakly predicted late cyber-victimization, and the fluctuation of cyber-victimization also weakly predicted late self-esteem. Additionally, the current study identified an interactive effect between self-esteem and gaming disorder symptoms at the within-person level. Fluctuations in self-esteem negatively predicted late gaming disorder symptoms, and vice versa. However, when combining the three variables (i.e., cyber-victimization, self-esteem, and gaming disorder symptoms) into one RI-CLPM, the results did not support the mediation of self-esteem in the relationship between cyber-victimization and gaming disorder symptoms at the within-person level. Moreover, fluctuations in self-esteem negatively predicted late gaming disorder symptoms and cyber-victimization at the within-person level in the RI-CLPM. These findings emphasize the protective role of self-esteem developed against cyber-victimization and gaming disorder symptoms among adolescents.
引用
收藏
页码:863 / 876
页数:14
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