Psychologie a její kontexty, Vol.9, No.2
Závislost na hraní videoher a osamělost: nerekurzivní model vzájemného vztahu
Videogame addiction and loneliness: non-recursive model of mutual relationship
Petr Květon, Martin Jelínek
Studie zkoumá vztah mezi videoherní závislostí a osamělostí. Na vzorku 479 osob (49,7 %
dívek) ve věku 12–18 let byl testován nerekurzivní model. Jako instrumentální proměnné
pro konstrukt videoherní závislosti byly využity frekvence hraní a škály identita s rolí
hráče a herní ponoření. Pro konstrukt osamělosti byly jako instrumentální proměnné použity
škály odrážející kvalitu vrstevnických a rodinných vztahů. Herní závislost nejvíce souvisí
s vnímaným herním ponořením (ß = 0,382) a osamělost s nízkou kvalitou vrstevnických
vztahů (ß = -0,505). Bylo zjištěno, že postulovaný nerekurzivní model datům vyhovuje
(?2 = 1,576; df = 3; p = 0,665) a jeho výsledky naznačují, že osamělost může posilovat
videoherní závislost (ß = 0,271), zatímco síla opačného vztahu je výrazně nižší (ß = 0,057).
Klíčová slova:
videoherní závislost, osamělost, nerekurzivní model
Problem. The popularity of video games is constantly rising and video games playing needs
to be considered an essential part of the life of vast majority of adolescents. Excessive video
game play may result in addiction, which is known to be linked to many negative phenomena.
Relevant literature mentions the existence of a relationship between loneliness and video
game addiction (e.g. Lemmens, Valkenburg, & Peter, 2009, 2011; Van Rooij, Schoenmakers,
Vermulst, Van Den Eijnden, & Van De Mheen, 2011)we created 21 items to measure seven
underlying criteria (i.e., salience, tolerance, mood modification, relapse, withdrawal, conflict,
and problems. The aim of this study is to examine the nature of the relationship between the
two constructs using a non-recursive model.
Method. The research sample consisted of 479 participants (49.7 % girls) aged 12–18
(m = 14.76; sd = 1.68). The data was collected in the school environment using pencil-paper
questionnaire. In the study, the following questionnaires were used: Game addiction scale
(? = 0,962); Social identity as a player (? = 0,954); Game engagement questionnaire
(? = 0,880); UCLA loneliness scale (? = 0.867), Index of family relations (? = 0,867), and Index of peer relations (? = 0.827). Within the non-recursive model, frequency of playing,
identity as a player and game engagement were used as instrumental variables for videogame
addiction. In case of loneliness, variables reflecting the quality of family and peer
relationships were used.
Results. Game addiction is most related to perceived game engagement (ß = 0.382) and
loneliness to low quality of peer relationships (ß = -0.505). It was found that the postulated
non-recursive model data fits the data well (?2 = 1.576; df = 3; p = 0.665) and its results
indicate that loneliness can enhance video game addiction (ß = 0.271).
Conclusion. The presented study contributes to a better understanding of the relationship
between video game addiction and loneliness. The results of the study suggest that loneliness
during adolescence may contribute to the development of addiction to video games.
Keywords:
videogame addiction, loneliness, non-recursive model