* Impulsivity, self-regulation,and pathological video gaming among youth: testing a mediation model.
- Given the potential negative mental health consequences of pathological video gaming, understanding its etiology may lead to useful treatment developments. The purpose of the study was to examine the influence of impulsive and regulatory processes on pathological video gaming. Study 1 involved 2154 students from 6 primary and 4 secondary schools in Singapore. Study 2 involved 191 students from 2 secondary schools. The results of study 1 and study 2 supported the hypothesis that self-regulation is a mediator between impulsivity and pathological video gaming. Specifically, higher levels of impulsivity was related to lower levels of self-regulation, which in turn was related to higher levels of pathological video gaming. The use of impulsivity and self-regulation in predicting pathological video gaming supports the dual-system model of incorporating both impulsive and reflective systems in the prediction of self-control outcomes. The study highlights the development of self-regulatory resources as a possible avenue for future prevention and treatment research.
=>調査する, 研究(する), 探求, 調査, 捜索, 研究する
Overview of noun research
The noun research has 2 senses (first 2 from tagged texts)
1. (46) research -- (systematic investigation to establish facts)
2. (6) inquiry, enquiry, research -- (a search for knowledge; "their pottery deserves more research
than it has received")
Overview of verb research
The verb research has 2 senses (first 1 from tagged texts)
1. (1) research -- (attempt to find out in a systematically and scientific manner; "The student
researched the history of that word")
2. research, search, explore -- (inquire into; "the students had to research the history of the
Second World War for their history project"; "He searched for information on his relatives on the
web"; "Scientists are exploring the nature of consciousness")
--- WordNet end ---