| Literature DB >> 28751876 |
Dexin Che1, Jianping Hu1, Shuangju Zhen2, Chengfu Yu3, Bin Li1, Xi Chang1, Wei Zhang2.
Abstract
This study tested a parallel two-mediator model in which the relationship between dimensions of emotional intelligence and online gaming addiction are mediated by perceived helplessness and perceived self-efficacy, respectively. The sample included 931 male adolescents (mean age = 16.18 years, SD = 0.95) from southern China. Data on emotional intelligence (four dimensions, including self-management of emotion, social skills, empathy and utilization of emotions), perceived stress (two facets, including perceived self-efficacy and perceived helplessness) and online gaming addiction were collected, and bootstrap methods were used to test this parallel two-mediator model. Our findings revealed that perceived self-efficacy mediated the relationship between three dimensions of emotional intelligence (i.e., self-management, social skills, and empathy) and online gaming addiction, and perceived helplessness mediated the relationship between two dimensions of emotional intelligence (i.e., self-management and emotion utilization) and online gaming addiction. These findings underscore the importance of separating the four dimensions of emotional intelligence and two facets of perceived stress to understand the complex relationship between these factors and online gaming addiction.Entities:
Keywords: adolescence; emotional intelligence; online gaming addiction; perceived helplessness; perceived self-efficacy
Year: 2017 PMID: 28751876 PMCID: PMC5508004 DOI: 10.3389/fpsyg.2017.01206
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Descriptive statistics and intercorrelations for the major variables.
| Variables | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|---|
| 1. Self-management | – | |||||||
| 2. Social skills | 0.519ˆ*** | – | ||||||
| 3. Empathy | 0.519ˆ*** | 0.535ˆ*** | – | |||||
| 4. Emotion utilization | 0.457ˆ*** | 0.576ˆ*** | 0.519ˆ*** | – | ||||
| 5. Perceived self-efficacy | 0.368ˆ*** | 0.326ˆ*** | 0.303ˆ*** | 0.270ˆ*** | – | |||
| 6. Perceived helplessness | –0.108ˆ** | 0.014 | –0.001 | 0.093ˆ** | –0.177ˆ*** | – | ||
| 7. Core symptoms | –0.232ˆ*** | –0.136ˆ*** | –0.097ˆ** | –0.058 | –0.199ˆ*** | 0.269ˆ*** | – | |
| 8. Negative outcomes | –0.189ˆ*** | –0.106ˆ** | –0.092ˆ** | –0.063 | –0.178ˆ*** | 0.248ˆ*** | 0.827ˆ*** | – |
| 3.665 | 3.754 | 3.597 | 3.758 | 2.883 | 2.555 | 1.994 | 2.024 | |
| 0.757 | 0.683 | 0.747 | 0.711 | 0.662 | 0.650 | 0.586 | 0.574 |
Effects of four dimensions of emotional intelligence and two facets of perceived stress on online gaming addiction.
| Criterion: online gaming addiction | Criterion: online gaming addiction | |||||
|---|---|---|---|---|---|---|
| Predictors | ||||||
| Self-management | –0.246ˆ*** | 0.040 | –6.168 | –0.179ˆ*** | 0.040 | –4.508 |
| Social skills | –0.068 | 0.043 | –1.588 | –0.059 | 0.042 | –1.406 |
| Empathy | 0.025 | 0.041 | 0.609 | 0.033 | 0.040 | 0.816 |
| Emotion utilization | 0.081ˆ* | 0.041 | 1.961 | 0.045 | 0.040 | 1.120 |
| Perceived self-efficacy | –0.095ˆ** | 0.034 | –2.769 | |||
| Perceived helplessness | 0.230ˆ*** | 0.032 | 7.200 | |||
Effects of four dimensions of emotional intelligence on perceived self-efficacy and perceived helplessness, respectively.
| Criterion: perceived self-efficacy | Criterion: perceived helplessness | |||||
|---|---|---|---|---|---|---|
| Predictors | ||||||
| Self-management | 0.235∗∗∗ | 0.038 | 6.251 | –0.197∗∗∗ | 0.040 | –4.869 |
| Social skills | 0.134∗∗∗ | 0.040 | 3.324 | 0.014 | 0.043 | 0.323 |
| Empathy | 0.088∗ | 0.039 | 2.275 | 0.004 | 0.042 | 0.095 |
| Emotion utilization | 0.040 | 0.039 | 1.031 | 0.173∗∗∗ | 0.042 | 4.134 |
Results of indirect effect through perceived self-efficacy and perceived helplessness, respectively.
| Mediator: perceived self-efficacy | Mediator: perceived helplessness | |||||||
|---|---|---|---|---|---|---|---|---|
| Predictors | ||||||||
| Self-management | –0.022a | 0.010 | –0.045 | –0.005 | –0.045a | 0.012 | –0.073 | –0.025 |
| Social skills | –0.013a | 0.007 | –0.030 | –0.003 | 0.003 | 0.012 | –0.020 | 0.027 |
| Empathy | –0.008a | 0.005 | –0.023 | –0.001 | 0.001 | 0.010 | –0.019 | 0.022 |
| Emotion utilization | –0.004 | 0.004 | –0.015 | 0.002 | 0.040a | 0.013 | 0.018 | 0.068 |