TY - JOUR
T1 - The Social Processes of Excessive Online Gaming Homophily
T2 - Peer Selection or Influence?
AU - Li, Cuijing
AU - Yu, Quanlei
AU - Zhang, Jiamiao
AU - Lv, Zhouchao
AU - Liu, Qian
AU - He, Jinbo
N1 - Publisher Copyright:
© The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2024.
PY - 2024/10
Y1 - 2024/10
N2 - Adolescents who befriend online game using peers may be at risk for initiated and continued excessive game use (online gaming use homophily). The present article examined how adolescents’ severity of online gaming use related to their friends’ online gaming behavior bi-directionally across a semester (peer selection or peer influence effect). Students from two universities completed three waves of online surveys within four and a half months (N = 3079; 33.6% female; Mage = 19.16; SD = 0.97). Random-intercepts, Cross-Lagged Panel Model (RI-CLPM) analyses revealed that peer selection and peer influence both promote online gaming use homophily in adolescents’ friendship groups. Furthermore, participants were more likely to form new friendships with peers exhibiting similar online gaming behavior as their behavior, subsequently reinforcing their online gaming use behaviors within these relationships. These social processes may exhibit a time lag among girls, which needs to be confirmed through longer-term follow-up. In general, findings suggest that effective prevention programs targeting excessive online gaming should not only focus on promoting social influence skills but also consider the structure of peer environments.
AB - Adolescents who befriend online game using peers may be at risk for initiated and continued excessive game use (online gaming use homophily). The present article examined how adolescents’ severity of online gaming use related to their friends’ online gaming behavior bi-directionally across a semester (peer selection or peer influence effect). Students from two universities completed three waves of online surveys within four and a half months (N = 3079; 33.6% female; Mage = 19.16; SD = 0.97). Random-intercepts, Cross-Lagged Panel Model (RI-CLPM) analyses revealed that peer selection and peer influence both promote online gaming use homophily in adolescents’ friendship groups. Furthermore, participants were more likely to form new friendships with peers exhibiting similar online gaming behavior as their behavior, subsequently reinforcing their online gaming use behaviors within these relationships. These social processes may exhibit a time lag among girls, which needs to be confirmed through longer-term follow-up. In general, findings suggest that effective prevention programs targeting excessive online gaming should not only focus on promoting social influence skills but also consider the structure of peer environments.
KW - Adolescent friendship
KW - Excessive online gaming
KW - Peer influence
KW - Peer selection
KW - Random-intercept cross-lagged panel models
UR - https://www.scopus.com/pages/publications/85196063665
U2 - 10.1007/s10964-024-02032-4
DO - 10.1007/s10964-024-02032-4
M3 - 文章
C2 - 38864952
AN - SCOPUS:85196063665
SN - 0047-2891
VL - 53
SP - 2393
EP - 2406
JO - Journal of Youth and Adolescence
JF - Journal of Youth and Adolescence
IS - 10
ER -