576 results on '"video game addiction"'
Search Results
2. Examining the Predictors of Video Game Addiction According to Expertise Levels of the Players: The Role of Time Spent on Video Gaming, Engagement, Positive Gaming Perception, Social Support and Relational Health Indices.
- Author
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Yildiz Durak, Hatice, Haktanir, Abdulkadir, and Saritepeci, Mustafa
- Subjects
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GAMING disorder , *COGNITIVE psychology , *VIDEO games , *STRUCTURAL equation modeling , *RELATIONSHIP quality - Abstract
This study aimed to examine the predictive relationship between video gaming addiction (VGA) and the level of video gaming competency among video gamers. Additionally, the role of time spent playing video games, video game engagement (VGE), video game positive perception (VGPP), social support and quality of relationships with peers were examined. We recruited 227 participants using the purposive sampling method. Of the participants, 50.20% self-identified as Novice-Amateur video gamers while 49.80% indicated being a regular-expert level players. We collected data from participants utilizing a personal and video games information form and five scales and (video game positive perception, videogame addiction scale, video engagement scale, multidimensional scale of perceived social support and relational health indices). These scales are valid and reliable instruments suitable for research purposes. The primary data analysis method was the Partial least squares- structural equation modeling (PLS-SEM). Our results demonstrated that the relationship between VGA and VGE differs based on the participants' video gaming competency level. Another important result is that VGPP has a significant positive relationship with VGA (p < 0.001), VGE (p < 0.001) and video game playing and watching activities (p < 0.001). Furthermore, an increase in the time spent on watching Twitch content is associated with an increased VGA level (p < 0.05). Finally, the time spent on playing video games has different patterns with perceptions of social support according to the level of expertise of the players. This study indicates that VGPP plays a crucial role in predicting VGA and VE and highlights the importance of considering the level of players when examining the relationship between VGA and VE. The conclusions also exhibit that the increasing popularity of esports and video game content tracking may significantly impact VGA. The role of social support in video gaming behaviors varies based on the player's level of expertise. [ABSTRACT FROM AUTHOR]
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- 2024
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3. The relationship between chronotype video game addiction and sleep quality in school-age children: A structural equation modeling approach.
- Author
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Altay, Gamzegül and Yilmaz Yavuz, Ayten
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GAMING disorder , *SLEEP quality , *CHRONOTYPE , *SECONDARY school students , *SLEEP - Abstract
This study aimed to investigate the relationship between chronotype, video game addiction, and sleep quality in school-age children using structural equation modeling. It was performed using structural equation modeling, with 545 secondary school students in northern Turkey meeting the inclusion criteria. Data were collected through face-to-face interviews utilizing the Personal Information Form, the Morningness Eveningness Scale for Children (MESC), the Video Game Addiction Scale for Children (VASC), and the Sleep Quality Scale. The findings revealed that the average video game addiction score of children was 55.22, which was associated with poor sleep quality and efficiency. Additionally, chronotype was found to mediate the relationship between video game addiction and both sleep quality (β = 0.024; p < 0.001) and sleep efficiency (β = −0.068; p < 0.001). The model was found to be close to acceptable levels for the variables according to the fit indices. [ABSTRACT FROM AUTHOR]
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- 2024
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4. Social exclusion and video game addiction among college students: the mediating roles of depression and maladaptive cognition.
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Li, Kun-peng, Niu, Geng-feng, Jin, Si-yu, and Shi, Xiao-han
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GAMING disorder ,DEPRESSION in college students ,SOCIAL perception ,SOCIAL problems ,COLLEGE students - Abstract
Video game addiction, a prominent social problem throughout the world, could cause various harms to individuals' health and adaptation, especially among the youth. Against this background, its influencing factors have been a focus of relevant research, among which poor interpersonal relationships pose a great risk. Based on relevant research and the I-PACE model, the current study aimed to examine the association between social exclusion and video game addiction among college students, as well as the potential roles of depression and maladaptive cognition in this relationship. A total of 424 college students were recruited to participate in this study and were asked to complete a set of measurements. The results found that (1) social exclusion was positively associated with video game addiction; (2) depression and maladaptive cognition could significantly mediate the relationship, which contained three mediating pathways – the separate mediating effects of depression and maladaptive cognition, as well as the serial mediating effect of them. These findings could not only deepen our understanding of the relationship between these main variables but also offer some valuable insights for the prevention and intervention of video game addiction. [ABSTRACT FROM AUTHOR]
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- 2024
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- View/download PDF
5. Gaming Between Leisure and Addiction: How Young People Perceive Risk in Video Games.
- Author
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Jensen, Kristian Haulund and Bengtsson, Tea Torbenfeldt
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YOUNG adults ,VIDEO gambling ,COGNITIVE psychology - Abstract
Young people's leisure activities are a subject of interest and concern. While criminal engagement is a key concern, video gaming has long been in focus for its possible deteriorating effects threatening societal values and interests. As it is often the case with studies on deviancy, studies on problematic gaming frequently rest upon an assumption that risk exists independently of everyday life context and thus use isolated "risk" variables to measure problematic gaming. Contrarily, this study argues that, in gaming, risk cannot be separated from everyday life. We analyze 35 qualitative interviews with young people and use social constructivist perspectives of risk to show how risk is embedded in everyday practices. We find two dominant risks: The risk of gaming monopolizing everyday life and the risk of overspending. Linked to these risks is the social risk of being excluded from the friendship group. We also find that young people integrate discourses of gaming addiction into their risk perceptions and that they actively strive to balance their gaming by avoiding "becoming addicted." Our findings challenge assumptions that video games carry inherent risks of addiction and prompt an approach to risk in gaming as not being separated from the context of everyday life. [ABSTRACT FROM AUTHOR]
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- 2024
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6. Video Game Addiction in Young People (8–18 Years Old) after the COVID-19 Pandemic: The Grey Area of Addiction and the Phenomenon of "Gaming Non-Pathological Abuse (GNPA)".
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Piccininno, Domenico and Perrotta, Giulio
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GAMING disorder ,DEVIANT behavior ,COMPULSIVE behavior ,CRIMINAL behavior ,YOUNG adults - Abstract
Introduction: In the literature, video game addiction in youths is correlated with dysfunctional symptoms of anxiety, emotional disorders, and mood disorders, and the pandemic period of 2020–2022 has favored the aggravation of this behavioral addiction. Therefore, we identified the need to analyze this phenomenon with an emphasis on the risks and correlates related to deviance and maladjustment from a prospective perspective, seeking to understand the impact of the individual variables examined. Aim: To demonstrate whether the condition of "gaming non-pathological abuse" (GNPA) promotes psychopathological features of clinical interest, in the absence of a diagnosis of "gaming disorder" (GD). Materials and methods: A search performed on PubMed and administration of an ad hoc sociological questionnaire were used to investigate individual variables of criminological interest in a representative population sample (531 males/females, 8–18 years old, M: 14.4, SD: 2.5). Results: Statistical analysis showed that after the pandemic period, digital video game addiction was reinforced, feeding psychopathological traits consistent with anxiety, emotional disorders, and mood disorders. Variables correlated with impulsive, aggressive, and violent behavior related to age, gender, socio-environmental and economic background, and the severity of digital video game addiction. Conclusions: In the youth population (8–18 years), "gaming non-pathological abuse" (GNPA) is related to aggressive, impulsive and violent behaviors that foster phenomena of social maladjustment and deviance, especially in individuals living in disadvantaged or otherwise complex socio-economic and family contexts. Looking forward, the study of structural and functional personality profiles is essential in order to anticipate and reduce the future risk of psychopathological and criminal behavior. [ABSTRACT FROM AUTHOR]
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- 2024
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7. Global impacts of video gaming behavior on young adults’ mental health during the COVID-19 pandemic: A systematic literature review
- Author
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Chulwoo Park, Patricia Angelica, and Airi Irene Trisnadi
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Gaming behavior ,Video game addiction ,Mental health ,Young adult ,College student ,COVID-19 ,History of scholarship and learning. The humanities ,AZ20-999 ,Social sciences (General) ,H1-99 - Abstract
The COVID-19 pandemic has had a significant impact on the mental health of young adults, and video gaming has emerged as a popular coping mechanism. However, excessive gaming could have negative consequences. The purpose of the study was to understand the relationship between video gaming and the mental health of young adults, globally during the COVID-19 pandemic. We conducted a systematic literature review to investigate the relationship between video gaming and the mental health of young adults during the pandemic. The study followed PRISMA 2020 and conducted a comprehensive literature search in multiple databases: PubMed Central (PMC), Web of Science, CINAHL, and PsycINFO. We found 11 relevant articles published between March 2020 and March 2023, predominantly using online questionnaires and focused on young adults, mostly college students. The findings showed that video gaming had both positive and negative influences on psychological well-being. It served as a coping mechanism for young adults dealing with stress and isolation, providing a sense of belongingness. However, excessive gaming disrupted social interaction and family relationships. Regular gamers were found to adapt better to the virtual environment. The findings highlight calls for accessible mental health resources and awareness to maintain healthy gaming behavior.
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- 2025
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8. Video Game Structural Features Are Related to Internet Gaming Disorder and Motivations of Play: Design and Validation of the Video Game Structure Scale (VGSS)
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Carmona, Arnau, Carbonell, Xavier, Bonilla, Iván, Ivern, Jan, and Chamarro, Andrés
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- 2025
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9. Video Game Addiction in Young People (8–18 Years Old) after the COVID-19 Pandemic: The Grey Area of Addiction and the Phenomenon of 'Gaming Non-Pathological Abuse (GNPA)'
- Author
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Domenico Piccininno and Giulio Perrotta
- Subjects
digital addiction ,behavioral addiction ,video game addiction ,gaming disorder ,gaming non-pathological abuse ,videogames ,Internal medicine ,RC31-1245 - Abstract
Introduction: In the literature, video game addiction in youths is correlated with dysfunctional symptoms of anxiety, emotional disorders, and mood disorders, and the pandemic period of 2020–2022 has favored the aggravation of this behavioral addiction. Therefore, we identified the need to analyze this phenomenon with an emphasis on the risks and correlates related to deviance and maladjustment from a prospective perspective, seeking to understand the impact of the individual variables examined. Aim: To demonstrate whether the condition of “gaming non-pathological abuse” (GNPA) promotes psychopathological features of clinical interest, in the absence of a diagnosis of “gaming disorder” (GD). Materials and methods: A search performed on PubMed and administration of an ad hoc sociological questionnaire were used to investigate individual variables of criminological interest in a representative population sample (531 males/females, 8–18 years old, M: 14.4, SD: 2.5). Results: Statistical analysis showed that after the pandemic period, digital video game addiction was reinforced, feeding psychopathological traits consistent with anxiety, emotional disorders, and mood disorders. Variables correlated with impulsive, aggressive, and violent behavior related to age, gender, socio-environmental and economic background, and the severity of digital video game addiction. Conclusions: In the youth population (8–18 years), “gaming non-pathological abuse” (GNPA) is related to aggressive, impulsive and violent behaviors that foster phenomena of social maladjustment and deviance, especially in individuals living in disadvantaged or otherwise complex socio-economic and family contexts. Looking forward, the study of structural and functional personality profiles is essential in order to anticipate and reduce the future risk of psychopathological and criminal behavior.
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- 2024
- Full Text
- View/download PDF
10. Effects of memory and attention on the association between video game addiction and cognitive/learning skills in children: mediational analysis
- Author
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Amani Ali Kappi, Rania Rabie El-Etreby, Ghada Gamal Badawy, Gawhara Ebrahem, and Warda El Shahat Hamed
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Child memory ,Attention ,Video game addiction ,Learning skills ,Children ,Psychology ,BF1-990 - Abstract
Abstract Background Video games have become a prevalent source of entertainment, especially among children. Furthermore, the amount of time spent playing video games has grown dramatically. The purpose of this research was to examine the mediation effects of attention and child memory on the relationship between video games addiction and cognitive and learning abilities in Egyptian children. Methods A cross-sectional research design was used in the current study in two schools affiliated with Dakahlia District, Egypt. The study included 169 children aged 9 to 13 who met the inclusion criteria, and their mothers provided the questionnaire responses. The data collection methods were performed over approximately four months from February to May. Data were collected using different tools: Socio-demographic Interview, Game Addiction Scale for Children (GASC), Children’s Memory Questionnaire (CMQ), Clinical Attention Problems Scale, Learning, Executive, and Attention Functioning (LEAF) Scale. Results There was a significant indirect effect of video game addiction on cognitive and learning skills through attention, but not child memory. Video game addiction has a significant impact on children’s attention and memory. Both attention and memory have a significant impact on a child’s cognitive and learning skills. Conclusions These results revealed the significant effect of video game addiction on cognitive and learning abilities in the presence of mediators. It also suggested that attention-focused therapies might play an important role in minimizing the harmful effects of video game addiction on cognitive and learning abilities.
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- 2024
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11. The Relationship between Game Addiction and Aggression among Adolescents with Mediating Role of Narcissism and Self- Control.
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Yifei Pan, Saeid Motevalli, and Lifang Yu
- Subjects
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INTERNET addiction , *STATISTICAL correlation , *CROSS-sectional method , *SELF-evaluation , *SOCIAL media , *PEARSON correlation (Statistics) , *MENTAL health , *QUESTIONNAIRES , *SELF-control , *QUANTITATIVE research , *DESCRIPTIVE statistics , *PATH analysis (Statistics) , *AGGRESSION (Psychology) , *RESEARCH , *NARCISSISM , *CONFIDENCE intervals , *FACTOR analysis , *VIDEO games , *PSYCHOSOCIAL factors , *ADOLESCENCE - Abstract
Objective: With the increase of game addiction, the problem of aggression as one of the most serious issues confronting today's society is affecting the mental health of the young generation. While available research has clarified the relationship between game addiction and aggression, this research contributes to future literature through examining the mediating role of narcissism and self-control in this relationship. Method: This study is a quantitative, cross-sectional, correlational research conducted in 2023 on Malaysian adolescents aged 12 to 18 years. Volunteer adolescents completed self-report questionnaires including the Buss and Perry Aggression Questionnaire, Gaming Addiction Scale, Childhood Narcissism Scale, and Brief Self-Control Scale. All questionnaires were prepared through a Sojump link posted on social media platforms. Descriptive statistics, Pearson correlation analysis, and path analysis were used for statistical analysis. Results: N = 595 adolescents were participated in this survey. According to correlation analysis, there were significant positive correlations between game addiction and aggression (r = 0.777, P < 0.001), game addiction and narcissism (r = 0.785, P < 0.001) as well as a significant negative correlation between game addiction and self-control (r = -0.668, P < 0.001). Besides, narcissism and self-control could significantly partially mediate the relationship between game addiction and aggression. The mediation model discovered a significant path from game addiction to narcissism (β = 0.785, CI = [0.7692, 1.0293], P < 0.001) and from narcissism to aggression (β = 0.442, CI [0.7731, 1.7244], P < 0.001). The total effect of game addiction on aggression was found to be statistically significant (β = 0.777, P < 0.001). Conclusion: The findings of this research reveal a captivating profile, indicating that specific psychological attributes such as aggression, self-control, and narcissistic tendencies might make certain individuals more susceptible to developing an addiction to online games. [ABSTRACT FROM AUTHOR]
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- 2024
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12. Effects of memory and attention on the association between video game addiction and cognitive/learning skills in children: mediational analysis.
- Author
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Kappi, Amani Ali, El-Etreby, Rania Rabie, Badawy, Ghada Gamal, Ebrahem, Gawhara, and Hamed, Warda El Shahat
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GAMING disorder ,COGNITIVE learning ,EGYPTIANS ,LEARNING ability ,MEMORY ,ATTENTION - Abstract
Background: Video games have become a prevalent source of entertainment, especially among children. Furthermore, the amount of time spent playing video games has grown dramatically. The purpose of this research was to examine the mediation effects of attention and child memory on the relationship between video games addiction and cognitive and learning abilities in Egyptian children. Methods: A cross-sectional research design was used in the current study in two schools affiliated with Dakahlia District, Egypt. The study included 169 children aged 9 to 13 who met the inclusion criteria, and their mothers provided the questionnaire responses. The data collection methods were performed over approximately four months from February to May. Data were collected using different tools: Socio-demographic Interview, Game Addiction Scale for Children (GASC), Children's Memory Questionnaire (CMQ), Clinical Attention Problems Scale, Learning, Executive, and Attention Functioning (LEAF) Scale. Results: There was a significant indirect effect of video game addiction on cognitive and learning skills through attention, but not child memory. Video game addiction has a significant impact on children's attention and memory. Both attention and memory have a significant impact on a child's cognitive and learning skills. Conclusions: These results revealed the significant effect of video game addiction on cognitive and learning abilities in the presence of mediators. It also suggested that attention-focused therapies might play an important role in minimizing the harmful effects of video game addiction on cognitive and learning abilities. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
13. Building the Neural Network-Based System for Identifying the Gaming Addiction Level in Children and Adolescents
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Khoziasheva, Anna, Bilgin, Mehmet Huseyin, Series Editor, Danis, Hakan, Series Editor, Demir, Ender, editor, and Garcia Goni, Manuel, editor
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- 2024
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14. The social licence to operate in esports: The glorification of violence, discrimination, and gaming addiction in esports
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Goh, Chui Ling
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- 2021
15. Video game addiction is associated with early stage of inhibitory control problems: An event‐related potential study using cued Go/NoGo task.
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Fathi, Mazyar, Pourrahimi, Ali Mohammad, Poormohammad, Ahmad, Sardari, Sara, Rajizadeh, Mohammad Amin, Mazhari, Shahrzad, and Pourkand, Donya
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GAMING disorder , *RESPONSE inhibition , *EVOKED potentials (Electrophysiology) , *CONTROL (Psychology) , *COGNITIVE ability - Abstract
Video game addiction (VGA) is associated with cognitive problems, particularly deficits in inhibitory control. The present study aimed to investigate behavioural responses and event‐related potential associated with specific response inhibition using the cued Go/NoGo task to examine the effects of VGA on brain activity related to response inhibition. Twenty‐five individuals addicted to video games (action video games) and 25 matched healthy controls participated in the study. The results showed that the VGA group had significantly more commission error in the NoGo trials and faster reaction time in the Go trials compared with the control group. The event‐related potential analyses revealed significant reductions in amplitudes of N2 cue and N2 NoGo in the VGA group. While there was no significant difference between the N2 amplitudes of the Go and NoGo trials in the VGA group, the control group had a larger N2 amplitude in the NoGo trials. These results indicate that VGA subjects have difficulties in the early stages of response inhibition, as well as some level of impairment in proactive cognitive control. [ABSTRACT FROM AUTHOR]
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- 2024
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16. The Relationship of Video Game Addiction with Childhood Traumas and Emotional Dysregulation Problems.
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Elkin, Nurten and Kılınçel, Oğuzhan
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GAMING disorder ,ADVERSE childhood experiences ,EMOTION regulation ,REGRESSION analysis ,STATISTICAL correlation - Abstract
Copyright of Cyprus Turkish Journal of Psychiatry & Psychology (CTJPP) / Kıbrıs Türk Psikiyatri ve Psikoloji Dergisi is the property of Cyprus Turkish Journal of Psychiatry & Psychology (CTJPP) and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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- 2024
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- View/download PDF
17. Exploring attention deficit hyperactivity disorder prevalence and its relation to video game addiction among Egyptian medical students: A cross-sectional study
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Hebatalla Abdelmaksoud Abdelmonsef Ahmed, Sara Mohammed Naser, Reem Mohammed Basiony, and Hoda Ali Ahmed Shiba
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Attention deficit hyperactivity disorder ,Egypt ,Medical students ,Video game addiction ,Public aspects of medicine ,RA1-1270 - Abstract
Background/Objectives: Attention Deficit Hyperactivity Disorder (ADHD) imposes hidden public health problems that should be addressed. This study aimed to assess the prevalence of ADHD and to explore the association between video game addiction & other predictors and ADHD among medical university students in Egypt. Methods: A cross-sectional study was performed using a self-administered questionnaire between July and November 2023. ADHD was assessed by the Adult ADHD Self-Reporting Scale (ASRS). A seven-item Game Addiction Scale (GAS-7) was used to determine the level of game addiction. Results: We studied 1765 medical students with a mean age of 20.2 ± 1.2 years. The majority of them are females (67.8%). This study found a high rate of probable ADHD (35%) among Egyptian medical students. ADHD was associated with female sex and lower academic performance. Video game addiction prevalence was 24.7%, more common in younger students. Conclusion: In conclusion, this study found a high prevalence of probable ADHD and video game addiction among Egyptian medical students. Increased awareness and targeted interventions are needed to support medical students with ADHD and address video game addiction.
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- 2024
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18. Comparación de características adictivas a los videojuegos entre hombres y mujeres estudiantes mexicanos.
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Arellanez Hernández, Jorge Luis, Romero Pedraza, Enrique, Beltrán Guerra, León Felipe, and Lima Zárate, Fernando Iván
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- *
GAMING disorder , *COMPULSIVE behavior , *VIDEO games , *MIDDLE schools , *ELEMENTARY schools - Abstract
Currently, video games are considered a hobby that in some cases can become a behavioral problem. The aim of this research was to explore the differences to video games addictive behavior in students according to their educational level and gender. A non-experimental, cross-sectional, ex post facto was design. Through a non-probabilistic sampling, by quotas, a questionnaire was applied to 520 public schools students of the State of Veracruz, Mexico (130 students at each school level: elementary, middle, high school and associate's degree). The Game Addiction Scale for Adolescents (GASA) Short version made of seven items was used. Girls in elementary school presented a significantly higher percentage of symptoms related to addictive behavior to video games in comparison to male students. In contrast, male middle school, high school, and associate's degree students registered significantly higher percentages of addiction to video games compared to females. The findings obtained allow us to understand that at a higher level of studies the way in which men and women relate to video games changes; at elementary school women presented higher percentages of probable addiction to video games, which decreased in those who presented a higher scholar level. In men, an inverse situation was observed, which allows us to identify that the use of video games is colored by the construction of identity and aspects related to a change when passing from adolescence to youth. [ABSTRACT FROM AUTHOR]
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- 2024
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19. Internet Gaming Disorder
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Zajac, Kristyn, Ginley, Meredith K., Kelly, Lourah M., Chang, Rocio, and Matson, Johnny L., Series Editor
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- 2023
- Full Text
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20. Research Methods to Build a Reference Model for Designing Addiction-Aware Video Game
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Rahayu, Flourensia Sapty, Nugroho, Lukito Edi, Ferdiana, Ridi, Kacprzyk, Janusz, Series Editor, Gomide, Fernando, Advisory Editor, Kaynak, Okyay, Advisory Editor, Liu, Derong, Advisory Editor, Pedrycz, Witold, Advisory Editor, Polycarpou, Marios M., Advisory Editor, Rudas, Imre J., Advisory Editor, Wang, Jun, Advisory Editor, Matsuo, Tokuro, editor, Fujimoto, Takayuki, editor, and Lumban Gaol, Ford, editor
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- 2023
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21. The convenience of gaming
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Skelly, Thomas A.M., Haulund Jensen, Kristian, and Halkier, Bente
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- 2023
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22. Video game addiction in psychiatric adolescent population: A hospital‐based study on the role of individualism from South China.
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Zhou, Rui, Xiao, Xing‐Yu, Huang, Wen‐Jun, Wang, Fei, Shen, Xiao‐Qing, Jia, Fu‐Jun, and Hou, Cai‐Lan
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- *
GAMING disorder , *SOCIAL media addiction , *TEENAGE girls , *PSYCHIATRIC clinics , *PEOPLE with mental illness , *PSYCHOMETRICS , *ADVERSE childhood experiences - Abstract
Background: For decades, video game‐related behaviors have been investigated in different psychologic research, much of whose attention has been paid to video game addiction (VGA), while the differences between VGA and social media addiction (SMA) should have deserved more attention. In addition to detecting common risk factors of VGA, one core question is whether social inclination (individualism or collectivism) matters. Object: The objectives of this study were to clarify the prevalence of VGA and SMA,, identify the influencing factors of VGA, and clarify the relationships between VGA and adolescents' individualism–collectivism inclination. Method: The survey was conducted among 110 adolescent psychiatric patients. For each interviewee, psychological scales were filled face to face. Path analysis was used to examine the causation structure of the childhood trauma‐related symptoms. Result: The prevalence of VGA was 40.9% (45 out of 110), and it was 41.8% for SMA (46 out of 110); childhood trauma, social media addiction, the individualistic inclination, and the rate of homosexuality were observed to be independent indicators for video game addiction (r2 = 0.46). Conclusion: Psychological counseling on patients' internet‐related behaviors may focus on the individualistic personality and possible childhood trauma, which are two important risk factors of video game addiction. It is recommended to distinguish between video game addiction and social addiction in clinical practice. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
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23. The epidemiology and effects of video game addiction: A systematic review and meta-analysis
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Pierpaolo Limone, Benedetta Ragni, and Giusi Antonia Toto
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Video game addiction ,Gaming ,Systematic review ,meta-analysis ,Psychology ,BF1-990 - Abstract
With the increasing popularity and accessibility of video games, the public concern about their effects – positive and negative – has also increased. In this regard, this systematic review sought to identify and thematically analyze recent studies (in the last five years) and report on video games' epidemiological characteristics and outcomes. A systematic database search was done on ScienceDirect, APA PsycINFO, Emerald, and Scopus databases for articles published from January 1, 2017, to April 1, 2022. The Meta XL software – an add-in for Microsoft Excel – was used to calculate the pooled prevalence level of video game addiction. The database search yielded a total of 693 non-duplicate articles. After applying the inclusion and exclusion criteria, 27 articles were selected to be included in the systematic review. Along with this, 12 articles were considered for the final meta-analysis. The pooled prevalence level of gaming addiction was 5.0 % (95 % CI, 2.1–8.8 %). The I2 value was 99.297 with a p-value of 0.000. The factors that accompanied addictive video gaming were psychological, social, and personal. An addictive gaming behavior was characterized by spending an above-average time on gaming, doing most of the gaming online, and gaming activities interfering with sleep patterns. Some predictors of addictive gaming were emotional dependence, social detachment, increased gaming time, preference for playing online than offline, and increased emotional and psychological stress. Engaging in addictive gaming led to adverse outcomes such as lower academic scores, depression, and anxiety, as well as decreased self-esteem, life satisfaction, and social support. From the collected findings it could be concluded that extreme playing of video games can be classified as addictive. Following the identification of risk factors, appropriate corrective or interventional measures should be developed and applied coherently to newer statistical data.
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- 2023
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24. Investigating gaming structural features associated with gaming disorder and proposing a revised taxonomical model: A scoping review.
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SAINI, NIRAV and HODGINS, DAVID CARSON
- Subjects
- *
GAMING disorder , *VIDEO game design , *VIRTUAL reality , *MENTAL health - Abstract
Background and aims: Gaming disorder (GD) is a mental health concern that has been heavily contested by experts. This scoping review synthesizes the literature to identify the structural features of video game design that can contribute to GD. Furthermore, a taxonomy of the structural features implicated with GD is proposed, revised from earlier work. Methods: Seven databases, in addition to Google Scholar, were searched. Peer-reviewed studies were included if they assessed a link between gaming structural characteristics and GD or a proxy. The final pool included 105 articles. Results: Avatar creation and customizability, multiplayer characteristics, and reward and punishment features were highly represented in the literature. There was no evidence for three categories in the original taxonomy: support network features, sexual content, and explicit language. Furthermore, structural feature sub-categories emerged that were absent from the previous taxonomy, such as general socialization features, type of virtual world, and in-game currency. Manipulation and control features and presentation features were less represented than social features, narrative and identity features, and reward and punishment features. The reviewers propose two broad classes of addictive gaming structural features: 'features enhancing in-game immersion and realism' and 'gambling-like features'. Discussion and conclusions: Numerous studies found a relationship between social, narrative and identity, and reward and punishment structural characteristics with GD. Two broad classes of gaming structural features were associated with addiction. The first, 'features enhancing in-game immersion and realism,' including social gameplay, avatar creation, storytelling, and graphics/sound. The second, 'gambling-like features,' included different mechanisms of rewards-and-punishment. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
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25. Online gaming features in adolescents with attention-deficit/hyperactivity disorder.
- Author
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Ucur, Omer and Donmez, Yunus Emre
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INTERNET gambling ,HYPERACTIVITY ,ATTENTION-deficit hyperactivity disorder ,SOCIAL context ,BEHAVIOR disorders - Abstract
Copyright of Anatolian Clinic Journal of Medical Sciences is the property of Hayat Saglik ve Sosyal Hizmetler Vakfi and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
- Full Text
- View/download PDF
26. Unwired : Gaining Control Over Addictive Technologies
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Gaia Bernstein and Gaia Bernstein
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- Social media addiction, Internet addiction, Compulsive gambling, Video game addiction
- Abstract
Our society has a technology problem. Many want to disconnect from screens but can't help themselves. These days we spend more time online than ever. Some turn to self-help-measures to limit their usage, yet repeatedly fail, while parents feel particularly powerless to help their children. Unwired: Gaining Control over Addictive Technologies shows us a way out. Rather than blaming users, the book shatters the illusion that we autonomously choose how to spend our time online. It shifts the moral responsibility and accountability for solutions to corporations. Drawing lessons from the tobacco and food industries, the book demonstrates why government regulation is necessary to curb technology addiction. It describes a grassroots movement already in action across courts and legislative halls. Groundbreaking and urgent, Unwired provides a blueprint to develop this movement for change, to one that will allow us to finally gain control.
- Published
- 2023
27. System for identifying the level of mobile gaming addiction in children and adolescents
- Author
-
A. А. Khoziasheva
- Subjects
gaming addiction ,neural network ,internet gaming disorder ,video game addiction ,mobile gaming disorder ,Home economics ,TX1-1110 ,Economics as a science ,HB71-74 - Abstract
This research paper describes a system for identifying the level of mobile gaming addiction in children and adolescents using data collected from mobile electronic devices. The system includes a mobile application that collects usage data on mobile games and uses a neural network model based on an "autoencoder" architecture to detect addiction levels. The neural network model includes the error back propagation algorithm and was trained on parameters selected from Chen Scale (CIAS) for addiction level detection. A prototype of the mobile application was created and adequate estimates of the neural network model quality were obtained. Future work will involve validation of the system with psychologists and further improvement of the neural network model by increasing the number of observations and adjusting the architecture. The results of this study demonstrate the potential of using neural networks and mobile technology to identify and monitor mobile gaming addiction in children and adolescents, which can aid in early intervention and prevention efforts.
- Published
- 2023
- Full Text
- View/download PDF
28. Reel World Replacing Real World In Richard Power’s The Overstory.
- Author
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Goldwin, K. Roshan and Ajith, R.
- Subjects
GAMING disorder ,VIRTUAL reality ,PULITZER Prizes ,HUMAN beings - Abstract
Virtual game world offers a chance to create a reel world which may replace the real world experiences through the interaction between human and technology. This paper elucidates how the virtual game experience creates an impact in human being and lead to a behaviour changes in human. It also emphasises the importance of being productive in the human life rather than indulging too much in an addictive game world which may create several destructive mental issues to human. To elaborate, it is essential to substantiate the ideas through The Overstory, 2019 Pulitzer Prize winning novel of Richard Powers. [ABSTRACT FROM AUTHOR]
- Published
- 2023
29. Validación transcultural de la estructura y propiedades internas del Test de Dependencia a Videojuegos (TDV).
- Author
-
Luján-Barrera, Amparo, Cervera, Lydia, Villasante, Paula, and Chóliz, Mariano
- Subjects
- *
GAMING disorder , *CONFIRMATORY factor analysis , *PSYCHOMETRICS , *SPANIARDS , *TEENAGERS - Abstract
Introduction: The assessment of video game addiction is typically performed from the DSM-5 criteria, which are based on adult population despite adolescents being the most vulnerable to this disorder. The TDV is a video game addiction test specifically aimed at Spanish-speaking adolescents, initially composed of four second-order factors of video game addiction (Abstinence, Abuse and Tolerance, Lack of Control and Associated Problems). This instrument has been validated in different Latin American countries, but with different factor structures. The present study distinguishes the reference factorial model of the TDV by subjecting it to a detailed analysis of its psychometric properties. Methods: During 2017-2021, the TDV was administered to 3229 adolescents from Spanish and Latin American educational centers. Confirmatory factor analysis was used to select the most appropriate internal structure of the TDV and to analyze its validity, reliability and equivalence of measurement across gender and culture groups. Results: All the factorial models of the TDV showed good performance, especially the multidimensional ones. The most appropriate for the instrument was the original TDV model. The psychometric study of its internal properties showed that it accurately and representatively measures the components of video game addiction in Spanish-speaking adolescents. Discussion and conclusion: The representativeness of Latin America in epidemiological studies has been compromised by the lack of homogeneity in the assessment. The cross-cultural validity of the TDV indicates that it is a useful instrument for descriptive and interventional purposes in Spain and Latin America. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
30. USO PROBLEMÁTICO DE VIDEOJUEGOS Y FLEXIBILIDAD DE AFRONTAMIENTO EN ADOLESCENTES ECUATORIANOS.
- Author
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Ortega-Jiménez, David, Cedeño-González, Génesis, and del Rocío Ramírez, Marina
- Subjects
- *
GAMING disorder , *STREAMING video & television , *VIDEO games , *COVID-19 pandemic , *AGE groups - Abstract
Currently the use of video games has increased due to the COVID-19 pandemic, for this reason it is important that adolescents, the age group most likely to play video games, are able to assess the situation they face and thus be able to identify appropriate strategies to cope with adversity, which would act as a protective factor against possible addiction. The purpose of this study was to evaluate the relationship between problematic video game use and coping flexibility in Ecuadorian adolescents. This research was non-experimental, cross-sectional and correlational. The sample was intentional and consisted of 330 adolescents. An ad hoc sociodemographic questionnaire was used, while the Internet video game addiction scale (IGD-20) was applied to measure the video game use variable, and the coping flexibility scale (CFS-10) was applied to coping. The results show that there is a moderate use of video games with a mean of 48.18 (SD= 14.72) and a coping of 17.29 (SD= 5.67) considered medium. A negative and statistically significant relationship was found between the use of video games with flexibility (r= -0.21) and with gender (r= -0.22). The research shows that the greater the flexibility of coping, the less use of video games, while being male is associated with greater addiction. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
31. In-Game Virtual Consumption and Online Video Game Addiction: A Conceptual Model
- Author
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Hussain, Ali, Ting, Ding Hooi, Hlavacs, Helmut, Abbasi, Amir Zaib, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, and Fang, Xiaowen, editor
- Published
- 2021
- Full Text
- View/download PDF
32. The last word: It's addictive - gamers can't just be left to their own devices
- Author
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Seth, Kavita
- Published
- 2023
33. Exploring the relationship among hikikomori tendencies, autistic traits, computer game use and eating disorder symptoms.
- Author
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Carpita B, Nardi B, Giovannoni F, Parri F, Cerofolini G, Bonelli C, Amatori G, Massimetti G, Cremone IM, Pini S, Pellecchia E, and Dell'Osso L
- Abstract
Objective: The hikikomori phenomenon has recently gained growing global interest, and evidences of its association with other psychopathological dimensions are slowly but steadily emerging. We aimed to evaluate the presence and correlates of hikikomori tendencies in an Italian University population, focusing on its relationships with autism spectrum, pathological computer gaming, and eating disorders. In particular, to our knowledge, no study has yet systematically evaluated the latter association, using psychometric instruments tailored to assess eating disorder symptoms., Methods: 2574 students were recruited via an online survey. All participants were assessed with the Hikikomori Questionnaire-25 (HQ-25), the Adult Autism Subthreshold Spectrum Questionnaire (AdAS Spectrum), the Eating Attitude test-26 (EAT-26), and the Assessment of Internet and Computer Game Addiction (AICA-S)., Results: The results outlined how hikikomori risk was significantly correlated to autistic dimensions, altered eating behaviors, and videogame addiction. The closest relationship was detected with the autism spectrum. Interestingly, pathological computer gaming, most autistic dimensions, and EAT-26 oral control emerged as significant predictors of a greater risk for hikikomori, while the proneness to inflexibility and adherence to routine emerged as negative predictors., Conclusions: Our findings support the association among hikikomori, autism spectrum, pathological computer game use, and eating disorder symptoms.
- Published
- 2024
- Full Text
- View/download PDF
34. Factors influencing the addiction characteristics of non-suicidal self-injurious behaviors in adolescents: A case-control study
- Author
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Junhong Zhu, Rui Qian, Hao Zhong, Yi Li, Xuebing Liu, and Jun Ma
- Subjects
adolescent ,NSSI ,behavioral addiction ,parental rearing style ,social media dependency ,video game addiction ,Psychiatry ,RC435-571 - Abstract
BackgroundMany studies have shown that in the context of public health emergencies, the incidence rate of adolescent non-suicidal self-injury (NSSI) patients increased dramatically. This paper aims to characterize the behavioral characteristics of adolescent NSSI and analyze the influencing factors of NSSI behavior addiction characteristics.MethodsOur research was a case-control study which included 84 adolescents with NSSI (female vs. male: 59 vs. 25) and 84 healthy controls (female vs. male: 53 vs. 31). All the participants enrolled were aged 12-18 years. The differences in the scores of the following five scales were compared between the case and control groups: Egna Minnen Barndoms Uppfostran (EMBU), Perceived Social Support Scale (PSSS), Perceived Stress Scale (PSS); Bergen Social Media Addiction Scale (BSMAS) and Video Game Dependence Scale (VDG-S). The characteristics of NSSI behavior of the study group were evaluated using the Ottawa Self Inventory Chinese Revised Edition (OSIC). And a binary logistic regression model was developed to analyze the factors that influence adolescent NSSI behavioral addiction characteristics.ResultsIn the study group, the emotional warmth scores in the father’s and mother’s rearing style scores in the EMBU were significantly lower than the controls. The BSMAS and VDG-S scores were significantly higher than those in the control group. 38 cases of NSSI with addiction characteristics accounted for 45.24% in the study group. The risk factors for NSSI addiction traits were as follows: female, single-child, high level of VDG-S scores, high scores of excessive interferences in father’s rearing style, and high scores of punishments and excessive interferences in mother’s rearing style score.ConclusionFemale, only child, internet addiction, and negative parenting styles were predictors of NSSI behavioral addiction characteristics in adolescents. Targeted coping strategies should be developed to reduce the occurrence and development of self-injurious behavior, especially for female adolescents with Internet dependence in one-child families with negative parenting styles.
- Published
- 2022
- Full Text
- View/download PDF
35. Audio Nuggets: Video Game Addiction [Text]
- Author
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Alfred C. Martino and Alfred C. Martino
- Subjects
- Video game addiction
- Abstract
This is the 1800-word text written by Alfred C. Martino and Dr. Rick Sheridan for the audiobook program,'Audio Nuggets: Video Game Addiction,'published by Listen & Live Audio, which defines video game addiction, list various signs to recognize and the problems associated with the disorder, while offering solutions for overcoming the ill effects.
- Published
- 2021
36. Digital Diseases : Symptoms of the Internet Era
- Author
-
Gökmen Karadag and Gökmen Karadag
- Subjects
- Video game addiction, Digital electronics--Health aspects, Technology--Health aspects, Compulsive behavior, Social media addiction, Internet addiction
- Abstract
Digital development not only marked today's world in terms of technology, but also transformed our social life into different forms, and it has moved our social practices to a different media.With the development of technology, one of the many aspects of the digital representation that penetrates all areas of life is created by new technology's impacts on human health and behavior. Digital technology that penetrates all areas of life has some impacts on human health and behavior. Some of them are due to virtual reality, and some are due to overuse of new media. These include the following diseases such as cyber disease, digital addiction, binge watching, ego surfing, and many more. The book tackles the abovementioned diseases specifically and includes a wide spectrum of both literature reviews and original studies regarding the diseases of the digital era for a better comprehension of today's world. The studies help to deal with these diseases and develop defense mechanisms against them.
- Published
- 2020
37. The Oxford Handbook of Digital Technologies and Mental Health
- Author
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Marc N. Potenza, Kyle Faust, David Faust, Marc N. Potenza, Kyle Faust, and David Faust
- Subjects
- Compulsive behavior, Mental health, Psychotherapy, Internet in medicine, Internet addiction, Video game addiction, Internet in psychotherapy, Video games
- Abstract
Digital technology use, whether on smartphones, tablets, laptops, or other devices, is prevalent across cultures. Certain types and patterns of digital technology use have been associated with mental health concerns, but these technologies also have the potential to improve mental health through the gathering of information, by targeting interventions, and through delivery of care to remote areas. The Oxford Handbook of Digital Technologies and Mental Health provides a comprehensive and authoritative review of the relationships between mental health and digital technology use, including how such technologies may be harnessed to improve mental health. Understanding the positive and negative correlates of the use of digital technologies has significant personal and public health implications, and as such this volume explores in unparalleled depth the historical and cultural contexts in which technology use has evolved; conceptual issues surrounding digital technologies; potential positive and potential negative impacts of such use; treatment, assessment, and legal considerations around digital technologies and mental health; technology use in specific populations; the use of digital technologies to treat psychosocial disorders; and the treatment of problematic internet use and gaming. With chapters contributed by leading scientists from around the world, this Handbook will be of interest to those in medical and university settings, students and clinicians, and policymakers.
- Published
- 2020
38. Esport Play : Anticipation, Attachment, and Addiction in Psycholudic Development
- Author
-
Veli-Matti Karhulahti and Veli-Matti Karhulahti
- Subjects
- eSports (Contests)--Psychological aspects, Video game addiction
- Abstract
Weaving the author's own lived experience with theoretical insights from the fields of game studies, psychology, and anthropology, Esport Play probes and advances current gaming topics such as addiction, skill development, and toxicity. With a focus on League of Legends – one of the flagship esports of our time – Karhulahti explicates what esport play is: documenting and identifying competitive play as a present-day means to satisfy basic human needs. Ultimately, the book presents a theory of psycholudic development that explains and organizes the development of player-play relationships that may last for years.
- Published
- 2020
39. Proactive and reactive inhibitory control are differently affected by video game addiction: An event‐related potential study.
- Author
-
Fathi, Mazyar, Mazhari, Shahrzad, Pourrahimi, Ali Mohammad, Poormohammad, Ahmad, and Sardari, Sara
- Subjects
- *
GAMING disorder , *RESPONSE inhibition , *EVOKED potentials (Electrophysiology) , *EXECUTIVE function , *VIDEO games - Abstract
Introduction: Video game addiction (VGA) is associated with physical and mental disorders, one of which is problem in executive function, particularly inhibitory control. The present study aimed to investigate reactive and proactive inhibitory controls by event‐related potential (ERP). Methods: Thirty video game (action video games)‐addicted subjects and 30 matched healthy controls participated in the study, who were tested by the selective stop‐signal task. Results: The main results revealed that the VGA group had significantly more problems in preparatory processes and proactive stop trials, showing that VGA has a negative effect on proactive inhibition. Conclusion: Finding the problem in proactive inhibitory control might be helpful in developing new treatments and rehabilitation methods in these fields. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
40. Children's perspectives and attitudes towards Fortnite 'addiction'
- Author
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Carter, Marcus, Moore, Kyle, Mavoa, Jane, Gaspard, luke, and Horst, Heather
- Published
- 2020
41. A digitális világtól való függés mint napjaink új veszélyforrása.
- Author
-
Tamás, Józsa
- Abstract
Copyright of Orvosképzés is the property of Semmelweis Kiado and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2022
42. Video Game Addictive Symptom Level, Use Intensity, and Hedonic Experience: Cross-sectional Questionnaire Study.
- Author
-
Walia, Bhavneet, Jeeyoon Kim, Ijere, Ignatius, and Sanders, Shane
- Subjects
- *
VIDEO games , *COMPULSIVE behavior , *MENTAL health , *DOPAMINE , *QUESTIONNAIRES - Abstract
Background: The effects of behavioral addiction to video games has received increasing attention in the literature, given increased use intensity among subgroups of video game players. Objective: This study seeks to empirically determine the relationship between intensity of video gaming and hedonic experience of the player. Methods: We conducted a survey of 835 individuals who regularly play video games to determine the relationship between intensity of use and hedonic experience. We divided the sample into quartiles by self-reported video game addictive symptom level (from the Internet Gaming Disorder Scale) and conducted polynomial regressions separately for each quartile. Results: We found that the higher video game addictive symptom level groups experienced a U-shaped (curvilinear) relationship between hedonic experience and intensity of play, whereas groups with lower video game addictive symptom levels exhibited no such relationship. The coefficients for the highest addictive symptom level group (quartile 4) for marginal effects for hours played per week and hours played per week squared were significantly negative (P=.005) and significantly positive (P=.004), respectively. Conclusions: Our results are consistent with sensitization and tolerance theories, which suggest that high-symptom groups experience frustration and disappointment until they achieve excessive dopamine release, at which point their hedonic experience is expected to improve with additional play. Conversely, low-symptom groups experience no such fall-and-rise pattern. This result is consistent with the outcome that members of the latter group play the game for the direct experience, such that their hedonic experience is more directly related to events occurring in the game than to the increasingly elusive pursuit of excessive dopamine release. We also find that high-symptom groups spend substantially more time and money to support video game use and are much more likely to engage in video game use at the expense of other important activities, such as working, sleeping, and eating. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
43. Virtual World: Creators, Residents, and Tourists
- Author
-
Kira N. Mezianaya, Editor, Konstantin M. Karaneuski, Editor, Konstantin D. Yashin, Editor, Kira N. Mezianaya, Editor, Konstantin M. Karaneuski, Editor, and Konstantin D. Yashin, Editor
- Subjects
- Video game addiction, Video games--Psychological aspects, Virtual reality--Psychological aspects, Mythology, Norse--Psychological aspects, Video gamers--Psychology
- Abstract
The book acquaints the reader with the virtual world, which has become a part of the contemporary entertainment industry, an environment for both professional activity and communication.It discusses the role of computer games in people's lives and the results of computer addiction studies. A separate section is devoted to the theme of Scandinavian mythology, the subjects of which are often present in the virtual world, allowing a comparison to be made between images from ancient myths and legends and their reflection in computer games. The book will appeal to a wide audience interested in interaction in the virtual world.
- Published
- 2019
44. me THE DIAGNOSIS OF VIDEO GAME ADDICTION IN THE DSM-5 AND THE ICD-11: CHALLENGES AND OPPORTUNITIES FOR CLINICIANS
- Author
-
Xavier Carbonell
- Subjects
internet gaming disorder (igd) ,gaming disorder (gd) ,video game addiction ,dsm-5 ,icd-11 ,Psychology ,BF1-990 - Abstract
Internet gaming disorder (IGD) (formerly known as video game addiction) is characterized by a pattern of persistent and recurring video game behavior leading to clinically significant impairment or distress for a period of 12 months. The objective of the following state-of-the-art analysis is to comment on the challenges and opportunities of the DSM-5 and ICD11 regarding the diagnosis of IGD that is still being developed. With this purpose in mind, possible technological addictions that are not included in the DSM-5 are reviewed and some of their advantages, challenges, and opportunities are commented on, including severity of effects, age of the most affected population, freemium vs. pay-to-play games, the risk of pathologizing daily life, e-Sports, and the health services portfolio.
- Published
- 2020
- Full Text
- View/download PDF
45. Effects of Video Games on Children
- Author
-
Iva Brčić
- Subjects
video games ,children ,video game addiction ,negative effects of video games ,pozitive effects of video games ,virtual socialization ,Communication. Mass media ,P87-96 ,Philosophy. Psychology. Religion - Abstract
Video games have become the most important aspect of entertainment for children and the way how they spend their free time. Video games aren’t a privilege that children have after they do their chores anymore. They are a part of children’s everyday life. They can be played on gaming consoles, on computers, tablets, and smartphones. Almost 90% of children in Croatia play some kind of video game. This paper will focus on the reasons for the popularity of video games among children. Negative influences on children’s behavior, health, and psychophysical development will be studied. The positive side of video games will also be explored and how they can contribute to the development of children’s skills and help them acquire knowledge. The paper will explain how the positive impact of video games can be encouraged and how to reduce the negative ones.
- Published
- 2020
- Full Text
- View/download PDF
46. СИМПТОМИ НА АДХД, ЕСКЕПИСТИЧКА МОТИВАЦИЈА И ПОЛ КАКО ПРЕДИКТОРИ НА ЗАВИСНОСТА ОД ИГРАЊЕ ВИДЕОИГРИ
- Author
-
Бабамова, Теодора
- Subjects
GAMING disorder ,VIDEO games ,ATTENTION-deficit hyperactivity disorder ,ACQUISITION of data ,SELF-evaluation - Abstract
Copyright of Psychology: Science & Practice is the property of Faculty of Philosophy, "Ss. Cyril & Methodius" University in Skopje and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2022
47. Validation française d'une échelle de mesure de l'utilisation problématique des jeux vidéo en ligne : l'Internet Gaming Disorder-20.
- Author
-
Plessis, Cédric, Altintas, Emin, Romo, Lucia, and Guerrien, Alain
- Abstract
The study aims to validate an online video game problematic use (Internet Gaming Disorder or IGD) scale in French language: the IGD-20. IGD-20 has been elaborated considering the discussion about the etiology of the IGD, which was included in the section III of the DSM-5. The IGD-20 is composed of 20 items split in six components based on the six components model of addiction from Griffiths. A total of 166 online video game players were recruited on specialized forums, playing 21.9 hours per week. The French version of the IGD-20 was validated through a confirmatory factor analysis via structural equation modeling (SEM). The French version of the IGD-20 showed a good validity and a six-factor structure (salience, mood modification, tolerance, withdrawal symptoms, conflict and relapse) (RMSEA = 0.063 [0.049; 0,077], CFI = 0.912, TLI = 0.909). The validation of a French scale such as the IGD-20 shows some interest for the French-speaking population, including therapists who could use this scale to investigate the IGD-20 more precisely and for people with IGD-20 who could benefit from a more refined support. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
48. A Parent's Guide to Video Games
- Author
-
Axis and Axis
- Subjects
- Video games and teenagers, Video game addiction, Video games--Social aspects, Video games--Psychological aspects, Video games and children
- Abstract
Teens love video games, and their love for them only increases each year. In fact, many parents ask how they can keep their teens from playing all day every day. If you don't understand video games at all or just want to take a bird's eye view of the modern world of gaming, check out this guide. Parent Guides are your one-stop shop for biblical guidance on teen culture, trends, and struggles. In 15 pages or fewer, each guide tackles issues your teens are facing right now—things like doubts, the latest apps and video games, mental health, technological pitfalls, and more. Using Scripture as their backbone, these Parent Guides offer compassionate insight to teens'world, thoughts, and feelings, as well as discussion questions and practical advice for impactful discipleship.
- Published
- 2018
49. Predicting Video Game Addiction Through the Dimensions of Consumer Video Game Engagement: Quantitative and Cross-sectional Study.
- Author
-
Abbasi, Amir Zaib, Rehman, Umair, Afaq, Zahra, Rafeh, Mir Abdur, Hlavacs, Helmut, Mamun, Mohammed A., and Shah, Muhammad Umair
- Subjects
- *
GAMING disorder , *ENTHUSIASM , *CULTIVATION theory (Communication) , *PSYCHOLOGISTS , *HYPOTHESIS - Abstract
Background: Video games are expanding exponentially with their increased popularity among users. However, this popularity has also led to an increase in reported video game addiction. There may be consumer engagement-related factors that may influence video game addiction. Objective: This study aims to empirically examine the impact of the dimensions of consumer video game engagement on video game addiction. The dimensions are dedication, absorption, conscious attention, social connection, enthusiasm, and interaction. We utilize the uses and gratifications theory to study the video game engagement dimensions as potential factors through which gamers feel gratified and engaged in video game playing. Additionally, this study incorporates the cultivation theory to investigate how video game engagement factors trigger video game addiction. Methods: A two-step process was applied for data analysis on valid cases of 176 gamers aged 15-25 years: video game addiction was specified and validated as a reflective-formative construct, and hypothesis testing was later performed using the WarpPLS on valid respondents. Results: The analysis uncovered 2 dimensions of video game engagement: social connection with P=.08 and interaction with P=.49, which did not significantly contribute to video game addiction. Conclusions: This study offers unique insights to a myriad of stakeholders, mostly psychologists and psychiatrists, who routinely prescribe behavior modification techniques to treat video game addiction. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
50. Gaming and Technology Addiction : Breakthroughs in Research and Practice
- Author
-
Information Resources Management Association and Information Resources Management Association
- Subjects
- Compulsive behavior, Video games--Psychological aspects, Video game addiction, Video games--Social aspects
- Abstract
Addiction is a powerful and destructive condition impacting large portions of the population around the world. While typically associated with substances such as drugs and alcohol, technology and gaming addiction have become a concern in recent years as technology use has become ubiquitous. Gaming and Technology Addiction: Breakthroughs in Research and Practice explores the social and psychological implications of technology and gaming addiction in addition to ways to manage and treat this unique form of addiction. Focusing on emerging research, case studies, and future outlooks, this comprehensive publication is an essential resource for psychologists, counselors, graduate-level students, and researchers studying psychology and technology use.
- Published
- 2017
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