29,887 research outputs found
Mom, Dad Itâs Only a Game! Perceived Gambling and Gaming Behaviors among Adolescents and Young Adults: an Exploratory Study
Gambling and gaming are increasingly popular activities among adolescents. Although gambling is illegal in Portugal for youth under the age of 18 years, gambling opportunities are growing, mainly due to similarity between gambling and other technology-based games. Given the relationship between gambling and gaming activities, the paucity of research on gambling and gaming behaviors in Portugal, and the potential negative consequences in the lives of young people, the goal of this study was to explore and compare the perceptions of these two behaviors between Portuguese adolescents and young adults. Results from six focus groups (three with adolescents and three with young adults, comprising 37 participants aged between 13 and 26 years) indicated different perceptions for the two age groups. For adolescents, gaming was associated with addiction whereas for young adults it was perceived a tool for increasing personal and social skills. With regard to gambling, adolescents associated it with luck and financial rewards, whereas young adults perceived it as an activity with more risks than benefits. These results suggest developmental differences that have implications for intervention programs and future research
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Internet addiction in students: prevalence and risk factors
The last decade has witnessed a large increase in research on the newly emerging mental health problem of Internet addiction. Rather than looking at Internet addiction per se, this study focused on particular activities on the Internet that might be potentially addictive and linked them to personality traits that might predispose individuals to Internet addiction. The aims of this study were (i) to assess the prevalence of clinically significant levels of Internet addiction, and to (ii) discern the interplay between personality traits and specific Internet uses in increasing the risk for Internet addiction. This cross-sectional online survey used data from 2,257 students of an English university. Results indicated that 3.2% of the students were classified as being addicted to the Internet. The included personality traits and uses of online activities explained 21.5% of the variance in Internet addiction. A combination of online shopping and neuroticism decreased the risk for Internet addiction, whereas a combination of online gaming and openness to experience increased it. In addition to this, frequent usage of online shopping and social online activities, high neuroticism and low agreeableness significantly increased the chances of being addicted to the Internet. Findings and their implications are discussed
From Patient to Student Activation: Development of the Student Activation Measure
The Patient Activation Measure (PAM) was constructed to measure a personâs knowledge, skill, and confidence for self-managing oneâs healthcare, or âactivationâ (Hibbard, Stockard, Mahoney, & Tusler, 2004). The Student Activation Measure (SAM) extends this definition to secondary education. The SAM is a short, positively worded measure that is intended to guide intervention planning. Six hundred three students from two disparate high schools located in the Pacific Northwest completed the measure and an accompanying demographic questionnaire. The respective schools provided the studentsâ GPAs and attendance records. Using Rasch modeling, the SAM evidenced excellent reliability and construct validity. One-way ANOVAs with post hoc Scheffeâs tests showed that higher SAM scores had significantly higher GPAs, fewer absences, increased time spent on homework, and less time spent on social media or playing video games. Overall, the SAM showed promise as both a research and intervention tool. In addition, the concept of activation has the added benefits of ease of measurement and bridges the gap between evidence-based practices in medicine and secondary education. Further research is needed to understand the properties of the SAM when used with students diagnosed with learning impairing disorders such as ADHD
Game Time: Not Too Much, Nor Too Little
The amount of time young adults spend on online gaming has drawn attention from governments and academics. While these concerns posit a spatial separation between the game world and reality, they fail to understand the gaming activity in relation to individualsâ overall life. An alternative framing of gaming as leisure activities can yield greater insight. This research examines the temporal experience and the meaning of playing online games within a community of Chinese full-time college students. Observing their gaming routine, I try to answer: how do college students interpret the time they devote to gaming? In addition, how does the calculation of time for gaming differ from time in the game? Based on the research, I find that although the participants devote a significant amount of time on gaming, they are capable of prioritizing school obligations, making efforts to achieve a balance between work and leisure. Essentially, they regard gaming as a serious leisure and desire better performance through practicing. The findings suggest that the moral panic against online gaming, particularly in the Chinese society, is shaped by the interaction between the central regulation on internet use, the fear-delivering media representation, and the transformative work-leisure relation
Internet addiction: a systematic review of epidemiological research for the last decade
In the last decade, Internet usage has grown tremendously on a global scale. The increasing popularity and frequency of Internet use has led to an increasing number of reports highlighting the potential negative consequences of overuse. Over the last decade, research into Internet addiction has proliferated. This paper reviews the existing 68 epidemiological studies of Internet addiction that (i) contain quantitative empirical data, (ii) have been published after 2000, (iii) include an analysis relating to Internet addiction, (iv) include a minimum of 1000 participants, and (v) provide a full-text article published in English using the database Web of Science. Assessment tools and conceptualisations, prevalence, and associated factors in adolescents and adults are scrutinised. The results reveal the following. First, no gold standard of Internet addiction classification exists as 21 different assessment instruments have been identified. They adopt official criteria for substance use disorders or pathological gambling, no or few criteria relevant for an addiction diagnosis, time spent online, or resulting problems. Second, reported prevalence rates differ as a consequence of different assessment tools and cut-offs, ranging from 0.8% in Italy to 26.7% in Hong Kong. Third, Internet addiction is associated with a number of sociodemographic, Internet use, and psychosocial factors, as well as comorbid symptoms and disorder in adolescents and adults. The results indicate that a number of core symptoms (i.e., compulsive use, negative outcomes and salience) appear relevant for diagnosis, which assimilates Internet addiction and other addictive disorders and also differentiates them, implying a conceptualisation as syndrome with similar etiology and components, but different expressions of addictions. Limitations include the exclusion of studies with smaller sample sizes and studies focusing on specific online behaviours. Conclusively, there is a need for nosological precision so that ultimately those in need can be helped by translating the scientific evidence established in the context of Internet addiction into actual clinical practice
Writing In and Around Video Games
This undergraduate course uses video games as a lens through which to explore the infinitely broader topic of digital rhetoric. Students encounter games in several different ways: as texts to analyze, raw material for video compositions, systems to create and explore. Key topics include genre conventions and constraints, audience, procedural rhetoric, interface design, and convergence culture
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Gen X and Digital Games: Looking back to look forward
Despite there being increased attention in recent years to older adults who actively play digital games, it seems that there has been comparatively minimal scholarly focus on the next generation of older adult gamers â Generation X gamers. Although there have been few, current audience studies that examine this population within a gaming context, a temporal perspective reveals another story. Older members of this generation were the first age cohort to be exposed to and engage in video gameplay at an early age (i.e., childhood). With the emerging popularity of video games in the 1980s, this did not escape the attention of scholars. This study provides an overview of those early studies that assessed video game use and its potential (for better or worse) among the older members Gen X. The study themes identified include: health, education, and behavior. In addition, the first studies that identified gaming characteristics of this generation in their formative years emerged in the latter half of that decade. By identifying themes in these early studies, scholars have the potential to track an entire generationâs gaming history and characteristics from childhood to present day. Ultimately, this may glean richer insight into those qualities when they become the next older generation of digital game players
An Examination of University Student Gambling Practices
Concerns about student gambling behavior are often based on the popular opinion that students gamble all the time, that students spend too much money gambling, and that students readily become addicted to gambling. The purpose of this study was to examine whether popular opinions related to student gambling are factually based. This was done by examining the relationship among demographics, gambling practices, and views of personal gambling practices of Central Michigan University students. The study results suggest that these popular opinions regarding student gambling may not be factual, or at least may not be as serious as initially perceived
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Online gaming addiction in children and adolescents: a review of empirical research
Background and aims:
Research suggests that excessive online gaming may lead to symptoms commonly experienced by substance addicts. Since games are particularly appealing to children and adolescents, these individuals may be more at risk than other groups of developing gaming addiction.
Methods:
Given these potential concerns, a literature review was undertaken in order (i) to present the classification basis of online gaming addiction using official mental disorder frameworks, (ii) to identify empirical studies that assess online gaming addiction in children and adolescents, and (iii) to present and evaluate the findings against the background of related and established mental disorder criteria.
Results:
Empirical evidence comprising 30 studies indicates that for some adolescents, gaming ad - diction exists and that as the addiction develops, online gaming addicts spend increasing amounts of time preparing for, organizing, and actually gaming.
Conclusions:
Evidence suggests that problematic online gaming can be conceptualized as a behavioral addiction rather than a disorder of impulse control
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