29,887 research outputs found

    Mom, Dad It’s Only a Game! Perceived Gambling and Gaming Behaviors among Adolescents and Young Adults: an Exploratory Study

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    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

    From Patient to Student Activation: Development of the Student Activation Measure

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    The Patient Activation Measure (PAM) was constructed to measure a person’s knowledge, skill, and confidence for self-managing one’s healthcare, or “activation” (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 students’ GPAs and attendance records. Using Rasch modeling, the SAM evidenced excellent reliability and construct validity. One-way ANOVAs with post hoc Scheffe’s 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

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    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 individuals’ 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

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    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

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    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

    An Examination of University Student Gambling Practices

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    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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