17,359 research outputs found

    Problematic internet and facebook use and online gaming among university students: an exploratory study

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    Advances in technology have introduced new challenges and issues for policymakers and researchers. There is some debate in the literature whether the Internet, Facebook, and online gaming addictions may be true addiction disorders or are all manifestations of a more general information technology addiction. The purpose of this study is to explore gender differences in problematic Internet and Facebook use and online gaming, and the independence of these phenomena. The study sample comprised 500 college students, who completed a sociodemographic questionnaire, the Internet Addiction Test, Bergen Facebook Addiction Scale, and Online Gaming Scale. Males had more problems related to online gaming, and more problematic Internet and Facebook use. A bifactor model with one general and three specific factors - problematic online gaming, problematic Internet use and problematic Facebook use - obtained the best fit to the data. However, the specific variance explained by the factors of problematic Internet and Facebook use was low, but high in the case of problematic online gaming. Therefore, problematic online gaming seems to have more distinctive characteristics than the other two types of behavioural addictions.This work was supported by National Funds, provided through FCT (Fundacao para a Ciencia e a Tecnologia) to the strategic projects FIL/UI0683/2019 and POCI-01-0145-FEDER-007562 and project UID/CED/00317/2019. Portuguese national funds through the FCT (Foundation for Science and Technology) within the framework of the CIEC (Research Center for Child Studies of the University of Minho) project under the reference UIDB/00317/202

    Technoference and Adolescent Internet Gaming Addiction: The Mediating Role of the Need to Belong and the Moderating Role of Friendship Quality

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    Internet gaming, a product of information technology, has become an essential part of adolescents’ lives. While a moderate amount of online gaming helps improve their life satisfaction and promote their pro-social behavior, the Internet gaming addiction can lead to various mental problems among them. This study constructed a moderated mediation model based on the problem behavior theory and the individual-environment interaction models to examine the effects of technoference, the need to belong, and friendship quality on adolescent Internet gaming addiction

    Comparison of the Video Game Functional Assessment-Revised (VGFA-R) and Internet Gaming Disorder Test (IGD-20)

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    Initially labeled as internet addiction in the mid-1990s (e.g., Griffiths, 1996; Young, 1996), researchers have since focused on how specific online activities result in negative consequences for those who overuse and have problems with online applications such as online gambling and online sex (Griffiths, 2000; Potenza, 2017). More recently, this has been applied to online problematic video game play, often used synonymously with terms such as online video game addiction, online gaming addiction, and Internet gaming disorder (IGD). With the publication of the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5; American Psychiatric Association [APA], 2013), IGD was identified by the APA as warranting further study. The current proposed diagnostic criterion in the DSM-5 requires the presence of five of nine symptoms over a 12-month period. These include: (a) preoccupation or obsession with Internet games, (b) withdrawal symptoms when not playing Internet games, (c) an increasing need over time to spend more and more time playing video games, (d) failed attempts to stop or curb Internet gaming, (e) loss of interest in other activities such as hobbies, (f) continued overuse of Internet games even with knowledge of the impact of overuse on their life, (g) lying about extent of Internet game usage, (h) uses Internet games to relieve anxiety or guilt, and (i) has lost or put at risk an opportunity or relationship because of Internet games (American Psychiatric Association [APA], 2013). However, it is unclear if the disorder represents addiction to the internet or if IGD evaluates specific behaviors occurring within the context of the video gaming (Starcevic and Billieux, 2017; Young and Brand, 2017)

    Depression Level Comparison Between Medical Faculty Students Experiencing Addiction Online Game with No Experience Online Game Addiction

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    Psychosocial problems, such as depression, may cause a person vulnerable to dependence on the internet. The objective of the present study is to investigated the differences in the level of depression among students of the Faculty of Medicine of online game addiction and who are not online game addiction. Participants were 78 medical student who study in medical college University of North Sumatra, the which consists of 39 students that online gaming addiction and 39 students who did not experience addiction. Depression was assessed using the Patient Health Questionnaire questionnaire 9. The association were assessed using Mann-Whitney U test (significant p value <0.05). Depression were found in 53.8 percent of the of participants and does not differ significantly between the levels of depression Faculty of Medicine students who experience online gaming addiction and who do not experience online gaming addiction. Keywords : addiction, depression, game, online

    Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: issues, concerns, and recommendations for clarity in the field

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    Background: The umbrella term "Internet addiction" has been criticized for its lack of specificity given the heterogeneity of potentially problematic behaviors that can be engaged in online as well as different underlying etiological mechanisms. This has led to the naming of specific online addictions, the most notable being Internet Gaming Disorder (IGD). Methods: Using the contemporary literature concerning IGD and cognate topics, issues and concerns relating to the concept of IGD are examined. Results: Internet addiction and IGD are not the same, and distinguishing between the two is conceptually meaningful. Similarly, the diagnosis of IGD as proposed in the appendix of the latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) remains vague regarding whether or not games need to be engaged in online, stating that IGD typically involves specific Internet games, but can also include offline games, adding to the lack of clarity. A number of authors have voiced concerns regarding the viability of including the word "Internet" in IGD, and instead proposed to use the term "video gaming disorder" or simply "gaming disorder," suggesting addiction to video gaming can also occur offline. Conclusion: The DSM-5 has caused more confusion than clarity regarding the disorder, reflected by researchers in the field contesting a supposedly reached consensus for IGD diagnosis

    Contextualising video game engagement and addiction in mental health: the mediating roles of coping and social support

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    Introduction: A challenge in defining Internet Gaming Disorder (IGD) is discriminating pathological gameplay from an excessive, yet benign, involvement in video games. Although previous research has explored this theoretical distinction in the context of general computing activities, it merits consideration with regards to online gaming. Additionally, whilst comorbidities of addicted gaming and mental health outcomes have been robustly demonstrated, few studies have examined the role of mediating factors that may contextualise this relationship. As such, the present study aims to validate the distinction between addiction and engagement in online gaming, by considering the mediating roles of coping and social online and offline support in mental health. Method: One hundred and thirty-five participants completed the Computer Engagement/Addiction Questionnaire (CEAS), Depression-Anxiety-Stress Scale (DASS-21), Brief Approach-Avoidance Coping Questionnaire (BACQ) and two versions of the Multidimensional Scale of Perceived Social Support (MSPSS). Results: Correlational analyses showed a clear distinction between gaming addiction and engagement in the context of all of depression, stress and in particular anxiety (DAS) not found in previous studies. Multiple mediation analysis showed a significant mediating effect of coping, (specifically withdrawal/resignation coping) on the relationship between video game addiction and symptoms of DAS. Offline perceived social support was a significant partial mediator in the relationship between gaming addiction and depression, as compared to any kind of online social support. The results support the distinction of the addiction and engagement concepts in gaming. This study may inform future clinical classifications of IGD, with implications on how pathological gaming is treated
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