17,359 research outputs found
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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
Problematic internet and facebook use and online gaming among university students: an exploratory study
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
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Excessive online computer use and learning disabilities
Online gaming has become a very popular leisure activity among adolescents. Research suggests that a small minority of adolescents may display problematic gaming behaviour and that some of these individuals may be addicted to online games, including those who have learning disabilities. This article begins by examining a case study of a 15-year old adolescent with a learning disability who appeared to be addicted to various computer and internet applications. Despite the potential negative effects of excessive internet and gaming, the article then briefly reviews the therapeutic benefits of gaming for the learning disabled before examining some of the potential factors in gaming addiction. The article concludes with some advice for parents about what issues to consider in relation to making child and adolescent gaming as safe and enjoyable as possible
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Internet addiction in adolescents: prevalence and risk factors
As new media are becoming daily fare, Internet addiction appears as a potential problem in adolescents. From the reported negative consequences, it appears that Internet addiction can have a variety of detrimental outcomes for young people that may require professional intervention. Researchers have now identified a number of activities and personality traits associated with Internet addiction. This study aimed to synthesise previous findings by (i) assessing the prevalence of potential Internet addiction in a large sample of adolescents, and (ii) investigating the interactions between personality traits and the usage of particular Internet applications as risk factors for Internet addiction. A total of 3,105 adolescents in the Netherlands filled out a self-report questionnaire including the Compulsive Internet Use Scale and the Quick Big Five Scale. Results indicate that 3.7% of the sample were classified as potentially being addicted to the Internet. The use of online gaming and social applications (online social networking sites and Twitter) increased the 2 risk for Internet addiction, whereas extraversion and conscientiousness appeared as protective factors in high frequency online gamers. The findings support the inclusion of 'Internet addiction' in the DSM-V. Vulnerability and resilience appear as significant aspects that require consideration in further studies
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Problematic Internet Use and Problematic Online Gaming Are Not the Same: Findings from a Large Nationally Representative Adolescent Sample
There is an ongoing debate in the literature whether problematic internet use (PIU) and problematic online gaming (POG) are two distinct conceptual and nosological entities or whether they are the same. The present study contributes to this question by examining the interrelationship and the overlap between PIU and POG in terms of gender, school achievement, time spent using the internet and/or online gaming, psychological wellbeing, and preferred online activities. Questionnaires assessing these variables were administered to a nationally representative sample of adolescent gamers (N=2,073; mean age 16.4 years, SD=0.87, 68.4% male). Data showed that internet use was a common activity among adolescents while online gaming was engaged in by a considerably smaller group. Similarly, more adolescents met the criteria for PIU than for POG and a small group of adolescents showed symptoms of both problem behaviors. The most notable difference between the two problem behaviors was in terms of gender. POG was much more strongly associated with being male. Self-esteem had low effect sizes on both behaviors, while depressive symptoms were associated with both PIU and POG, affecting PIU slightly more. In terms of preferred online activities, PIU was positively associated with online gaming, online chatting, and social networking while POG was only associated with online gaming. Based on our findings POG appears to be a conceptually different behavior than PIU and therefore data support the notion that Internet Addiction Disorder and Internet Gaming Disorder are separate nosological entities
Technoference and Adolescent Internet Gaming Addiction: The Mediating Role of the Need to Belong and the Moderating Role of Friendship Quality
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)
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
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
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
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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