5,201 research outputs found

    Applying the Cox Model to Study Online Gambling Behavior

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    Although a key objective of Internet gambling service providers is player retention, there is a concomitant need to reduce the social costs of gambling. Our study shows how habit and prospect theories help build an integrative framework for decision support in regulated Internet gambling environments. To illustrate the practical implication of this framework, we applied the Cox model with time-dependent covariates on real gambling data collected from 4,222 users of a gambling website. The results help establish the positive association of key indicators such as the prior outcomes on the activity lifespan of an Internet gambler and the moderating effect of gambling frequency on the positive association between prior outcomes and gambling lifespan. This research is expected to contribute to the literatures on IT adoption and diffusion in general, and IT-based addictive behavior in particular

    Prevalence and predictors of video game addiction: a study based on a national representative sample of gamers

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    Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway (N =3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers. Gender (being male) and age group (being young) were positively associated with addicted-, problem-, and engaged gamers. Place of birth (Africa, Asia, South- and Middle America) were positively associated with addicted- and problem gamers. Video game addiction was negatively associated with conscientiousness and positively associated with neuroticism. Poor psychosomatic health was positively associated with problem- and engaged gaming. These factors provide insight into the field of video game addiction, and may help to provide guidance as to how individuals that are at risk of becoming addicted gamers can be identified

    Problem Gambling, General-Strain Theory, and Gender

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    Prior research identified a host of factors that increase the likelihood that an individual will become a problem gambler, most of which would be identified by criminologists as “strains” under the framework of General Strain Theory (GST). Yet, GST has not been widely used as a possible explanation for why people become problem gamblers. In addition, there has been little examination of how gender interacts with those variables to affect problem gambling. In this research, I display how propositions from GST provide a framework for understanding why people become problem gamblers and whether gender is a moderating factor in this relationship. Findings demonstrate that non-gambling strains play a role in why people become problem gamblers. More relevant factors include having a non-substance behavioral problem and experiencing strain from a spouse/partner who is a problem gambler. Gender was found to have a strong direct effect on problem gambling (with men more likely to be problem gamblers than women), but few moderating effects were found, with one exception—men were more likely be problem gamblers than women if they experienced strain from their spouse/partner’s gambling behavior. Findings from the current study may help identify and treat problem gamblers

    The need for a behavioural analysis of behavioural addictions

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    This review discusses research on behavioural addictions (i.e. associative learning, conditioning), with reference to contemporary models of substance addiction and ongoing controversies in the behavioural addictions literature. The role of behaviour has been well explored in substance addictions and gambling but this focus is often absent in other candidate behavioural addictions. In contrast, the standard approach to behavioural addictions has been to look at individual differences, psychopathologies and biases, often translating from pathological gambling indicators. An associative model presently captures the core elements of behavioural addiction included in the DSM (gambling) and identified for further consideration (internet gaming). Importantly, gambling has a schedule of reinforcement that shows similarities and differences from other addictions. While this is more likely than not applicable to internet gaming, it is less clear whether it is so for a number of candidate behavioural addictions. Adopting an associative perspective, this paper translates from gambling to video gaming, in light of the existing debates on this matter and the nature of the distinction between these behaviours. Finally, a framework for applying an associative model to behavioural addictions is outlined, and it's application toward treatment

    Components of Identity Expression in Problem and Non-Problem Gamblers.

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    Few studies have examined whether specific aspects of group identification predict problematic and non-problematic addictive behaviours and none have focused on gambling. Applying Leach et al.’s (2008) hierarchical model of in-group identification, we tested the associations between components of self-investment (satisfaction, solidarity, and centrality) and components of self-definition (individual self-stereotyping, in-group homogeneity) on distinguishing between problem and non-problem gambling (n = 10,157) and on the severity of problematic gambling behaviour (n = 2,568). Results showed that (i) in-group-based identities are important in predicting problematic vs. non-problematic gambling behaviours; (ii) in-group-based identities are important in predicting the severity of problematic gambling; (iii) how self-invested an individual is with their in-group and aspects associated with self-definition processes are both important predictors; (iv) perceptions related to how chronically salient one’s group membership is for the self (centrality) are essential features of the self-investment mechanism; and (v) self-stereotypical beliefs about one’s essential similarities to the prototypical gambling group member norm are fundamental for the defining oneself as a gambler

    Which affects affect the use of new technologies? Italian adaptation of the Internet Motive Questionnaire for Adolescents (IMQ-A) and criterion validity with problematic use and body dissatisfaction

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    Given the negative role of problematic use of new technological devices (NTD) in behavioral and psychological domains, the aim of the study is the Italian adaptation and validation of the Internet Motive Questionnaire for Adolescents (IMQ-A) in order to understand the motivation for the use of NTD. A total of 769 students 10-19 aged (M = 13.22, SD = 1.56) completed the IMQ-A, the Collins Figures Rating Scale, and two measures regarding the problematic NTD use, focused on overuse during the night and during meals. The IMQ-A showed adequate internal consistency with regard to its four subscales: Coping (α = .84), Social (α = .80), Enhancement (α = .80), and Conformity (α = .68) motives. However, with regard to factorial structure, a threefactor model (excluding Conformity subscale) showed slightly better fit indices than the original model. Coping motive was correlated with problematic NTD use and succeeded in predicting higher scores in body dissatisfaction as evidence of criterion-related and external validity. The Italian adaptation of the IMQ-A can be useful in both research and clinical fields, in order to propose alternative strategies for coping to users and to improve emotion regulation facets

    Facing life problems through the Internet. The link between psychosocial malaise and problematic Internet use in an adolescent sample

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    none3noIntroduction: Scholars have highlighted the role of negative affect as key correlates of Problematic Internet Use (PIU). According to the assumption that Internet-related behaviours can be seen as mechanisms to cope with everyday life (Kardefelt-Winther, 2017), the present study aims to explore the relation between PIU and psychosocial malaise, expecting that adolescents with high levels of social anxiety, negative emotions, and loneliness are more likely to be associated to the problem group of internet users. Methods: Measures of PIU (GPIUS-2), social anxiety (IAS, negative affectivity (PANAS), and loneliness (ILS) were detected in a sample of 766 students attending yr. 9 - 11 (13-19 years old; 47% females) of public high schools in the territory of Lecce (Apulia –Italy). A sub-group of problematic internet users was identified (n=185) and a control group was selected (n=187). A logistic regression was applied in order to esteem the effect of psychosocial variables on the differentiation between problematic and control internet users. Results: Results of the present cross-sectional study show that a higher level of social anxiety, negative emotions, and loneliness increases the probability of belonging to the group of problematic internet users. Conclusions: The findings show that for a better understanding of PIU onset and maintenance among adolescents, it is important to take into account the life problems which may lead young people to overindulge in internet use.Su rivista indicizzata ScopusopenVenuleo Claudia; Ferrante Lucrezia; Rollo SimoneVenuleo, Claudia; Ferrante, Lucrezia; Rollo, Simon

    The Role of Competitiveness in the Cognitive Absorption of Video Games

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    The holistic experience of IT artifacts can be seen in the immersive interaction of video game players. This interaction has been attributed to a State of Flow with the IT artifact. This state, which often results in users devoting a significant amount of time and effort with the IT, has been captured through the construct of cognitive absorption. In this research in progress paper, we describe how interactions with an IT – in particular with video games – can be perceived as being competitive. Moreover, we aim to investigate the process through which emotional responses to a competitive situation emerge and how they influence the experience of cognitive absorption. Further, we aim to examine the role of personality traits on the video game players’ emotional experience. The findings of this research in progress can ultimately highlight the role of emotions for immersive game-based learning environments
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