32 research outputs found

    Neural network to investigate gaming addiction and its impact on health effects during the COVID-19 Pandemic

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    The Playing games become a serious issue and may have adverse effects on the quality of life of children. The research aims at identify in the factors and degree of influence which lead to gaming addiction and its impact on the quality of life of world children employing a comprehensive. Our method collects 2,526 children and adults’ data for five significant regions globally contain schools and universities in municipal and non-municipal areas. The research also aims to investigate the effect that gaming addiction has on the quality of life of children. Structural equation test and the (NNM) were uutilized to analyze the data. The results indicate some differences between boys and girls as to what factors lead to gaming addiction. The average Root Means Square Error (RMSE) of the neural network model is relatively low (.0103 for male training data and .0113 for male examining data, while for females it was .0103 for exercising data and .0104 for examining data), But gaming addiction was found to harm the life for both genders. Discussions comprising both academic as well as practical perspectives are also presented

    Is compulsive internet use related to sensitivity to reward and punishment, and impulsivity?

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    Aim of the present study was to examine whether the personality correlates sensitivity to reward and to punishment, and impulsivity predict compulsive internet use (CIU). Furthermore, the predictive value of these personality correlates was compared to the predictive value of factors relating to psychosocial wellbeing. The results showed that particularly rash spontaneous impulsivity predicts CIU and that this personality factor is more important than psychosocial wellbeing factors. Sensitivity to reward, which is supposed to play a role in craving processes associated with substance abuse and eating disorders, could not be related to CIU. The data suggest that Internet users who are characterized by an impulsive personality feature, are less able to control their use of the internet, which makes them more vulnerable to develop CIU. (C) 2010 Elsevier Ltd. All rights reserved

    Internet Addiction in Chinese Adolescents in Hong Kong: Assessment, Profiles, and Psychosocial Correlates

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    Internet addiction behavior was examined in 6,121 Chinese primary and secondary school students in Hong Kong based on the assessment frameworks of Ivan Goldberg and Kimberly Young. Results showed that scales derived from both frameworks (CIA-Goldberg Scale and CIA-Young Scale) were internally consistent and evidence supporting their validity was found. Descriptive statistical analyses revealed that roughly one-fifth of the respondents could be classified as Internet addicted based on either scale. Further analyses showed that Internet-addicted and -nonaddicted respondents differed in their Internet use and related behavior. Logistic regression analyses showed that engagement in certain on-line activities (such as playing on-line games and downloading software) and replacement of pastimes activities (such as watching TV and going out with friends) with Internet activities predicted a higher probability of Internet addiction

    Computer Game Addiction and Emotional Dependence

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    As computer games grow in popularity, the negative effects of usage should be studied. Computer games (games played on a computer, tablet, or any web-enabled device) have salient qualities, especially MMORPGs, that cause addictive symptoms. I investigated computer game addiction and usage in Trinity College students. A sample of 114 students (M =20.4 years of age, 61% female) was divided into a non-addicted, social player, and computer-addicted group based on Young\u27s Diagnostic Questionnaire. My results showed that there is no significant correlation between day quality and computer game usage, and no significant correlation between emotional dependence and group. Not enough computer-game addicted subjects participated (n=4), so it was unable to be concluded that computer game addicts have lower GPA, or prefer a certain type of game. However, the large number of social players (n=57) shows that more research needs to be conducted to analyze the prevalence of addictive symptoms

    Internet Gaming Disorder: the interplay between physical activity and user–avatar relationship

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    Understanding both the risk and protective factors associated with Internet Gaming Disorder (IGD) has been viewed by many in the gaming studies field as an area of research priority. The present study focused on the potential risk and protective effects of user-avatar (game figure) relationship and physical activity (PA) respectively. To address these aims, a cross-sectional and a longitudinal mixed-methods design were combined (comprising both psychological and physiological assessments). A sample of 121 emerging adult gamers (18%29 years) residing in Australia, who played massively multiplayer online games, were assessed in relation to their IGD behaviors using the nine-item Internet Gaming Disorder Scale-Short Form. Additionally, the Proto-Self-Presence scale was used to evaluate the extent to which gamers identified with the body of their avatar. Finally, a PA monitor (Fit Bit Flex ) measured levels of energy consumed during real world daily activities (active minutes). A number of linear regressions and moderation analyses were conducted. Findings confirmed that Proto-Self-Presence functioned as an IGD risk factor and that PA acted protectively, weakening the association between Proto-Self-Presence and IGD behaviors. Implications of these findings are discussed in relation to IGD treatment and gaming development aspects

    Investigating the Moderating Effect of Massively Multiplayer Online (MMO) Games on the Correlation Between Flow and Game Addiction: A Meta-Analysis

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    The flow theory of addiction suggests that the psychological flow state and addiction are positively correlated. However, based on 23 empirical studies involving 6,772 subjects, our meta-analysis shows that this relationship is significantly weakened in massively multiplayer online (MMO) games. Our results suggest that game genre, which is often overlooked in existing theories, warrants more attention in future research on game addiction. For game developers, our results suggest that it is particularly important for non-MMO games to provide a good match between game challenge and player skill level, which is essential to the flow experience. As MMO games have been reported to be more addictive than non-MMO games, future research should also investigate the unique characteristics of MMO games that cause addiction in this game genre

    A review of validated youth prevention and positive youth development programs in Asia

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    2011-2012 > Academic research: refereed > Publication in refereed journalVersion of RecordPublishe

    Internet addiction in Hong Kong adolescents : profiles and psychosocial correlates

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    2011-2012 > Academic research: refereed > Publication in refereed journalVersion of RecordPublishe
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