63 research outputs found

    Trastorno por juego en internet, cogniciones sociadas y deterioros cognitivos relacionados: Una revisión sistemática utilizando las directrices PRISMA

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    Background: Empirical research studies have highlighted the need to investigate the underlying cognitions and cognitive variables in relation to Internet Gaming Disorder (IGD). However, little is known about the possible cognitive-related impairments associated with IGD. Objectives: The present paper extends previous research and uncovers additional key general cognitive-related outcomes of IGD via a systematic review of the empirical literature. Methods: The PRISMA (Preferred Reporting Item for Systematic Reviews and Meta-analysis) guidelines were adopted. Internet-based bibliographic searches were conducted via seven major electronic databases (i.e., PsycARTICLES, PsycINFO, Web of Science, Core Collection BIOSIS Citation Index, MEDLINE, SciELO Citation Index, and PubMed) to access studies examining the association between IGD and cognitive outcomes. Results: A total of 17 empirical studies meeting the inclusion criteria that investigated the relationships between IGD and cognitions and/or cognitive-related outcomes were identified. Seven distinct cognitions and another ten distinct cognitiverelated impairments associated with IGD were identified. Conclusion: The present review found empirical evidence supporting the association of IGD with particular types of cognitions and specific cognitiverelated impairments.Introducción: Investigaciones empíricas han puntualizado la necesidad de indagar sobre las cogniciones subyacentes y las variables cognitivas asociadas con el Trastorno por Juego en Internet (IGD, por sus siglas en inglés). Sin embargo, es escaso el conocimiento sobre los posibles deterioros cognitivos asociados con el IGD. Objetivos: El presente estudio extiende la investigación previa y revela resultados generales de procesos cognitivos del IGD a través de una revisión sistemática de la literatura empírica. Método: Se adoptaron las directrices PRISMA (Preferred Reporting Item for Systematic Reviews and Meta-analysis). Se realizaron búsquedas bibliográficas a través de siete bases de datos electrónicas (p.e., PsycARTICLES, PsycINFO, Web of Science, Core Collection BIOSIS Citation Index, MEDLINE, SciELO Citation Index y PubMed) para acceder a los estudios que examinan la relación entre IGD y resultados cognitivos. Resultados: Un total de 17 estudios empíricos que examinaban la relación entre IGD y cogniciones y/o resultados cognitivos cumplieron con los criterios de inclusión. Se identificaron siete cogniciones distintivas y otros diez deterioros cognitivos relacionados con el IGD. Conclusión: No existe evidencia para sustentar la asociación entre el IGD y determinados tipos de cogniciones y deficiencias cognitivas específicas

    Problematic gaming behaviour and health-related outcomes: a systematic review and meta-analysis

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    This systematic review and meta-analysis aimed to investigate the interplay between problematic gaming behaviour and health-related outcomes at different developmental stages. A total of 50 empirical studies met the specified inclusion criteria, and a meta-analysis using correlation coefficients was used for the studies that reported adverse health implications regarding the impact of problematic gaming behaviour on depression, anxiety, obsessive–compulsive disorder and somatisation. Overall, the results suggested that problematic gaming behaviour is significantly associated with a wide range of detrimental health-related outcomes. Finally, the limitations of this review alongside its implications were discussed and considered for future research

    The psychology of Massively Multiplayer Online Role-Playing Games (MMORPG's)

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    This paper reviews the literature on the psychological predictors of the problematic use of Massively Multiplayer Online Role Playing Games (MMORPGs). Nineteen studies were included in the review and results are discussed in terms of seven broad areas; Play time, Demographic differences, Psychological wellbeing and mental health, Personality, Cognitive factors, Physiological factors and Gamer experience and motivations. As a new area of research, the literature at present shows some limitations and inconsistencies across studies. Often factors have been considered in only one published paper, or findings are variable. The most consistent evidence suggests that increased play time is a significant risk factor for problematic use, along with mental health problems and poor psychological wellbeing. The strongest and most consistent predictor of problematic use identified so far appears to be the immersive use of MMORPGs in escaping from real life. Further research should replicate these results and continue to investigate alternative possible risk factors. Longitudinal studies are imperative to differentiate confidently between risk factors and outcomes of problematic gaming, and group comparison studies should include problematic gamers, non-problematic gamers and a non-gaming control group to establish factors associated with problematic gaming specifically as oppose to gaming in general. Studies should consider the impact of age and location of the target population so that results are generalisable to the MMORPG population as a whole. Implication for prevention and intervention of problematic gaming are discussed along with the implications of research in this area on the gaming industry

    Understanding the Development of Problematic Use of Massively Multiplayer Online Game

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    Online gaming has become one of the most popular forms of online leisure activity today. Massively multiplayer online game (MMOG), being highly persistent and immersive, is however often presented as being potentially dangerous of leading to problematic use. Despite a rising concern over this emerging societal challenge, the theoretical understanding of problematic use of MMOG is lacking in the information systems literature. Therefore, the objective of this study is to propose and empirically test a theory-guided model that explains the development of problematic use of MMOG. We built our research model on the hedonic management model of addictions, and explained the role of mood modification and deficient self-regulation in the development of problematic use of MMOG. We will validate the research model using longitudinal survey design and structural equation modeling approach. We believe that the current work presents significant implications to both research and practice

    Impact of Multiplayer Online Role-Playing Games upon the Psychosocial Well-Being of Adolescents and Young Adults: Reviewing the Evidence

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    Introduction. For many people, the online environment has become a significant arena for everyday living, and researchers are beginning to explore the multifaceted nature of human interaction with the Internet. The burgeoning global popularity and distinct design features of massively multiplayer online role-playing games (MMORPGs) have received particular attention, and discourses about the phenomenon suggest both positive and negative impact upon gamer health. Aim. The purpose of this paper was to critically appraise the research literature to determine if playing MMORPGs impacts upon the psychosocial well-being of adolescents and young adults. Method. Initial searches were conducted on nine databases spanning the years 2002 to 2012 using key words, such as online gaming, internet gaming, psychosocial, and well-being, which, in addition to hand searching, identified six studies meeting the inclusion and exclusion criteria for this review. Results. All six studies strongly associated MMORPG playing with helpful and harmful impact to the psychosocial well-being of the populations under study; however due to the methodologies employed, only tentative conclusions may be drawn. Conclusion. Since both helpful and harmful effects were reported, further multidisciplinary research is recommended to specifically explore the clinical implications and therapeutic potentialities of this modern, growing phenomenon

    A Systematic Review and Meta-Analysis of Player Motivations and Problematic Involvement in Multiplayer Online Games: Exploring an Alternative Diagnostic Approach that Minimizes the Risk of Pathologizing Healthy Gaming Behaviors

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    More than 80 million people in the United States play online video games, and this prevalent form of entertainment has enabled players from various geographic settings to interact in highly complex and realistic virtual worlds. However, despite the popularity of online gaming and the evolution of a socially oriented culture, the rapid growth of the industry has raised concerns among parents, educators, clinicians, and the general public about the potential consequences of online gaming. The proposal to classify Internet gaming disorder as a behavioral addiction has produced considerable debate as to whether the classification is empirically justified. Evidence suggests that problematic online gaming cannot be measured using addiction criteria because of its inability to distinguish problematic usage from high levels of healthy engagement. The purpose of this study was to explore an alternative, non-addiction approach that would minimize the risk of pathologizing healthy gaming behaviors. A systematic review and random-effects meta-analysis was conducted to measure the relationships between player motivations and gaming-related problems. Results indicated that escapism and advancement were strongly associated with gaming-related problems. Teamwork and discovery were found to be unassociated with gaming-related problems. Implications regarding the complexity of the escapism construct, the need for a deeper understanding of advancement, the relevance of motivations that are unassociated with problems, and methodological issues within the literature are discussed. Recommendations for researchers, parents, gamers, clinicians, policy makers, and executive leaders are also provided

    A longitudinal study for the empirical validation of an etiopathogenetic model of internet addiction in adolescence based on early emotion regulation

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    Several etiopathogenetic models have been conceptualized for the onset of Internet Addiction (IA). However, no study had evaluated the possible predictive efect of early emotion regulation strategies on the development of IA in adolescence. In a sample of N = 142 adolescents with Internet Addiction, this twelve-year longitudinal study aimed at verifying whether and how emotion regulation strategies (self-focused versus other-focused) at two years of age were predictive of school-age children's internalizing/externalizing symptoms, which in turn fostered Internet Addiction (compulsive use of the Web versus distressed use) in adolescence. Our results confrmed our hypotheses demonstrating that early emotion regulation has an impact on the emotional-behavioral functioning in middle childhood (8 years of age), which in turn has an infuence on the onset of IA in adolescence. Moreover, our results showed a strong, direct statistical link between the characteristics of emotion regulation strategies in infancy and IA in adolescence. Tese results indicate that a common root of unbalanced emotion regulation could lead to two diferent manifestations of Internet Addiction in youths and could be useful in the assessment and treatment of adolescents with I

    A longitudinal study for the empirical validation of an etiopathogenetic model of internet addiction in adolescence based on early emotion regulation

    Get PDF
    Several etiopathogenetic models have been conceptualized for the onset of Internet Addiction (IA). However, no study had evaluated the possible predictive efect of early emotion regulation strategies on the development of IA in adolescence. In a sample of N = 142 adolescents with Internet Addiction, this twelve-year longitudinal study aimed at verifying whether and how emotion regulation strategies (self-focused versus other-focused) at two years of age were predictive of school-age children's internalizing/externalizing symptoms, which in turn fostered Internet Addiction (compulsive use of the Web versus distressed use) in adolescence. Our results confrmed our hypotheses demonstrating that early emotion regulation has an impact on the emotional-behavioral functioning in middle childhood (8 years of age), which in turn has an infuence on the onset of IA in adolescence. Moreover, our results showed a strong, direct statistical link between the characteristics of emotion regulation strategies in infancy and IA in adolescence. Tese results indicate that a common root of unbalanced emotion regulation could lead to two diferent manifestations of Internet Addiction in youths and could be useful in the assessment and treatment of adolescents with I

    A systematic review and investigation of avatar- and self-related processes and problematic gaming

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    This item is only available electronically.Many games feature avatars that enable adoption of, and experimentation with, roles and identities. How avatar- and self-related processes develop and maintain gaming disorder (GD) is unclear. This review examined 18 quantitative studies of avatar- and self-related concepts and problematic gaming, including 13 survey-based and 5 neuroimaging studies. Survey-based studies consistently reported that negative self-concept, avatar identification, and large self-avatar discrepancies were associated with problematic gaming. Poor selfconcept appears to be a GD risk factor. Further research should explain how avatars relate to GD’s addictive mechanisms (e.g., cognitive distortions, reward-seeking), amid calls for GDrelated interventions to focus on avatar identification.Thesis (M.Psych(Clinical)) -- University of Adelaide, School of Psychology, 202
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