574 research outputs found

    Personality Antecedents of Internet Overuse Behaviour Among College Students

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    Internet has become a ubiquitous feature at home, school and the workplace, as the worldwide population of Internet users has grown rapidly in the recent years. However, its excessive use, especially using it unnecessarily, is found to affect psychological functioning of the users, more particular harm caused among the youngsters. Researchers have found some of the individual factors, particularly the individual personality, that significantly correlate with the both the trend in usage of Internet and its overuse as well. Hence, investigators of this study wanted to examine whether personality is predicting internet overuse behaviour among college going students. For this a sample of 153 college and university students (92 male and 61 female) in the age range of 18 to 25 years were selected non-randomly from 4 different institutions in Tamil Nadu. They were administered with the 120 item IPIP NEO personality inventory and 36 item online cognition scale. Regression analyses were carried out test the hypotheses, using SPSS (version 23.0). Results showed that the personality factors, except openness to experience were found to be predicting internet overuse, with an overall R2 value of 0.37. Among the factors, excitement seeking of extraversion, anxiety, anger and depression facets of neuroticism and self-efficacy, orderliness, cautiousness and dutifulness facets of conscientiousness were significantly contributing. To infer, the respondents in the sample, who were highly sensation seekers, anxious and depressive by nature, low on self-efficacy, not being orderly and dutiful tend to overuse internet. Among the personality factors, conscientiousness was a strong predictor of internet overuse in the sampl

    Gender differences in internet addiction: A study on variables related to its possible development

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    Internet addiction and its related variables (i.e., internet gaming addiction, social media addiction, fear of missing out, phubbing) have mostly been investigated in the general population without considering possible gender differences. The present study aimed to investigate the specific characteristics of men and women in the possible development of pathological behaviors related to internet addiction. A total of 276 participants (of ages ranging from 18 to 30 years old) were recruited in the study (46.7% were males) and responded to online questionnaires on variables related to internet addiction and psychological traits. The results showed that gender represents a key factor in explaining why individuals are addicted to the internet in different ways. Stepwise linear regression analyses showed that both genders shared social media addiction as the primary predictor of internet addiction but also exclusive predictors for each gender. Knowing the variables underlying the development of internet Addiction can be useful for both prevention and treatment and tailoring intervention for this addictive behavior

    Facebook Role Play Addiction – A Comorbidity with Multiple Compulsive–Impulsive Spectrum Disorders

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    Problematic Internet use (PIU) is an emerging entity with varied contents. Behavioral addictions have high comorbidity of attention deficit hyperactivity disorder and obsessive–compulsive spectrum disorders. Social networking site (SNS) addiction and role playing game (RPG) addiction are traditionally studied as separate entities. We present a case with excessive Internet use, with a particular focus on phenomenology and psychiatric comorbidities. Case presentation Fifteen-year-old girl with childhood onset attention deficit disorder, obsessive–compulsive disorder, adolescent onset trichotillomania, and disturbed family environment presented with excessive Facebook use. Main online activity was creating profiles in names of mainstream fictional characters and assuming their identity (background, linguistic attributes, etc.). This was a group activity with significant socialization in the virtual world. Craving, salience, withdrawal, mood modification, and conflict were clearly elucidated and significant social and occupational dysfunction was evident. Discussion This case highlights various vulnerability and sociofamilial factors contributing to behavioral addiction. It also highlights the presence of untreated comorbidities in such cases. The difference from contemporary RPGs and uniqueness of role playing on SNS is discussed. SNS role playing as a separate genre of PIU and its potential to reach epidemic proportions are discussed. Conclusions Individuals with temperamental vulnerability are likely to develop behavioral addictions. Identification and management of comorbid conditions are important. The content of PIU continues to evolve and needs further study

    A review of the genetic basis of problematic Internet use

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    Problematic Internet use (PUI) has become of increasing interest in mental health. Despite the rising number of PUI in all ages, the exact underpinning etiology is still missing. There is increasing evidence that, in particular, genetic, environmental, and personality factors are involved in the development and maintenance of PUI. However, the neurobiological mechanism of PUI has not been yet extensively investigated, and still reports conflicting results. Previous studies have focused on candidate genes, mainly of the serotonergic, dopaminergic, or acetylcholinergic pathways known partly as risk factors in other substance-use disorders. This review focuses on preexisting literature on the genetic basis of PUI, and implications for future research approaches to fill the gap of its etiology. Understanding the exact etiology and potential genetic mechanism is the basis for a better understanding of PUI and future therapy implications

    How gaming motives affect the reciprocal relationships between video game use and quality of life: A prospective study using objective playtime indicators

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    Previous studies have investigated the relationship between quality of life (QoL) and video game use. However, it remains to clarify the nature of these relationships. This longitudinal study investigated the links between two gaming-related variables – objective playtime indicators and self-reported gaming disorder (GD) symptoms – and QoL, while accounting for gamers’ motivational background. We longitudinally surveyed intensive gamers (final sample: NT1 = 4772, NT2 = 2021, NT3 = 1128), assessing gaming motives, GD symptoms, psychological correlates (impulsivity, personality, self-esteem), and health-related information (quality of life, anxiety and depression), while collecting objective behavioral data. Cluster analyses and random intercept cross-lagged panel models were performed to identify subgroups and investigate gaming-related variables-QoL relationships. Cluster analysis identified two non-problematic (competitive and recreational) and one vulnerable (escapers) gamer subtypes. Random intercept cross-lagged panel models only showed between-person effects regarding the GD symptoms-QoL relationship. No effects were found concerning the objective playtime-QoL relationship. Results did not differ across motivational profiles. In line with previous research, our data support the common causes hypothesis, which posits that GD symptoms-impaired QoL association results from shared risk factors, such as specific personality traits and impulsivity. Clinical assessment and prevention efforts should focus on these common causes and on gamers’ motivational background. Intensive involvement may not be in itself problematic

    An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games

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    Massively multiplayer online role-playing games (MMORPGs) are a popular form of entertainment used by millions of gamers worldwide. Potential problems relating to MMORPG play have emerged, particularly in relation to being addicted to playing in such virtual environments. In the present study, factors relating to online gaming addiction and motivations for playing in MMORPGs were examined to establish whether they were associated with addiction. A sample comprised 1167 gamers who were surveyed about their gaming motivations. Latent Class Analysis revealed seven classes of motivations for playing MMORPGs, which comprised: (1) novelty; (2) highly social and discovery-orientated; (3) aggressive, anti-social and non-curious; (4) highly social, competitive; (5) low intensity enjoyment; (6) discovery-orientated; and (7) social classes. Five classes of gaming addiction-related experiences were extracted including: (1) high risk of addiction, (2) time-affected, (3) intermediate risk of addiction, (4) emotional control, and (5) low risk of addiction classes. Gender was a significant predictor of intermediate risk of addiction and emotional control class membership. Membership of the high risk of addiction class was significantly predicted by belonging to a highly social and competitive class, a novelty class, or an aggressive, anti-social, and non-curious class. Implications of these findings for assessment and treatment of MMORPG addiction are discussed

    Subpopulations of addictive behaviors in different sample types and their relationships with gender, personality, and well-being: Latent profile vs. latent class analysis

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    Background: Relatively strong theoretical assumptions and previous studies concerning cooccurring addictive behaviors suggest a subpopulation representing general proclivity to behavioral addictions (BAs), and there are gender-specific subpopulations. This study aimed to compare latent profile analysis (LPA) and latent class analysis (LCA) as the methods of investigating different clusters of BAs in the general student population and among students positively screened for at least one BA. Participants and procedure: Analyses of six BAs (study, shopping, gaming, Facebook, pornography, and food) and their potential antecedents (personality) and consequences (well-being) were conducted on a full sample of Polish undergraduate students (N = 1182) and a subsample (n = 327) of students including individuals fulfilling cutoff for at least one BA. Results: LPA on the subsample mostly replicated the previous four profiles found in the full sample. However, LCA on a full sample did not replicate previous findings using LPA and showed only two classes: those with relatively high probabilities on all BAs and low probabilities. LCA on the subsample conflated profiles identified with LPA and classes found with LCA in the full sample. Conclusions: LCA on dichotomized scores (screened positively vs. negatively) were less effective in identifying clear patterns of interrelationships between BAs based on relatively strong theoretical assumptions and found in previous research. BAs can be investigated on the whole spectrum of behavior, and person-centered analyses might be more useful when they are based on continuous scores. This paper provides more detailed analyses of the four basic clusters of BAs, prevalence, and co-occurrence of particular BAs within and between them, their gender and personality risk factors, relationships to well-being, and their interrelationships as emerging from the results of this and previous studies
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