293,524 research outputs found
Online gaming addiction in children and adolescents: a review of empirical research
Background and aims:
Research suggests that excessive online gaming may lead to symptoms commonly experienced by substance addicts. Since games are particularly appealing to children and adolescents, these individuals may be more at risk than other groups of developing gaming addiction.
Methods:
Given these potential concerns, a literature review was undertaken in order (i) to present the classification basis of online gaming addiction using official mental disorder frameworks, (ii) to identify empirical studies that assess online gaming addiction in children and adolescents, and (iii) to present and evaluate the findings against the background of related and established mental disorder criteria.
Results:
Empirical evidence comprising 30 studies indicates that for some adolescents, gaming ad - diction exists and that as the addiction develops, online gaming addicts spend increasing amounts of time preparing for, organizing, and actually gaming.
Conclusions:
Evidence suggests that problematic online gaming can be conceptualized as a behavioral addiction rather than a disorder of impulse control
Play On: The Use of Games in Libraries
The use of games in the library is a currently trending topic of discussion and writing in the Library and Information Science profession. Upon first consideration, gaming may seem to be irrelevant at best and a waste of time and resources at worst. However, gaming does have several significant implications for all types of libraries, including greater exposure to new information technologies and the sense of community that a gaming program can foster. Thus, libraries should seriously consider the benefits of gaming programs and be prepared to carefully develop collection policies and to properly plan gaming opportunities for their patrons. The following literature review highlights how other libraries have accomplished these goals, provides examples of the different types of gaming programs that can be implemented in libraries, and explains the advantages for the library that come with a gaming program
HOURS OF GAMING OR NON-ACADEMIC COMPUTER USE, SUBSTANCE USE, MENTAL HEALTH STATUS AND SCHOOL PERFORMANCE AMONG TEXAS ADOLESCENCE: FINDINGS FROM THE 2017 YRBS IN TEXAS
Online gaming activities among adolescents and adults has increased exponentially in the last decade, and mental health issues associated with excessive gaming have drawn attention from health care professionals worldwide (Griffith, 2016). Recognizing this trend, American Psychiatric Association (APA) categorized gaming disorder/addiction as a mental health condition in 2013 in an effort to prevent the expansion of relevant mental health issues (American Psychiatric Association, 2013). Additionally, the World Health Organization (WHO) declared gaming disorder/addiction as a mental health disease, (World Health Organization, 2018). As a result of this declaration, Diagnostic and Statistical Manual of Mental Disorders (DSM-5) has established nine diagnostic criteria. One of the primary diagnostic criteria for gaming disorder from the DSM-5 is prolonged hours of gaming. Although prolonged hours of gaming are a necessary but not sufficient diagnostic criterion, one should not be diagnosed as having gaming disorder without spending prolonged period of time on gaming. Therefore, it is reasonable to consider prolonged hours of gaming as a major risk factor for gaming disorder/addiction, and those engaged in prolonged hours of gaming are among the population at risk. Estimating the size of the population at risk of gaming disorder/addiction is a step closer to the estimation of the prevalence of gaming disorder/addiction. There are prevalence estimates on the national level from a previous research (Lee, 2017), but there are no studies done on the prevalence estimates of population at risk in Texas yet
Game Time: Not Too Much, Nor Too Little
The amount of time young adults spend on online gaming has drawn attention from governments and academics. While these concerns posit a spatial separation between the game world and reality, they fail to understand the gaming activity in relation to individuals’ overall life. An alternative framing of gaming as leisure activities can yield greater insight. This research examines the temporal experience and the meaning of playing online games within a community of Chinese full-time college students. Observing their gaming routine, I try to answer: how do college students interpret the time they devote to gaming? In addition, how does the calculation of time for gaming differ from time in the game? Based on the research, I find that although the participants devote a significant amount of time on gaming, they are capable of prioritizing school obligations, making efforts to achieve a balance between work and leisure. Essentially, they regard gaming as a serious leisure and desire better performance through practicing. The findings suggest that the moral panic against online gaming, particularly in the Chinese society, is shaped by the interaction between the central regulation on internet use, the fear-delivering media representation, and the transformative work-leisure relation
Gaming industry, social responsibility and academia
This article briefly looks at some of the ways that academics – and more specifically the International Gaming Research Unit (IGRU) – have been helping the gaming industry and related stakeholders in terms of social responsibility. The IGRU is a team of experienced gaming researchers from across the UK, that work together to undertake high quality research and consultancy aimed at developing effective responsible gaming strategies. Rather than outline every single initiative that we have been involved in, this article briefly overviews one project in a number of different areas including prevention, evaluation, education, research, and sharing best practice. These examples are also chosen to indicate the types of social responsibility activities that gaming companies can engage themselves in
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