2,222 research outputs found

    The Association between Excessive Internet Gaming Behavior and Immersive Tendency, Mediated by Attention Deficit/Hyperactivity Disorder Symptoms, in Korean Male University Students

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    Objective Problematic online gaming (POG) and problematic Internet use (PIU) have become a serious public mental health problem, with Internet gaming disorder (IGD) included in "Conditions for further study" section of DSM-5. Although higher immersive tendency is observed in people affected by POG, little is known about the simultaneous effect of immersive tendency and its highly comorbid mental disorder, attention deficit/hyperactivity disorder (ADHD). This study aimed to assess the relationship between immersive tendency, ADHD, and IGD. Methods Cross-sectional interview study was conducted in Seoul, Korea with 51 male undergraduate students; 23 active garners and 28 controls. Results Current ADHD symptoms showed partial mediation effect on the path of immersive tendency on POG and PIU. The mediation model with inattention explained variance in both POG and PIU better than other current ADHD symptom models (R-2=69.2 in POG; 69.3 in PIU). Childhood ADHD symptoms models demonstrated mediation effect on both POG and PIU which explained less variance than current ADHD symptom models (R-2 =53.7 in POG; 52.1 in PIU). Current ADHD symptoms, especially inattention, appear to mediate the effect of immersive tendency on POG/PIU. Conclusion Immersive tendencies may entail greater susceptibility to IGD, and comorbidity with ADHD may mediate the effect of immersive tendency on IGD

    An empirical examination of factors associated with Game Transfer Phenomena severity

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    Game Transfer Phenomena (GTP) (i.e. altered perceptions, spontaneous thoughts and behaviors with game content) occur on a continuum from mild to severe. This study examined the differences between mild, moderate and severe levels of GTP. A total of 2,362 gamers’ participated in an online survey. The majority of gamers experienced mild levels of GTP. The factors significantly associated with severe levels of GTP were: (i) being students, (ii) being aged 18 to 22, (iii) being professional gamers, (iv) playing videogames every day in sessions of 6 hours or more, (iv) playing to escape from the real world, (v) recalling dreams always or very often, (vi) having a sleep disorder, mental disorder or reported dysfunctional gaming, and (vii) having experienced distress or dysfunction due to GTP. In addition, having used drugs and experiencing flashbacks as side-effects of drug use were significantly less likely to be reported by those with mild levels of GTP. In general, the findings suggest that those with higher levels of GTP share characteristics with profiles of gamers with dysfunctional gaming (e.g., problematic and/or addictive gaming)

    Massively Multiplayer Online Gamers: Motivations and Risks

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    Massively multiplayer online games (MMOGs) are a popular type of online video game. While these games and their players have been studied previously, there is gap in the literature that examines the relationship between one’s motivation to play MMOGs and loneliness, depression, and problematic use. For this study, 440 players of World of Warcraft (WoW), a popular MMOG, completed a demographics questionnaire and four measures, including Williams, Yee, & Caplan’s (2008) motivation measure, Peter’s & Malesky’s (2008) World of Warcraft-specific Problematic Usage-Engagement Questionnaire, UCLA’s Loneliness scale, and The Depression Anxiety Stress Scales. Results from quantitative analyses suggest that MMO players who are motivated to play for reasons of achievement and immersion are more likely to experience problematic use than those persons who play for social motivations. Loneliness and depression were only positively related with immersion motivated players, and there exists a significant negative relationship between social motivation and depression. These results suggest that gamers who play WoW for immersive reasons are the most at-risk in comparison to their peers. Implications for counseling, limitations, and directions for future research are discussed

    Effect of cooperation on players\u27 immersion and enjoyment

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    This research examines the effect of cooperative versus non-cooperative game play on immersion and enjoyment in online games. It draws on the self-determination theory to generate the research hypotheses and explain the observed phenomenon. A within-subject experimental design (N=38) was used to evaluate the effects of cooperative versus non-cooperative game play on enjoyment and immersion by having participants play in a manipulated game mode in a controlled gaming environment. The participants\u27 subjective responses were assessed to understand their user experience in cooperative and non-cooperative gaming environments. The results suggest that both immersion and enjoyment were significantly enhanced in cooperative game play. --Abstract, page iii

    Mobile gaming and problematic smartphone use: a comparative study between Belgium and Finland

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    Background and aims: Gaming applications have become one of the main entertainment features on smartphones, and this could be potentially problematic in terms of dangerous, prohibited, and dependent use among a minority of individuals. A cross-national study was conducted in Belgium and Finland. The aim was to examine the relationship between gaming on smartphones and self-perceived problematic smartphone use via an online survey to ascertain potential predictors. Methods: The Short Version of the Problematic Mobile Phone Use Questionnaire (PMPUQ-SV) was administered to a sample comprising 899 participants (30% male; age range: 18–67 years). Results: Good validity and adequate reliability were confirmed regarding the PMPUQ-SV, especially the dependence subscale, but low prevalence rates were reported in both countries using the scale. Regression analysis showed that downloading, using Facebook, and being stressed contributed to problematic smartphone use. Anxiety emerged as predictor for dependence. Mobile games were used by one-third of the respective populations, but their use did not predict problematic smartphone use. Very few cross-cultural differences were found in relation to gaming through smartphones. Conclusion: Findings suggest mobile gaming does not appear to be problematic in Belgium and Finland

    Extension and Validation of an Adult Gaming Addiction Scale

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    Video game addiction among adults is a serious mental health issue. Unfortunately, research on video game addiction is in its infancy and impeded by the lack of a valid and reliable measure for use with adults. Lemmens, Valkenburg, and Peter (2009) developed an adolescent video game addiction measure, the Gaming Addiction Scale (GAS); however, it has not been validated for use with an adult population. The primary aim of this study was to evaluate the appropriateness of the GAS for use with adults and evaluate whether the measure is a valid and reliable measure of adult video game addiction. The measure was administered to a population of 2,820 massively multiplayer online adult gamers through popular gaming websites. Factor analysis was conducted to evaluate whether the items sorted into the same seven underlying criteria (i.e., salience, tolerance, mood modification, relapse, withdrawal, conflict, and problems) of video game addiction as the original study. This analysis revealed a four-factor structure that differed from the adolescent version of the measure but still encompassed the seven criteria of gaming addiction in a coherent manner. The GAS exhibited strong reliability and concurrent validity with loneliness, life satisfaction, and time spent gaming. The GAS did not exhibit discriminant validity with a measure of social anxiety. A hypothesized moderating effect of time spent gaming on the relationship between video game addiction and playing with real-life friends was not supported. The GAS is reliable and compatible with current understandings and diagnostic criteria; it has potential as a useful measure of video game addiction for adults. Future research should focus on further validation of the measure for adults, and clarifying the relationship between social anxiety and gaming addiction

    Social influences as risk factors for internet gaming disorder

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    This item is only available electronically.The rise of the internet and online video gaming has led to some individuals becoming over invested in gaming. In some cases this may lead to the development of Internet Gaming Disorder (IGD). Current addiction models have focused on examining individual risk factors related to problematic gaming. However an area that has received less attention is social influences on problematic gaming. Video gaming has become a highly social activity and preliminary research suggests the social features of games may change problem gaming behaviours. This study aimed to examine social influences related to the risk of IGD for young adults. It also explored whether social influences could be contributing to increased game-related spending. An online questionnaire was completed by 374 young adults through internet gaming forums. Participants were required to answer questions about their own and their friends’ video game playing, spending habits and engagement with other social influences, such as internet streamers. Three psychological measures measuring impulsivity, psychological distress and IGD were included in the survey. The results demonstrated there were modest relationships between social influences, spending, and IGD symptoms. Problem gamers were found to report significantly more social engagement, such as watching streamer content. Significant links were found between certain types of video game spending, for example monthly purchasing of loot boxes and meeting the criteria for IGD. The findings are discussed in terms of their implications for different sub-types of problem gamers and highlight future directions for addiction research.Thesis (B.PsychSc(Hons)) -- University of Adelaide, School of Psychology, 201

    Social norms and problematic gaming among adolescents: The role of Internet use coping motives.

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    Problematic gaming (PG) is a public health issue among adolescents worldwide. Although several studies have documented that peer influences constitute a relevant risk factor for adolescent problematic behaviors, little research is currently available on PG. The aim of this study was to examine the contribution of social norms and perceived friends' gaming frequency on participants' own gaming frequency and PG, by testing potential differences among groups with low vs. high motive to use the Internet (e.g., online gaming) as a coping strategy. A survey was administered to 470 adolescent gamers (mean age = 15.49 years; SD = 1.05 years; 77.9 % males). A theoretical model was tested through path analysis and multi-group comparisons were performed. Path analysis revealed that social norms and perceived friends' gaming frequency were positively associated to participants' gaming behaviors and PG. Additionally, different patterns between groups emerged. Our findings confirmed the relative importance of peer influences on adolescents' gaming behaviors and PG and showed that adolescents who rely more on online gaming to cope with negative affect may be more vulnerable to social influence processes than other peers. These findings may provide useful indications for prevention programs targeting adolescent PG. [Abstract copyright: Copyright © 2023 Elsevier Ltd. All rights reserved.
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