82,734 research outputs found
Analysis of behavior related to use of the Internet, mobile telephones, compulsive shopping and gambling among university students
El objetivo de este trabajo de investigación es conocer los hábitos relacionados
con posibles conductas adictivas (juego patológico, Internet,
compras, uso del teléfono móvil, etc.) que pueden presentar los jóvenes
estudiantes de la Universidad de Córdoba (España), y relacionar dichos
comportamientos con variables como la edad, el sexo, el curso y las
macroáreas de conocimiento (letras y ciencias). Con un diseño expostfacto
de grupo único (Montero y León, 2007), se elaboró un cuestionario
de datos sociodemográficos en el que se incluía el Test de adicción a las
compras, el Test de adicción a Internet de Echeburúa (2003), el Cuestionario
Breve de Juego Patológico de Fernández-Montalvo y Echeburúa (1997)
y algunos ítems sobre el uso del teléfono móvil. Participaron 1011 estudiantes,
42,7% hombres y 57,3% mujeres, con un rango de edad entre
los 18 y 29 años. Se dan diferencias estadísticamente significativas entre
la puntuación media obtenida en los cuestionarios y variables como la
edad, el sexo, el curso o la macroárea de conocimiento. Parece que ser
mujer es un factor protector para la adicción a Internet y al Juego, ser de
ciencias es un factor de riesgo para una posible adicción al Juego, ser de
letras y tener más edad son factores de riesgo ante una posible adicción a
las Compras. En conclusión, los estudiantes encuestados realizan un uso
moderado de conductas como navegar por Internet, el juego, las compras
y el teléfono móvil, siendo un grupo muy reducido de jóvenes los que sí
se encuentran cercanos a tener un problema de adicción con este tipo de
comportamientos.The aim of this study is to obtain knowledge about habits related
to addictive behaviour (pathological gambling, Internet, compulsive
shopping, use of mobile telephones, etc.) that may be displayed by
young students at the University of Cordoba (Spain), and to relate this
behaviour with variables such as age, sex, course year, macro-field of
study (arts/sciences) and the consumption of substances such as alcohol,
tobacco, cannabis and cocaine. Using an ex-post facto single-group
design (Montero & León, 2007), we applied a questionnaire especially
designed to gather socio-demographic information on substance use
and behavioural patterns related to “non-substance” addictions, which
included the Shopping Addiction Test, Echeburúa’s Internet Addiction
Test (2003) and Fernández-Montalvo and Echeburúa’s Short Pathological
Gambling Questionnaire (1997). A total of 1,011 students participated
in the study (42.7% males and 57.3% females), with an age range of
18 to 29. Significant differences were found between mean score on
the questionnaires and variables such as age, sex, field of studies and
course year. It would seem that being female is a protective factor for
Internet and gambling addiction, being a sciences student is a risk factor
for gambling addiction, and being older and being an arts student are
risk factors for shopping addiction. In conclusion, it can be stated that
the students surveyed showed moderate incidence of behaviours such
as Internet browsing, gambling, shopping and mobile phone use, whilst
a very small group are close to having an addiction problem with such
behaviour
Internet Gaming Disorder and the DSM-5: Conceptualization, Debates, and Controversies
Scientific interest in behavioral addictions (such as Internet gaming disorder [IGD]) has risen considerably over the last two decades. Moreover, the inclusion of IGD in Section 3 of DSM-5 will most likely stimulate such research even more. Although the inclusion of IGD appears to have been well received by most of the researchers and clinicians in the field, there are several controversies and concerns surrounding its inclusion. The present paper aims to discuss the most important of these issues: (i) the possible effects of accepting IGD as an addiction; (ii) the most important critiques regarding certain IGD criteria (i.e., preoccupation, tolerance, withdrawal, deception, and escape); and (iii) the controversies surrounding the name and content of IGD. In addition to these controversies, the paper also provides a brief overview of the recent findings in the assessment and prevalence of IGD, the etiology of the disorder, and the most important treatment methods
Index of Problematic Online Experiences: Item Characteristics and Correlation with Negative Symptomatology
This exploratory study aimed to develop and test a quick, easily administered instrument, the Index of Problematic Online Experiences (I-POE). The goal of the I-POE extends beyond assessing for Internet overuse to broadly assess problematic Internet use across several domains and activities. Data was collected from 563 college students from a Northern New England university using an online survey methodology. Results indicated the I-POE has adequate construct validity and is highly correlated with a variety of relevant constructs: depression, anger=irritability, tension-reduction behavior, sexual concerns, and dysfunctional sexual behavior as measured by the Trauma Symptom Inventory; as well as amount of Internet use and permissive attitudes toward engaging in a variety of sexual activities. Early flagging of online experiences could mitigate the negative effects associated with problematic use. The I-POE, as an easy-to-administer, short screening index, holds promise in this regard. Initial testing of the instrument points to its utility in identifying persons who are experiencing a broad range of Internet-related problems
Internet gaming disorder as a formative construct : implications for conceptualization and measurement
Background. Some people have serious problems controlling their internet and video game use. The DSM-5 now includes a proposal for ‘Internet Gaming Disorder’ as a condition in need of further study. Various studies aim to validate the proposed diagnostic criteria for Internet Gaming Disorder and multiple new scales have been introduced that cover the suggested criteria. Approach. Using a structured approach, we demonstrate that Internet Gaming Disorder might be better interpreted as a formative construct, as opposed to the current practice of conceptualizing it as a reflective construct. Incorrectly approaching a formative construct as a reflective one causes serious problems in scale development including (a) incorrect reliance on item-to-total scale correlation to exclude items and incorrectly relying on indices of inter-item reliability that do not fit the measurement model (e.g., Cronbach’s α) (b) incorrect interpretation of composite or mean scores that assume all items are equal in contributing value to a sum score, and (c) biased estimation of model parameters in statistical models. Implications. We show that these issues are impacting current validation efforts through two recent examples. A reinterpretation of Internet Gaming Disorder as a formative construct has broad consequences for current validation efforts and provides opportunities to reanalyze existing data. We discuss three broad implications for current research: (1) Composite latent constructs should be defined and used in models, (2) Item exclusion and selection should not rely on item-to-total scale correlations, and (3) Existing definitions of Internet Gaming Disorder should be enriched further
Disordered social media use and risky drinking in young adults:Differential associations with addiction-linked traits
Background Excessive or compulsive use of social media has been likened to an addiction, similar to other behavioural addictions such as pathological gambling or Internet addiction. This investigation sought to determine the degree to which personality traits associated with such disordered social media use overlap with those known to predict problematic substance use, with use of the most commonly abused legal substance alcohol as an example of the latter. Method Well‐known indices of disordered social media use, risky or problematic alcohol use, and the personality traits alexithymia, reward sensitivity, narcissism, and impulsivity were administered online to 143 men and women aged 18–35-years who were regular users of social media. The traits examined had previously been linked to substance misuse for a variety of substances, including alcohol, as presumed predisposing factors. Results After controlling for age, gender, and social desirability in hierarchical regressions, disordered social media use was predicted by narcissism, reward sensitivity, and impulsivity, whereas risky alcohol use was predicted by narcissism, alexithymia, and impulsivity. The ability of narcissism to predict disordered social media use was mediated by reward sensitivity, which was not the case for risky drinking. Conclusions Present results point to similarities and differences in addiction‐linked traits when comparing disordered social media use to risky or problematic substance use
Psychometric validation of the Turkish nine-item Internet Gaming Disorder Scale–Short Form (IGDS9-SF)
The main aims of the current study were to test the factor structure, reliability and validity of the nine-item Internet Gaming Disorder Scale-Short Form (IGDS9- SF), a standardized measure to assess symptoms and prevalence of Internet Gaming Disorder (IGD). In the present study participants were assessed with the IGDS9-SF, nine-item Internet Gaming Disorder Scale (IGDS) and the Young's Internet Addiction Test-Short Form (YIAT-SF). Confirmatory factor analyses demonstrated that the factor structure (i.e., the dimensional structure) of the IGDS9-SF was satisfactory. The scale was also reliable (i.e., internally consistent with a Cronbach's alpha of 0.89) and showed adequate convergent and criterion-related validity, as indicated by statistically significant positive correlations between average time daily spent playing games during last year, IGDS and YIAT-SF scores. By applying the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) threshold for diagnosing IGD (e.g., endorsing at least five criteria), it was found that the prevalence of disordered gamers ranged from 0.96% (whole sample) to 2.57% (e-sports players). These findings support the Turkish version of the IGDS9-SF as a valid and reliable tool for determining the extent of IGD-related problems among young adults and for the purposes of early IGD diagnosis in clinical settings and similar research
An exploratory study on internet addiction, somatic symptoms and emotional and behavioral functioning in school-aged adolescents
Objective: In the last two decades there has been a significant transformation regarding the use of new technologies. Despite growing acknowledgement concerning the different activities and functions of digital technologies, there remains a lack of understanding on how technology overuse may negatively impact both physical and psychosocial well-being. Although researchers have begun to explore the meaning and implications of excessive Internet use in non-clinical populations of children and adolescents, there is still little consistent knowledge on the topic. This study aimed to extend existing knowledge on the excessive use of the Internet among school-aged adolescents, focusing on its association with recurrent somatic symptoms, depressive risk and behavioral and emotional problems. Method: Two hundred and forty adolescents (51.9% females) aged between 10 and 15, participated in this study. Data was collected using the Children’s Somatization Inventory, the Internet Addiction Test, the Children’s Depression Inventory, the Youth Self Report and the Emotion Regulation Questionnaire. Structural Equation Model analysis was used to analyse the data. Results: Approximately 21.8% of participants reported excessive Internet use based on Young’s criteria. Higher levels of Internet use were associated with somatic and depressive symptoms as well as emotional and behavioral problems. Depressive Symptoms predicted both Internet Addiction (b = 0.304, p < 0.001) and Internalizing (b = 0.542, p <0.001) and Externalizing problems (b = 0.484, p < 0.001). Internet Addiction also significantly predicted both Internalizing (b = 0.162, p = 0.02) and Externalizing problems (b = 0.183, p = 0.02). Finally, Structural Equation Modeling showed that the indirect effect of Depressive Symptoms (via Internet Addiction) on Internalizing or Externalizing problems were significant. Conclusions: Longitudinal studies are needed to confirm these findings and to identify the mechanisms linking Internet use, somatic symptoms and adaptive functioning
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Internet addiction and loneliness among children and adolescents in the education setting: an empirical pilot study
Research into various behavioural addictions has shown that such behaviour can negatively impact psychological wellbeing. One behavioural addiction that has been increasingly studied empirically is that of Internet Addiction (IA). Despite general consensus concerning the negative effects of IA on mental health and other indices of physical and psychosocial health, little research has been done in child and adolescent populations in specific contexts. The main objectives of this study were to (i) investigate the extent of problems caused by IA in children and adolescents, (ii) determine the socio-demographic and behavioural characteristics of children and adolescents with IA, and (iii) to provide a model capable of predicting IA in the educational context among the target population. A total of 131 Portuguese school children and adolescents participated in this study. Results indicated a relatively high incidence of IA in the sample (13%). Additionally, the correlational analyses revealed associations between IA and loneliness, social loneliness, and other variables related to the educational context. Results demonstrated that IA could be predicted using a model encompassing three variables (i.e., weekly Internet usage, loneliness, and classroom behaviour). Overall, the present findings corroborated results from other studies and added to the behavioural addiction literature by examining a younger cohort than previous empirical studies
The mediating effect of self-esteem, depression and anxiety between satisfaction with body appearance and problematic Internet use
Background and objectives: Given that dissatisfaction with bodily appearance can sometimes lead to the avoidance of personal contacts and the increase of internet use, this study examines this relationship. The direct role of dissatisfaction with bodily appearance along with the possible mediation effects of depression, anxiety and self-esteem were tested. Methods: A total of 694 participants completed an online questionnaire (58.5% male, mean age 21.5 years), containing measures on problematic internet use, depression and anxiety symptoms, self-esteem and satisfaction with body image. Path analyses were used to test direct and indirect effects. Results: Satisfaction with body appearance had a significant negative direct effect on problematic internet use among both sexes. Though, satisfaction with body appearance had a positive effect on self-esteem and negative on anxiety, neither self-esteem nor anxiety had a direct significant effect on problematic internet use. The effect of dissatisfaction with body appearance was mediated via the self-esteem–depression path toward problematic internet use. Conclusions: Dissatisfaction with physical appearance seems to have a significant role in individuals’ immersing themselves in internet use
Pathologic use of video games and gotivation. Can the Gaming Motivation Scale (GAMS) predict depression and trait anxiety?
Videogaming is an increasingly prevalent activity among adolescents worldwide. The present study aimed at adapting the Gaming Motivation Scale (GAMS) to the Italian context, assessing its psychometric properties and verifying its sensitivity to predict depression and anxiety levels. From a sample of 1899 participants, a group of 388 adolescents who participated in the survey was divided into two subgroups of Heavy (HG, N = 188) and Light Gamers (LG, N = 200). A sub-sample of N = 172 adolescents also filled-in CESD and STAI to assess, respectively, depression and trait anxiety. Internal consistency and factorial structure of the Italian version of GAMS (GAMS-it) have been evaluated. Moreover, a latent regression structural equation model by predicting the CES-D and STAI scores with the GAMS-it factors has been carried out. GAMS-it has adequate validity and reliability levels, showing a very similar factorial structure to the original version. Therefore, this scale can be used to evaluate gaming motivation, which is useful for gaming motivation screening. Finally, it has been found that lower gaming motivation can be related to high level of depression and anxiety. The present findings provide a coherent picture, supporting the reliability and validity of the GAMS-it, that appears potentially useful in predicting anxiety and depression levels in a population of adolescent
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