10 research outputs found

    Internet addiction: a systematic review of epidemiological research for the last decade

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    In the last decade, Internet usage has grown tremendously on a global scale. The increasing popularity and frequency of Internet use has led to an increasing number of reports highlighting the potential negative consequences of overuse. Over the last decade, research into Internet addiction has proliferated. This paper reviews the existing 68 epidemiological studies of Internet addiction that (i) contain quantitative empirical data, (ii) have been published after 2000, (iii) include an analysis relating to Internet addiction, (iv) include a minimum of 1000 participants, and (v) provide a full-text article published in English using the database Web of Science. Assessment tools and conceptualisations, prevalence, and associated factors in adolescents and adults are scrutinised. The results reveal the following. First, no gold standard of Internet addiction classification exists as 21 different assessment instruments have been identified. They adopt official criteria for substance use disorders or pathological gambling, no or few criteria relevant for an addiction diagnosis, time spent online, or resulting problems. Second, reported prevalence rates differ as a consequence of different assessment tools and cut-offs, ranging from 0.8% in Italy to 26.7% in Hong Kong. Third, Internet addiction is associated with a number of sociodemographic, Internet use, and psychosocial factors, as well as comorbid symptoms and disorder in adolescents and adults. The results indicate that a number of core symptoms (i.e., compulsive use, negative outcomes and salience) appear relevant for diagnosis, which assimilates Internet addiction and other addictive disorders and also differentiates them, implying a conceptualisation as syndrome with similar etiology and components, but different expressions of addictions. Limitations include the exclusion of studies with smaller sample sizes and studies focusing on specific online behaviours. Conclusively, there is a need for nosological precision so that ultimately those in need can be helped by translating the scientific evidence established in the context of Internet addiction into actual clinical practice

    The role of positive/negative outcome expectancy and refusal self-efficacy of Internet use on Internet Addiction among college students in Taiwan.

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    [[abstract]]Based on Bandura's social cognitive theory, this study was designed to examine positive and negative outcome expectancy and refusal self-efficacy of Internet use and their contribution to Internet addiction among college students by using hierarchical multiple regression analyses in a cross-sectional study design. Schools were first stratified into technical or nontechnical colleges and then into seven majors. A cluster random sampling by department was further applied to randomly choose participants from each major. A representative sample of 4,456 college students participated in this study. The Outcome Expectancy and Refusal Self-Efficacy of Internet Use Questionnaire and the Chen Internet Addiction Scale were used to assess the cognitive factors and the levels of Internet addiction. Results showed that both positive outcome expectancy and negative outcome expectancy were significantly and positively correlated with Internet addiction, and refusal self-efficacy of Internet use was significantly and negatively related to Internet addiction. Further analyses revealed that refusal self-efficacy of Internet use directly and negatively predicted Internet addiction. Moreover, we discovered that positive outcome expectancy positively predicted Internet addiction via refusal self-efficacy of Internet use; however, surprisingly, negative outcome expectancy had both a direct and indirect positive relationship in predicting Internet addiction via the refusal self-efficacy of Internet use. These results give empirical evidence to verify the theoretical effectiveness of the three cognitive factors to Internet addiction and should be incorporated when designing prevention programs and strategies for Internet addicted college students

    Cognitive approach to understand the impact of conflict of interests on accounting professionals’ decision-making behaviour

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    This paper adopts a cognitive approach, by integrating social cognitive theory and throughput model, for examining the process through which conflict of interests affects the accounting professionals’ decision-making behaviour. The model has been tested by conducting a quasi-experiment with 105 professionals from the Big Four accounting firms in the UK. The low positive outcome expectancy of compliant decision-making, high perceived difficulty in making compliant decisions and less ethical judgements are evidenced to be the situational cognitive predictors, and high propensity to morally disengage the dispositional cognitive predictor of the likelihood of deviant decision-making behaviour. The proposed cognitive approach provides a novel perspective for investigating decision-making behaviour in situations involving the conflict of interests. To facilitate effective management of conflict of interests, this study suggests implementing behavioural interventions for strengthening the accounting professionals’ independence in fact

    Examining the self-reported health behaviors and the importance of role modeling among resident directors affiliated with the Association of College and University Housing Officers-International (ACUHO-I) institutions

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    The purpose of this study was to examine self-reported health behaviors (health responsibility, physical activity, nutrition, spiritual growth, interpersonal relations and stress management) of Resident Directors who self-reported being affiliated with ACUHO-I. The second purpose of the study was to examine which areas of health behaviors, do Resident Directors believe, their participation influences the health behaviors of their students. This was completed by inviting Resident Directors to complete the Health Promoting Lifestyle Profile II (HPLPII). A total of (n=308) Resident Directors completed the HPLPII. The results of this study are ground breaking because it is the first study examining the health behaviors of Resident Directors. Results show that Resident Directors are minimally practicing health behaviors especially in the area of health responsibility

    Training Effects on Recovering Parents' Self-Efficacy to Identify Problems, Solutions and Resources to Prevent Internet Addiction in Youth

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    This study examined the effects of a 2-hour training on the self-efficacy of parents in recovery from substance use disorder to intercede in their children's Internet technology use in order to prevent future problems with Internet addiction (IA). Using a quasi-experimental pre-post-test/post-test design, 32 parents between the ages of 19-48 in a recovery center were assigned to receive the parent training or to participate in control-comparison group. Prior to the study, a Parental Self-Assessment Inventory (PSAI) was developed and field tested as a measure of Parental Self-Efficacy (PSE) to identify problems, solutions and resources supported in research to increase resiliency of children and adolescents to manage appropriately their technology use. During the study, The PSAI demonstrated internal consistency and was shown to be an effective measure of PSE to intervene effectively in youth Internet technology use. A doubly univariate analysis was conducted to determine whether there were significant PSAI outcomes between study participants. Significant multivariate effects were not found for main effect of group. However, significant multivariate effect with a large effect size was found for the main effect of time. Moreover, a statistically significant and large effect size was also found for the multivariate the training by group interaction. The parent training produced a significant positive effect on PSE of the study participants who attended the 2-hour training. Researchers, counselor educators, and clinicians could all benefit from considering these findings when addressing parenting issues for individuals in recovery

    Internet usage among university students in relation to their life style, academic achievement and attitude towards research.

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    Information and communication technology is the latest in a series of technological advances that have changed the world in varied ways. The last two decades have noticed a techno-revolution caused by the rapid development of Information and Communication Technology (ICT). It is hard to imagine the future that is not supported, in one way or other, by Information and Communication Technology (ICT). An information world, called the cyber world, comes into being between the social and physical worlds. Looking at the current widespread diffusion and the use of ICT in modern societies, especially by the younger ones (called as digital generation) affects their way of life. ICTs in general and the Internet in particular is one of the most important and complex innovations of mankind. As we approaching a new millennium, the Internet has revolutionised our: society, economy, education as well as technological system. If there were a vote for the thing which very much influenced people's lives in the 21st century, it is none other than Internet. Most people are seen to accept Internet as a revolutionary medium which has changed the lifestyle of present generation. Gates (2000) asserted that Internet has significantly influenced the lifestyle of each one and mostly the student community. Internet is acknowledged globally as a technology dominated resource in education, social interaction and entertainment (Salako & Tiamiyu, 2007).Digital copy of Ph.D thesis.University of Kashmir

    Le jeu vidéo dans ses rapports à la psychologie clinique: Une approche psychanalytique

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    Video games interrogate more and more the clinical psychology since early 2000's. They are in the center of numerous controversies about its uses and its alleged misdeeds. Despite this, some video game practices tend to trivialize today. However, the discourse of addictologists, media, parents and educators, players themselves or of psychoanalysis, often convey a truth obscured by the language that continues to question us. Notably, it raises the issue of the origins, history, and the effects of this truth on the subject that interests us. Say that play "maybe like drugs" is very eloquent about the representations we make, as a society, relating to the game, as the video game. But it's very eloquent, too, about some discontent about new technologies and youth in general. It is this discontent, we think carefully collect in certain demands, and in some symptomatic clinical manifestations, even in some "synthomatical" manifestations. This thesis attempts to question the history and characteristics of the video game as a playful object, before presenting the reports of the video game to the clinic, to finally conclude with a reflection on the discourse about the video game and their possible effects in the clinic.L’objet jeu vidéo interroge de plus en plus la psychologie clinique depuis le début des années 2000. Au centre de divers controverses quant à ses usages et ses prétendus méfaits ; certaines pratiques videoludiques tendent aujourd’hui à se banaliser. Pour autant, le discours des addictologues, des médias, des parents et éducateurs, des joueurs eux-mêmes, voire de la psychanalyse, véhiculent souvent une vérité masquée par le langage qui ne cesse de nous interroger. Notamment, c’est la question des origines, de l’histoire, et des effets de cette vérité sur le sujet qui nous intéresse. Dire que jouer « peut-être comme la drogue » en dit long sur les représentations que nous nous faisons, en tant que société, du jeu, comme du jeu vidéo. Mais cela en dit long, également, sur un certain malaise à propos des nouvelles technologies et de la jeunesse en général. C’est ce malaise, que nous pensons percevoir dans certaines demandes de soin, et dans certaines manifestations cliniques symptomatiques, voir « synthomatiques ». La présente thèse tente de s’interroger sur l’histoire et les caractéristiques du jeu vidéo en tant qu’objet du champ du ludique, avant de présenter les rapports du jeu vidéo à la clinique, pour enfin conclure sur une réflexion autour des discours propos du vidéoludique et de leurs possibles effets en clinique
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