2,269 research outputs found

    Online gaming addiction in children and adolescents: a review of empirical research

    Get PDF
    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

    PLAYING WITH VIDEO GAMES: GOING TO A NEW ADDICTION?

    Get PDF
    Nowadays, with the development and diffusion of modern technologies and Internet, the use of video games as a pastime is growing, both online and non-networked. Traditional games are increasingly outdated by video games, and players of all ages are growing. With this research, we have been asked how much video games, seemingly pleasant and innocent pastimes, can become a problem for players, to the detriment of their health and to create new addiction. A review of the literature over the last two decades has been carried out in PubMed, Medline, on video game addiction and IGD, and books and newspaper articles have been cited online. The frequent and protracted use of video games with serious personal, family and social consequences is no longer just a pleasant pastime and could lead to mental and physical health problems. Although there is no official recognition of video game addiction on the Internet as a mild mental health disorder, further scientific research is neede

    The psychososial aspects of Internet use among high school students in Pattani, Thailand

    Get PDF
    Studies have shown that internet use has both positive and negative psychosocial effects on its users. However, there are few studies on the psychosocial aspects of internet use among high school students in Pattani, Thailand. This study aims to explore the psychosocial aspects of internet use among high school students in Pattani, Thailand and to investigate how the psychosocial aspects influence students’ academic performance. The study also aims to examine the stakeholders’ reactions on the effect of internet use on the high school students and to recommend social work interventions to reduce the effect of psychosocial issues. A qualitative study was conducted using 23 informants from four districts in Pattani, namely Muang, Yaring, Kokpho and Saiburi. Data was collected through in-depth interviews and focus group discussions. The study found that internet use has affected the Pattani high school students socially and psychologically. Students who spent more than eight hours a day on the internet were more likely to neglect their responsibilities. They tend to have more relationship problems with parents and family members and inclined to be aggressive, easily upset, moody and sleepy in class. Students were also likely to skip meals, get depressed and exhibit poor physical health and showed a decline in academic performance. Nevertheless, internet use has helped the Pattani’s students gain new knowledge, which enable them to make informed decisions. Thus, informants suggested the Ministry of Education, Ministry of Culture, Ministry of Information and Technology, and Ministry of Social Development and Human Security collaborate to block websites that aggravate negative behavior among students. Informants opined that students need to be monitored on the internet use and internet surfing time. This study contributes to the understanding of knowledge on social integration theory and the role of school social workers in assisting Pattani’s high school students’ internet usage. The Students’ Care and Support System (SCSS) introduced by the Ministry needs to include social workers’ support system to effectively solve psychosocial problems arising from the internet use among high school students

    THE UNDERLYING LINGUISTIC FACTORS AFFECTING GAMERS TO PLAY MOBILE LEGEND

    Get PDF
    This study aims to determine the daily activities of a student who likes to play games, the frequency, and the impact of playing these games in enriching the English vocabulary skills of students and general students. The general effects of playing onlinegames are commonly seen in negative terms, such as saying dirty words when they experience defeat or there an error in teamwork, so it can cause adverse effects on students. However, this study tries to uncover other impacts that are helpful in learning for students to understand English, especially in enriching their vocabulary skills. With this, researchers make observations to determine what essential things are needed to examine gamers who spends a lot of their daily activities playing games. Researchers also try to do activities that players do to get the same feel as felt by players. After making observations, the researchers conducted interviews. Based on the research results collected and processed, the results of this study indicate that students need curiosity to encourage them to enrich their English vocabulary collection. The results showed that they experienced a slight increase in vocabulary after playing Mobile Legend

    Types of smartphone usage and problematic smartphone use among adolescents: A review of literature

    Get PDF
    This review aimed to provide an overview of the influence of social and process smartphone use on problematic smartphone use (PSU) among adolescents aged between 10-24 years old. Social smartphone use comprises three types of smartphone features: social networking sites, chatting/texting/instant messaging, and video/phone calls. On the other hand, categories of process smartphone use include watching videos/television/movies, web surfing, playing games, listening to music/podcasts/radio, and educational learning. There were 42 studies with a total of 139,389 adolescents met the criteria for inclusion after a thorough search of academic databases. Overall, the evidence from the studies included in this review revealed that chatting/texting, video/phone calls, watching videos/television/movies and music/podcasts/radio were positively and significantly linked to and predicted problematic smartphone use. Social networking sites use, instant messaging, gaming, web surfing and educational learning yielded inconsistent results. They could have a positive or negative relationship with PSU and play a role in predicting PSU. More research is needed for music/podcasts/radio and video/phone calls because the results are still scarce

    Online Video Game Addiction: A Review and an Information Systems Research Agenda

    Get PDF
    Using IT systems for extensive amounts of time can have negative affects on one’s life. In particular, online video games have received recent attention for their potential addictive nature. While most scholarly works in this domain have been performed by psychologists and psychiatrists, this manuscript posits that there is a great opportunity for information systems researchers to provide a unique contribution in understanding this phenomenon. A selective literature review is conducted to develop an information systems-based framework that maps extant video game research and identifies research gaps

    Sleep Disorders and Electronic Games Addiction among Jordanian Adolescents

    Get PDF
    This study aimed to examine the relationship between electronic game addiction and sleep disorders among Jordanian adolescents. Sample of the study were 576 adolescents (325 males and 251 females) their age between 14 to 17 years. Lemmens., Valkenburg, and Peter scale for electronic games addiction and the Albana scale for adolescents' sleep disorder were used. The study considers the frequent links between severe internet addiction and the emergence of addictive-like traits in adolescents. The results suggested a higher level of electronic game addiction which was significantly associated with a higher level of sleep disorder. Results also showed that withdrawal, mood modification, and silence explained 69.30% of sleep disorders among Jordanian adolescents. Moreover, total electronic game addiction explained 40% of the variance in sleep disorder among Jordanian adolescents. Keywords: sleep disorder, electronic games, addiction, Jordanian adolescents. DOI: 10.7176/JEP/14-13-04 Publication date:May 31st 202

    Impact of PUBG Game Addiction on Social Isolation and Narcissistic Tendencies among Gamers

    Get PDF
    The current research aimed to explore the relationship of PUBG game addiction with narcissistic tendencies and social isolation in gamers. For this correlation survey based research the data was conveniently collected from PUBG gamers (N= 101) age ranging from 13-30 years through online response method. The instruments included Online Game Addiction Scale (Kim, Namkoong, Ku, & Kim, 2008) Narcissistic Personality Inventory (Raskin & Hall, 1981) and Measures of Social Isolation (Zavaleta, Samuel, & Mills, 2017) for testing the hypothesis. According to the yielded results, an excellent reliability of these measures was established. The results also indicated that online game addiction, social isolation and narcissistic tendencies among PUBG game players are negatively correlated (<.05). It was concluded that online games do carry positive aspects of enhancing social skills and interactions among the players, while helping them exhibit behaviors and emotions that are not coherent with narcissistic tendencies. This paper also carries implications for families, friends, teachers and therapists of online gamers, who may use the findings to understand some of the positive aspects of playing online games
    corecore