253 research outputs found
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
Why do you dance? Development of the Dance Motivation Inventory (DMI)
Dancing is a popular form of physical exercise and studies have show that dancing can decrease anxiety, increase self-esteem, and improve psychological wellbeing. The aim of the current study was to explore the motivational basis of recreational social dancing and develop a new psychometric instrument to assess dancing motivation. The sample comprised 447 salsa and/or ballroom dancers (68% female; mean age 32.8 years) who completed an online survey. Eight motivational factors were identified via exploratory factor analysis and comprise a new Dance Motivation Inventory: Fitness, Mood Enhancement, Intimacy, Socialising, Trance, Mastery, Self-confidence and Escapism. Mood Enhancement was the strongest motivational factor for both males and females, although motives differed according to gender. Dancing intensity was predicted by three motivational factors: Mood Enhancement, Socialising, and Escapism. The eight dimensions identified cover possible motives for social recreational dancing, and the DMI proved to be a suitable measurement tool to assess these motives. The explored motives such as Mood Enhancement, Socialising and Escapism appear to be similar to those identified in other forms of behaviour such as drinking alcohol, exercise, gambling, and gaming
Modelling Competitive Sports: Bradley-Terry-Élő Models for Supervised and On-Line Learning of Paired Competition Outcomes
Prediction and modelling of competitive sports outcomes has received much recent attention, especially from the Bayesian statistics and machine learning communities. In the real world setting of outcome prediction, the seminal \'{E}l\H{o} update still remains, after more than 50 years, a valuable baseline which is difficult to improve upon, though in its original form it is a heuristic and not a proper statistical "model". Mathematically, the \'{E}l\H{o} rating system is very closely related to the Bradley-Terry models, which are usually used in an explanatory fashion rather than in a predictive supervised or on-line learning setting. Exploiting this close link between these two model classes and some newly observed similarities, we propose a new supervised learning framework with close similarities to logistic regression, low-rank matrix completion and neural networks. Building on it, we formulate a class of structured log-odds models, unifying the desirable properties found in the above: supervised probabilistic prediction of scores and wins/draws/losses, batch/epoch and on-line learning, as well as the possibility to incorporate features in the prediction, without having to sacrifice simplicity, parsimony of the Bradley-Terry models, or computational efficiency of \'{E}l\H{o}'s original approach. We validate the structured log-odds modelling approach in synthetic experiments and English Premier League outcomes, where the added expressivity yields the best predictions reported in the state-of-art, close to the quality of contemporary betting odds
Recent results on well-balanced orientations
In this paper we consider problems related to Nash-Williams´ Strong Orientation Theorem and Odd-Vertex Pairing Theorem. These theorems date to 1960 and up to now not much is known about their relationship to other subjects in graph theory. We investigated many approaches to find a more transparent proof for these theorems and possibly generalizations of them. In many cases we found negative answers: counter-examples and NP-completeness results. For example we show that the weighted and the degree-constrained versions of the well-balanced orientation problem are NP-hard. We also show that it is NP-hard to find a minimum cost feasible odd-vertex pairing or to decide whether two graphs with some common edges have simultaneous well-balanced orientations or not. Nash-Williams´ original approach was to define best-balanced orientations with feasible odd-vertex pairings: we show here that not every best-balanced orientation can be obtained this way. However we prove that in the global case this is true: every smooth k-arc-connected orientation can be obtained through a k-feasible odd-vertex pairing. The aim of this paper is to help to find a transparent proof for the Strong Orientation Theorem. In order to achieve this we propose some other approaches and raise some open questions, too. (c) 2008 Elsevier B.V. All rights reserved
Problematic Internet Use and Problematic Online Gaming Are Not the Same: Findings from a Large Nationally Representative Adolescent Sample
There is an ongoing debate in the literature whether problematic internet use (PIU) and problematic online gaming (POG) are two distinct conceptual and nosological entities or whether they are the same. The present study contributes to this question by examining the interrelationship and the overlap between PIU and POG in terms of gender, school achievement, time spent using the internet and/or online gaming, psychological wellbeing, and preferred online activities. Questionnaires assessing these variables were administered to a nationally representative sample of adolescent gamers (N=2,073; mean age 16.4 years, SD=0.87, 68.4% male). Data showed that internet use was a common activity among adolescents while online gaming was engaged in by a considerably smaller group. Similarly, more adolescents met the criteria for PIU than for POG and a small group of adolescents showed symptoms of both problem behaviors. The most notable difference between the two problem behaviors was in terms of gender. POG was much more strongly associated with being male. Self-esteem had low effect sizes on both behaviors, while depressive symptoms were associated with both PIU and POG, affecting PIU slightly more. In terms of preferred online activities, PIU was positively associated with online gaming, online chatting, and social networking while POG was only associated with online gaming. Based on our findings POG appears to be a conceptually different behavior than PIU and therefore data support the notion that Internet Addiction Disorder and Internet Gaming Disorder are separate nosological entities
The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: an online survey
Background: The rapid expansion of online video gaming as a leisure time activity has led to the appearance of problematic online gaming (POG). According to the literature, POG is associated with different psychiatric symptoms (eg, depression, anxiety) and with specific gaming motives (ie, escape, achievement). Based on studies of alcohol use that suggest a mediator role of drinking motives between distal influences (eg, trauma symptoms) and drinking problems, this study examined the assumption that there is an indirect link between psychiatric distress and POG via the mediation of gaming motives. Furthermore, it was also assumed that there was a moderator effect of gender and game type preference based on the important role gender plays in POG and the structural differences between different game types
The psychology of esports: a systematic literature review
Recently, the skill involved in playing and mastering video games has led to the professionalization of the activity in the form of 'esports' (electronic sports). The aim of the present paper was to review the main topics of psychological interest about esports and then to examine the similarities of esports to professional and problem gambling. As a result of a systematic literature search, eight studies were identified that had investigated three topics: (i) the process of becoming an esport player, (ii) the characteristics of esport players such as mental skills and motivations, and (iii) the motivations of esport spectators. These findings draw attention to the new research field of professional video game playing and provides some preliminary insight into the psychology of esports players. The paper also examines the similarities between esport players and professional gamblers (and more specifically poker players). It is suggested that future research should focus on esport players' psychological vulnerability because some studies have begun to investigate the difference between problematic and professional gambling and this might provide insights into whether the playing of esports could also be potentially problematic for some players
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