20 research outputs found

    Interneti vÔimalused ja ohud: noorte online-praktikate mÔju nende subjektiivsele heaolule

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    VĂ€itekirja elektrooniline versioon ei sisalda publikatsioone.Teismelised on ĂŒhed kĂ”ige aktiivsemad internetikasutajad ja internet moodustab loomuliku osa nende igapĂ€evaelust. Kuna internet on siiski suhteliselt uus meedium, mille kasutust ei raamista vĂ€ga kindlad normid, kuid mille noored on vĂ€ga kiirelt ja aktiivselt omaks vĂ”tnud, Ă€rgitab see kĂŒsima, millist mĂ”ju internetikasutus noortele avaldab – kas positiivset vĂ”i negatiivset. Heaolu kontseptsioonist lĂ€htudes on doktoritöös vaatluse all nii internetikasutuse positiivsed kui ka negatiivsed kĂŒljed ning nende mĂ”ju noorte elukvaliteedile. Viimane aspekt on eriti oluline, kuna teismeiga on ĂŒks olulisemaid arenguperioode. Doktoritöös olid vaatluse all noorte online-praktikad – ĂŒhelt poolt blogimine kui positiivne ja teiselt poolt ĂŒlemÀÀrane internetikasutus kui problemaatiline praktika – ning see, kuidas ja missugustel tingimustel need suurendavad vĂ”i vĂ€hendavad noore heaolu. Nii meediumi valikut kui kasutust kujundavad laiemad kontekstuaalsed tegurid nagu vanus, sugu ja sotsiaalne keskkond (nĂ€iteks suhted pere ja eakaaslastega) ning ĂŒhiskondlikud tingimused (kultuuriline tasand), milles inimene elab, aga ka meediumi enda vĂ”i selle rakenduste omadused. Seega vĂ”ib jĂ€reldada, et just kontekst loob ja mÀÀrab internetikasutuse vĂ”imalikud positiivsed vĂ”i negatiivsed tulemid. Internetikasutusel vĂ”ivad olla erinevad tagajĂ€rjed. NĂ€iteks avaldavad noored blogides enamasti tĂ”ele vastavat sisu, millega nad kujundavad enda identiteeti ja hoiavad sotsiaalseid suhteid, vĂ”i mis pakub vĂ”imalust pĂ€lvida tunnustust eakaaslaste hulgas. Samas jagavad noored blogis enda kohta intiimset infot, millel vĂ”ivad olla negatiivsed tagajĂ€rjed. ÜlemÀÀrane internetikasutus on seotud nii psĂŒhholoogiliste probleemide, internetis veedetava aja kui ka noore digitaalsete oskustega ja sellega, mida ta online-keskkonnas teeb. ÜlemÀÀrane internetikasutus vĂ”ib olla ĂŒhelt poolt toimetulekustrateegia, saamaks ĂŒle negatiivsetest emotsioonidest, kuna just noortele ekspertkasutajatele pakub internet mitmesuguseid vĂ”imalusi meelelahutuseks ja tujutĂ”stmiseks. Teiselt poolt vĂ”ib see toimetulekumehhanism avaldada pikemas perspektiivis noore heaolule negatiivset mĂ”ju.Teenagers have become the most prominent users of the Internet as they effortlessly incorporate the medium into their everyday lives. Due to the newness of the medium, only partially settled norms surrounding usage, and intensity with which the online space was adopted by the youth, much attention has been paid to dwell upon whether the usage of the Internet by the young people brings along positive or negative outcomes. The concept of well-being is used in the thesis to simultaneously look both at the positive and negative aspects of Internet use and to ask how these phenomena are related to young people’s quality of life. The latter question is especially important as adolescence is the formative period in young people’s development. The thesis looked at online practices – blogging as a positive side, and excessive Internet use as a problematic one – and how and in what condition they increase or decrease the well-being of the young. The findings suggest that both media choice and usage, as well as the well-being of the young Internet users, are framed by larger contextual factors – age and gender of the user; social environment (e.g. family and peer influence) and societal (cultural level) conditions individuals live in; and the structural characteristics of the medium or its applications. Hence, the thesis suggests that it is the context which creates and defines the positivity and negativity of certain outcomes of Internet usage. For instance, adolescent bloggers primarily stay truthful to their offline selves in their blogs, and hence the practice could be seen as a mechanism for maintaining one’s identity and social contacts, but also as an opportunity to seek prestige and competence among the peer group. At the same time, revealing intimate details about one’s life in a blog can also lead to possible negative consequences. Excessive Internet use among the young is related to psychological distress and the time spent online but also to one’s digital skills and the activities one engages in online. Hence, on the one hand, excessive Internet use may be a coping strategy, especially for more expert young users of the medium, as it offers a wide range of opportunities for mood management and entertainment; on the other hand, it may have negative outcomes on one’s well-being in the long run

    Interpersonal dependency and online gaming addiction

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    Background and aims The present study explores the relationship between social motivations and addiction to online gaming and if that possible connection can be explained by the personality traits responsible for social functioning. Methods We employ Bernstein’s concept of interpersonal dependency to distinguish healthy dependency, dysfunctional detachment, and destructive overdependence, and Charlton and Danforth’s conceptualisation of online gaming addiction and high engagement. An online questionnaire was administered to a self-nominated sample of 4,074 online gamers. Two regression models were constructed to separately explain gaming addiction and high engagement using social motivations to play, while controlling for age, gender, and time spent online. Results High scores on subscales measuring dysfunctional detachment and destructive overdependence were positively associated with online gaming addiction, while healthy dependency was negatively correlated with addiction scores. In contrast, the overall role of social motivation was negligible. Discussion People with healthy relationship profiles are less likely to develop problematic patterns of online gaming. High in-game engagement, although sharing some factors with addiction, was only poorly explained by the study variables, suggesting the mutual exclusiveness of addiction and engagement

    Gaming under the influence: An exploratory study

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    Background and aims Association between substance use and excessive play of online games exists both in theory and research. However, no study to date examined playing online games under the influence of licit and illicit drugs. Methods We questioned a convenient online sample of 3,952 Czech online gamers on their experiences and motives of using caffeine, alcohol, tobacco, psychoactive pharmaceuticals, and illicit drugs while playing massive multiplayer online games (MMOGs). Results The results showed low prevalence of illicit drug use while playing online games. Substance use was positively associated with intensity of gaming and both addiction and engagement; psychoactive substances with stimulating effect were linked to higher engagement and gaming intensity, whereas use of sedatives was associated with higher addiction score. Substance use varied slightly with the preference of game genre. Discussion Drug use while playing appears as behavior, which is mostly not related to gaming – it concerns mostly caffeine, tobacco, alcohol, or cannabis. For some users, however, drug use was fueled by motivations toward improving their cognitive enhancement and gaming performance

    Eating disorders symptoms and excessive internet use in adolescents : the role of internalising and externalising problems

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    Background: Both eating disorders and excessive internet use represent significant health issues for contemporary adolescents. Yet, the link between them has seldom been investigated. We aim to study this association through their common underlying psychological factors: internalising problems and externalising problems. Methods: A representative sample of 7,083 adolescents (Mage = 13.48 years; SDage = 1.32; 50.3% girls) from Slovakia was obtained from the Health Behaviour in School-aged Children (HBSC) project in 2018. Study variables included the Excessive Internet Use Scale (EIU) and the Strength and Difficulties Questionnaire (SDQ). Eating disorders symptoms (EDS) were assessed by SCOFF and selected items from the Eating Disorder Screen for Primary Care (ESP). Data were analysed separately for boys and girls with Structural Equation Modelling. Results: There was a partial correlation between EDS and EIU (r = 0.36 for boys and r = 0.29 for girls) after controlling for the internalising and externalising of problems. Internalising and externalising problems were positively associated with EDS, while EIU was only associated with externalising problems. The results were comparable for both genders. Conclusion: The study provides evidence that, during adolescence, EDS and EIU are related and have a tendency to occur together. Also, they are related even when controlled for their shared underlying psychological factors, namely the emotional and attentional/behavioural difficulties

    Opting for Living-Apart-Together and Cohabitation Relationships in people 50+: A Longitudinal Analysis

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    Despite a growing body of research on later-life relationships, there are still only a limited number of explorative longitudinal studies that have investigated the factors responsible for the establishment of either a Living-Apart-Together (LAT) arrangement or a cohabitation relationship. Two waves of data collection by the Survey of Health, Ageing and Retirement in Europe (2014/2015-2017; N= 12,155; Mage=71.96; 76.3% women) were analyzed with a special focus on family, dwelling, and financial constraints. Those who were male, younger, and had more children were more likely to enter into a LAT arrangement or a cohabitation relationship than to remain unpartnered. More rooms and fewer years spent in the accommodation raised the odds to partner. LAT persons were slightly older than those in cohabitation relationships. No other factors influenced the form of living arrangement, which indicates that factors other than financial constraints and family responsibilities affect later-life LAT or cohabitation relationship formation.Despite a growing body of research on later-life relationships, there are still only a limited number of explorative longitudinal studies that have investigated the factors responsible for the establishment of either a Living-Apart-Together (LAT) arrangement or a cohabitation relationship. Two waves of data collection by the Survey of Health, Ageing and Retirement in Europe (2014/2015-2017; N= 12,155; Mage=71.96; 76.3% women) were analyzed with a special focus on family, dwelling, and financial constraints. Those who were male, younger, and had more children were more likely to enter into a LAT arrangement or a cohabitation relationship than to remain unpartnered. More rooms and fewer years spent in the accommodation raised the odds to partner. LAT persons were slightly older than those in cohabitation relationships. No other factors influenced the form of living arrangement, which indicates that factors other than financial constraints and family responsibilities affect later-life LAT or cohabitation relationship formation

    Screen-based behaviour in school-aged children with long-term illness

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    BACKGROUND: Evidence is lacking on the screen-based behaviour of adolescents with a chronic condition. The aim of our study was to analyse differences in screen-based behaviour of adolescents by long-term illness, asthma and learning disabilities. METHODS: We used data from the cross-sectional Health Behaviour of School-aged Children study collected in 2014 among Slovak adolescents (age 13 to 15 years old, N = 2682, 49.7 % boys). We analysed the associations between screen-based behaviour and long-term illness, asthma and learning disabilities using logistic regression models adjusted for gender. RESULTS: We found no associations between screen-based behaviour and long-term illness, except that children with asthma had a 1.60-times higher odds of excessively playing computer games than healthy children (95 % confidence interval of odds ratio (CI): 1.11-2.30). Children with learning disabilities had 1.71-times higher odds of risky use of the Internet (95 % CI: 1.19-2.45). CONCLUSION: Adolescents with a long-term illness or with a chronic condition or a learning disability do not differ from their peers in screen-based activities. Exceptions are children with asthma and children with learning disabilities, who reported more risky screen-based behaviour

    The Relationship of Players to Their Avatars in MMORPGs: Differences between Adolescents, Emerging Adults and Adults

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    Typically, MMORPG (Massively Multiplayer Online Role-Playing Games) are persistent virtual worlds falling within the fantasy genre, in which the player controls his or her character which subsequently becomes a part of the online fantasy world. The study focuses on the aspects of player's relationship with the character while searching for differences in these aspects between various age groups, especially adolescents (12 – 19 years) and young adults (20 – 27 years). A sample containing 532 players was obtained upon contacting players in discussion fora, where they were asked to fill in a web-based questionnaire in English. A battery of 12 questions was tested dealing with the various aspects of relationship between the players and their avatars. The results identified three dominant factors. The first one dealt with identification, i.e. not distinguishing the player from the avatar and the younger the player the stronger the identification. The immersion factor, i.e. daydreaming and emotional feelings towards avatar, was found to be important on the same level for all age cathegories. Among adolescents and emerging adults, the results show a higher similarity in the identification and compensation between the player and the avatar, while the relationship (and its components) was found to be weaker among adults

    Excessive internet use among European children

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    This report presents new findings and further analysis of the EU Kids Online 25 country survey regarding excessive use of the internet by children. It shows that while a number of children (29%) have experienced one or more of the five components associated with excessive internet use, very few (1%) can be said to show pathological levels of use

    The role of social motivation and sociability of gamers in online game addiction

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    Massively multiplayer online (MMO) games represent a long-standing, intensive and wide spread type of online applications whose popularity continues to grow. Although just a mere entertainment and leisure activity for most gamers, its potentially negative and addictive outcomes were intensively studied and recently also acknowledged by the American Psychiatric Association (2013). MMOs are essentially a social activity, but empirical studies are equivocal in identifying whether and to what extent the social factors help develop the addictive gaming habits associated with these applications. The present study seeks to directly identify the role of social factors in online addictive gaming. Survey data from 667 MMO gamers were analysed. Together with an online game addiction scale, the investigated psychological factors included social motivation for gaming, online peer attachment and social self-efficacy. The results revealed that although social motivation was a predictor of addictive gaming, high social motivation was typical for intensive gamers regardless of their level of addiction. However, gamers at-risk of addiction scored lower in their social self-efficacy and interpersonal trust measured by peer attachment. This supports the poor-get-poorer hypothesis, that generally less socially skilled gamers face further problems online. However, social factors were only modestly associated to online addictive gaming which indicates higher relevance of other factors identified by literature, e.g. immersion and in-game rewards systems
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