163 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
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
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 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
Prevalence of problematic internet use in Slovenia
BACKGROUND: Internet use is an integral part of our everyday activities; however, Internet use may become problematic and harmful in a minority of cases. The majority of reported prevalence rates of problematic Internet use refer to adolescent samples, whereas epidemiological studies on representative adult populations are lacking. This study aimed to reveal the prevalence and characteristics of problematic Internet use in Slovenia. METHODS: Problematic Internet Use Questionnaire (PIUQ) was included in European Health Interview Study (EHIS) on representative Slovenian sample. The frequency of Internet use and problematic Internet use were both assessed. RESULTS: 59.9% of Slovenian adult population uses the Internet daily, and 3.1% are at risk of becoming problematic Internet users, 11% in the age group from 20 to 24 years. Those being at risk for becoming problematic Internet users are younger (mean age 31.3 vs. 48.3 for non-problematic users), more likely to be males (3.6% of males, whereas 2.6% of females are affected), students (12.0%), unemployed (6.3%) or unable to work (8.7%), single (6.5%), with high education (4.5%). Regression analysis revealed that the strongest predictor of being at risk for problematic Internet use is age (ß=-0.338, p<0.001); followed by high educational level (ß=0.145; p<0.001) and student status (ß=0.136; p<0.001). CONCLUSION: 3.1% of Slovenian adult population are at risk of becoming problematic Internet users, whereas 3 out of 20 Slovenian adolescents aged from 18 to 19 years are at risk (14.6%). Prevention programs and treatment for those affected are paramount, especially for the young generation
Do gaming motives mediate between psychiatric symptoms and problematic gaming? An empirical survey study
Previous research has suggested that motives play an important role in several potentially addictive activities including online gaming. The aims of the present study were to (i) examine the mediation effect of different online gaming motives between psychiatric distress and problematic online gaming, and (ii) validate Italian versions of the Problematic Online Gaming Questionnaire, and the Motives for Online Gaming Questionnaire. Data collection took place online and targeted Italian-speaking online gamers active on popular Italian gaming forums, and/or Italian groups related to online games on social networking sites. The final sample size comprised 327 participants (mean age 23.1 years [SD = 7.0], 83.7% male). The two instruments showed good psychometric properties in the Italian sample. General psychiatric distress had both a significant direct effect on problematic online gaming and a significant indirect effect via two motives: escape and fantasy. Psychiatric symptoms are both directly and indirectly associated with problematic online gaming. Playing online games to escape and to avoid everyday problems appears to be a motivation associated with psychiatric distress and in predicting problematic gaming
An empirical study on the motivations underlying augmented reality games: the case of Pokémon Go during and after Pokémon fever
In 2016, Pokémon Go became the most popular game in the history of smartphone games and was among the first games to feature geo-located augmented reality (AR) elements. The goal of the present research was to obtain a deeper understanding concerning the motivations underlying Pokémon Go use and to create a measure that assesses these motivations. By extending the framework of the Motives for Online Gaming Questionnaire, three new factors – Outdoor Activity, Nostalgia, and Boredom – were added based on the findings of qualitative analysis, and which led to the creation of the Motives for Online Gaming Questionnaire - Pokémon Go extension (MOGQ-PG). Confirmatory factor analysis was carried out on a sample of Pokémon Go players (N = 621). Results demonstrated that the final 37-item, first-order, 10-factor model had appropriate factor structure and internal consistency. A second follow-up study on Pokémon Go players (N = 510) examined associations between gaming motivations, problematic use, and impulsivity. Results demonstrated that impulsivity was not related to the MOGQ-PG motives. Results also showed that competition and fantasy motivations predicted problematic gaming behavior. The present research is the first empirical contribution to the assessment and understanding of the motivational background of playing AR games such as Pokémon Go
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Psychoactive substance use and problematic Internet use as predictors of bullying and cyberbullying victimization
Research exploring the relationship between addictions and experiences of bullying suggests that problem behaviors may generally be associated with an increased risk of victimization. The aim of the present study was to examine the role of psychoactive substance use, excessive Internet use, and social support in both traditional offline bullying and online Bcyberbullying^ victimization in a nationally representative sample of adolescents (N = 6237; 51% male; Mage = 16.62 years, SD = 0.95). Results demonstrated that traditional bullying victimization was associated with cyberbullying victimization. Furthermore, psychoactive substance use and problematic Internet use predicted both traditional bullying and cyberbullying victimization. Finally, perceived social support was found to be an important protective factor against both traditional and cyberbullying victimization. However, psychoactive substance use and problematic Internet use accounted for only a small proportion of variance in victimization
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Gaming disorder: a summary of its characteristics and aetiology
The emergence, development, and maintenance of gaming disorder (GD) is the result of an interplay between gaming-related factors, individual factors, and environmental factors. None of these alone are sufficient to cause a disordered state, but it is the interactive co-occurrence of all these factors, which in some cases leads to GD. The goal of the present paper is to discuss in detail these three factors based on relevant and recent findings of the literature. Among gaming-related factors, we discuss online vs. offline videogames, the role of game genres, structural characteristics, game design elements, as well as some important monetization techniques. Among individual factors demographic risk factors, personality traits, motivational factors, comorbid psychopathology, genetic predisposition, and neurobiological processes are considered. Finally, among environmental factors we discuss family factors, early life experiences, the role of peers and school-related factors, as well as the broader context of culture including the popularity of esports
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