13 research outputs found
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The mediating effect of self-esteem, depression and anxiety between satisfaction with body appearance and problematic Internet use
Background and objectives: Given that dissatisfaction with bodily appearance can sometimes lead to the avoidance of personal contacts and the increase of internet use, this study examines this relationship. The direct role of dissatisfaction with bodily appearance along with the possible mediation effects of depression, anxiety and self-esteem were tested. Methods: A total of 694 participants completed an online questionnaire (58.5% male, mean age 21.5 years), containing measures on problematic internet use, depression and anxiety symptoms, self-esteem and satisfaction with body image. Path analyses were used to test direct and indirect effects. Results: Satisfaction with body appearance had a significant negative direct effect on problematic internet use among both sexes. Though, satisfaction with body appearance had a positive effect on self-esteem and negative on anxiety, neither self-esteem nor anxiety had a direct significant effect on problematic internet use. The effect of dissatisfaction with body appearance was mediated via the self-esteem–depression path toward problematic internet use. Conclusions: Dissatisfaction with physical appearance seems to have a significant role in individuals’ immersing themselves in internet use
Physical changes of porous Hungarian limestones related to silicic acid ester consolidant treatments
Psychometric properties of the Problematic Online Gaming Questionnaire Short-Form (POGQ-SF) and prevalence of problematic online gaming in a national sample of adolescents
The rise and growing popularity of online games has led to the appearance of excessive gaming that in some
cases can lead to physical and psychological problems. Several measures have been developed to explore the
nature and the scale of the phenomenon. However, few measures have been validated psychometrically. The
aim of the present study was to test the psychometric properties of the 12-item Problematic Online Gaming
Questionnaire Short-Form (POGQ-SF) and to assess the prevalence of problematic online gaming. Data collection
was carried out to assess the prevalence of problematic online gaming in a national representative adolescent
sample by using an offline (pen and pencil) method. A total of 5,045 secondary school students were assessed (51% male, mean age 16.4 years, SD = 0.9 years) of which 2,804 were gamers (65.4% male, mean age 16.4 years, SD = 0.9 years). Confirmatory factor analysis was applied to test the measurement model of problematic online gaming, and latent profile analysis was used to identify the proportion of gamers whose online game use can be considered problematic. Results showed that the original six-factor model yielded appropriate fit to the data, and thus the POGQ-SF has appropriate psychometric properties. Latent profile analysis revealed that 4.6% of the adolescents belong to a high risk group and an additional 13.3% to a low risk group. Due to its satisfactory psychometric characteristics, the 12-item POGQ-SF appears to be an adequate tool for the assessment of problematic
online gaming