8 research outputs found
It’s not just about how long you play. Indirect gaming involvement and genre preferences in predicting gaming disorder risk: evidence from preregistered studies
IntroductionThe strength of the association between gaming involvement and gaming disorder is weak to moderate. Gamers cannot be directly involved in gaming all the time, but how much they are involved in activities indirectly related to gaming during gaming-free time may play an important role. Also, specific game genres may matter. The present investigation focuses on the role of indirect gaming involvement and genres in gaming disorder risk prediction.MethodsTwo pre-registered studies were conducted. Study 1 (N = 205) was conducted online, whereas Study 2 (N = 250) was conducted in a lab. In both cases, participants reported their direct and indirect involvement in gaming (DGI and IGI, respectively) and completed a screening tool that estimates the risk of gaming disorder (Gaming Disorder Test).ResultsBoth IGI and DGI were weakly to moderately correlated with gaming disorder (GD) and moderately with each other. The correlations between DGI and GD were similar to those obtained in related studies; the correlation between IGI and GD has not been previously reported. Hierarchical regression that took IGI together with DGI into account showed an increase in the percentage of explained variance, but only in Study 1. Contrary to expectations, IGI did not interact with DGI. As is consistent with previous research, some game genres were found to be more closely related to GD than others: in both studies, this was an RPG; in Study 1, this was also an MMORPG; in Study 2, driving and shooting games also predicted GD risk.DiscussionOverall, the results clearly indicate that not only gaming time plays a role in GD risk assessment: IGI can also predict it and in some cases may allow for more accurate predictions. Gaming genres once again proved to play a role, but these and similar results should be treated with caution due to the partial lack of repeatability
Zagubieni poza rzeczywistością: Badanie moderującej roli motywacji Immersja/Eskapizm oraz preferencji względem interakcji społecznych online w relacji między czasem grania a Gaming Disorder
Rosnące rozpowszechnienie rozrywki cyfrowej spowodowało pojawienie się nowych problemów ze zdrowiem psychicznym, w tym zaburzeń związanych z grami (ang. Gaming Disorder, GD). Charakteryzującą się one upośledzoną kontrolą nad graniem, przedkładaniem gier nad inne czynności oraz kontynuacją grania pomimo negatywnych konsekwencji. Niniejsze badanie miało na celu zidentyfikowanie potencjalnych moderatorów w związku między czasem gry (GT) a GD. W ramach wiodących celów badawczych zbadano motywację immersji/eskapizmu (IEM) i preferencję względem interakcji społecznych online (POSI) jako moderatorów w modelach moderacji dwukierunkowej (ang. two-way) i trójkierunkowej (ang. three-way). IEM uznano za główny moderator, a POSI za moderator drugorzędny. Do badania zrekrutowano 202 wysoce zaangażowanych graczy płci męskiej (grających co najmniej 20 godzin tygodniowo), którzy wypełnili ankietę online składającą się z Testu Gaming Disorder, Skali Zaangażowania w Granie, pytań dotyczących IEM z Gaming Motivations Inventory, oraz pozycji dotyczących POSI ze skali General Problematic Internet Use Scale. Odkrycia potwierdziły, że IEM i POSI są istotnymi statystycznie moderatorami relacji między czasem gry a GD wśród bardzo zaangażowanych graczy. Konkretnie, wyniki modelu moderacji potwierdziły, że IEM jest istotnym moderatorem w relacji między GD i GT. Przy niskich i umiarkowanych poziomach efekt jest istotny i pozytywny. Dodatkowo, wyniki moderowanej moderacji wykazały, że POSI jest istotnym moderatorem drugorzędowym. Odkrycia te sugerują, że oba czynniki są ważne w rozwoju GD, gdyż niska preferencja względem interakcji społecznych online odgrywa hamującą rolę wzmacniającego efektu IEM w relacji między GD a GT. niniejsze badanie zapewnia wgląd w proces rozwoju GD i ma znaczące implikacje dla tworzenia interwencji mających na celu skuteczne zaspokojenie społecznych i psychologicznych potrzeb osób podatnych na GD.The increasing prevalence of digital entertainment has introduced new mental health concerns, including Gaming Disorder (GD). It is characterized by impaired control over gaming, prioritizing gaming over other activities, and continued gaming despite negative consequences. This study aimed to identify potential moderators in the relationship between gaming time (GT) and GD. As the leading research objectives, Immersion/Escapism motive (IEM) and preference for online social interaction (POSI) were investigated as moderators in the two-way and three-way moderation models. IEM was considered a primary moderator, while POSI was examined as a secondary moderator. The study recruited 202 highly engaged male gamers (playing at least 20 hours per week) who completed an online survey composed of Gaming Disorder Test, Gaming Involvement Scale, items concerning IEM from Gaming Motivations Inventory, and items concerning POSI from General Problematic Internet Use Scale 2. The findings confirmed that IEM and POSI are significant moderators in the relationship between gaming time and GD among highly engaged gamers. Specifically, two-way moderation model results confirmed that IEM is a significant moderator in the relationship between GD and GT. At its low and moderate levels, the effect is significant and positive. Additionally, three-way moderation results showed that POSI is a significant secondary moderator. These findings suggest that both factors may be important in the development of GD, as low POSI plays an inhibiting role of IEM’s strengthening effect in the relationship between GD and GT. Thus, the present study provides insight into the very process of GD development and holds significant implications for the interventions aimed at effectively addressing the social and psychological needs of individuals susceptible to GD
DATA: Immersion/escapism motive as a moderator in the relationship between gaming time and gaming disorder
Data: Exploring the role of games' genre in the dosage effect of gaming disorder - Replication
Data: The relationship between impulsivity and the risk of gaming disorder: predictor or moderator?
Data for study
MORPHOLOGICAL CHARACTERISTICS OF POTENTIALLY MALIGNANT PULMONARY NODULES IN HIGH-RISK MALE SMOKERS DETECTED IN LUNG CANCER SCREENING TRIAL IN CRACOW, POLAND
<p>The purpose of this paper was to present morphological characteristics of potentially malignant nodules revealed in a group of male smokers aged 50-74 with a very high risk for developing lung cancer estimated in the study for lung cancer screening in Cracow (Poland). Nine hundred male smokers aged 50 to 74 years were invited to the study and were asked in questionnaires about e.g. smoking exposure history. Exclusion criteria included e.g. positive cancer history and chest computed tomography (CT) examination in the previous year. Based on CT results and characteristics of pulmonary nodules subjects were classified to group A (low risk), group B (indeterminate) and group C (high-risk individuals - required work-up). Final diagnosis was based on pathological results of postoperative material. Thirty-nine males of mean age 63.4 (standard deviation (SD): 6.69 years) revealed 41 potentially malignant pulmonary nodules in baseline screening. In 14 subjects 16 type C pulmonary nodules were histologically proved. Nine nodules were found to be benign lesions, while 7 nodules revealed malignant lung cancer: 5 cases of adenocarcinoma and 2 cases of adenosquamous carcinoma. We determined morphological characteristics of potentially malignant pulmonary nodules in 39 high-risk male smokers and proved lung cancer in 7 subjects.</p>