2,129 research outputs found

    Why do you dance? Development of the Dance Motivation Inventory (DMI)

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    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

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    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

    A cross-cultural re-evaluation of the Exercise Addiction Inventory (EAI) in five countries

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    Research into the detrimental effects of excessive exercise has been conceptualized in a number of similar ways, including ‘exercise addiction’ , ‘exercise dependence’ , ‘obligatory exercising’, ‘exercise abuse’, and ‘compulsive exercise’. Among the most currently used (and psychometrically valid and reliable) instruments is the Exercise Addiction Inventory (EAI). The present study aimed to further explore the psychometric properties of the EAI by combining the datasets of a number of surveys carried out in five different countries (Denmark, Hungary, Spain, UK, and US) that have used the EAI with a total sample size of 6,031 participants. A series of multigroup confirmatory factor analyses (CFAs) were carried out examining configural invariance, metric invariance, and scalar invariance. The CFAs using the combined dataset supported the configural invariance and metric invariance but not scalar invariance. Therefore, EAI factor scores from five countries are not comparable because the use or interpretation of the scale was different in the five nations. However, the covariates of exercise addiction can be studied from a cross-cultural perspective because of the metric invariance of the scale. Gender differences among exercisers in the interpretation of the scale also emerged. The implications of the results are discussed, and it is concluded that the study’s findings will facilitate a more robust and reliable use of the EAI in future research

    Gender differences in the association between cyberbullying victimization and perpetration: the role of anger rumination and traditional bullying experiences

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    Studies investigating the similarities and differences in traditional bullying and cyberbullying experiences have demonstrated considerable gender differences concerning its determinants. The aim of the present study was to provide further evidence for the differential role of determinants for males and females by investigating the moderating role of traditional bullying and anger rumination in the relationship of past cyberbullying victimization and recent cyberbullying perpetration in respect to gender. A total of 1500 Hungarian adolescents and adults (57.9% male, Mage = 28.9 years, SD = 8.7) completed an online survey on bullying experiences. Results indicated that males were more likely than females to engage in cyberbullying when they had been previously bullied online. Furthermore, high anger rumination elevated the risk of perpetration among male cyberbullying victims, while repeated victimization in traditional bullying increased the risk of cyberbullying perpetration among females. These results underline the importance of considering gender differences in intervention efforts against bullying

    Measuring compulsive buying behaviour: Psychometric validity of three different scales and prevalence in the general population and in shopping centres

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    Due to the problems of measurement and the lack of nationally representative data, the extent of compulsive buying behaviour (CBB) is relatively unknown. Methods: The validity of three different instruments was tested: Edwards Compulsive Buying Scale (ECBS; Edwards, 1993), Questionnaire About Buying Behavior (QABB; Lejoyeux & AdĂšs, 1994) and Richmond Compulsive Buying Scale (RCBS; Ridgway, et. al., 2008) using two independent samples. One was nationally representative of the Hungarian population (N=2710) while the other comprised shopping mall customers (N=1447). Results: A new, four-factor solution for the ECBS was developed (ECBS-R), and confirmed the other two measures. Additionally, cut-off scores were defined for all measures. Results showed that the prevalence of CBB is 1.85% (with QABB) in the general population but significantly higher in shopping mall customers (8.7% with ECBS-R, 13.3% with QABB and 2.5% with RCBS-R). Conclusions: Due to the diversity of content, each measure identifies a somewhat different CBB group

    Do gaming motives mediate between psychiatric symptoms and problematic gaming? An empirical survey study

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    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
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