90 research outputs found

    Internet addiction and its psychosocial risks (depression, anxiety, stress and loneliness) among Iranian adolescents and young adults: a structural equation model in a cross-sectional study

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    Internet addiction has become an increasingly researched area in many Westernized countries. However, there has been little research in developing countries such as Iran, and when research has been conducted, it has typically utilized small samples. This study investigated the relationship of Internet addiction with stress, depression, anxiety, and loneliness in 1,052 Iranian adolescents and young adults. The participants were randomly selected to complete a battery of psychometrically validated instruments including the Internet Addiction Test, Depression Anxiety Stress Scale, and the Loneliness Scale. Structural equation modeling and Pearson correlation coefficients were used to determine the relationship between Internet addiction and psychological impairments (depression, anxiety, stress and loneliness). Pearson correlation, path analysis, multivariate analysis of variance (MANOVA), and t-tests were used to analyze the data. Results showed that Internet addiction is a predictor of stress, depression, anxiety, and loneliness. Findings further indicated that addictive Internet use is gender sensitive and that the risk of Internet addiction is higher in males than in females. The results showed that male Internet addicts differed significantly from females in terms of depression, anxiety, stress, and loneliness. The implications of these results are discussed

    Portuguese validation of the Internet Addiction Test: An empirical study

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    Abstract Background and aims Research into Internet addiction (IA) has increased greatly over the last decade. Despite its various definitions and general lack of consensus regarding its conceptualisation amongst researchers, instruments for measuring this phenomenon have proliferated in a number of countries. There has been little research on IA in Portugal and this may be partly due to the absence of standardised measurement tools for assessing IA. Methods This study attempted to address this issue by adapting a Portuguese version of the Internet Addiction Test (IAT) via a translation-back translation process and Confirmatory Factor Analysis in a sample of 593 Portuguese students that completed a Portuguese version of the IAT along with questions related to socio-demographic variables. Results The findings suggested that the IAT appears to be a valid and reliable instrument for measuring IA among Portuguese young adults as demonstrated by its satisfactory psychometric properties. However, the present findings also suggest the need to reword and update some of the IAT's items. Prevalence of IA found in the sample was 1.2% and is discussed alongside findings relating to socio-demographic correlates. Limitations and implications of the present study are also discussed. Conclusions The present study calls for a reflection of the IAT while also contributing to a better understanding of the basic aspects of IA in the Portuguese community since many health practitioners are starting to realise that Internet use may pose a risk for some individuals

    An empirical examination of factors associated with Game Transfer Phenomena severity

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    Game Transfer Phenomena (GTP) (i.e. altered perceptions, spontaneous thoughts and behaviors with game content) occur on a continuum from mild to severe. This study examined the differences between mild, moderate and severe levels of GTP. A total of 2,362 gamers’ participated in an online survey. The majority of gamers experienced mild levels of GTP. The factors significantly associated with severe levels of GTP were: (i) being students, (ii) being aged 18 to 22, (iii) being professional gamers, (iv) playing videogames every day in sessions of 6 hours or more, (iv) playing to escape from the real world, (v) recalling dreams always or very often, (vi) having a sleep disorder, mental disorder or reported dysfunctional gaming, and (vii) having experienced distress or dysfunction due to GTP. In addition, having used drugs and experiencing flashbacks as side-effects of drug use were significantly less likely to be reported by those with mild levels of GTP. In general, the findings suggest that those with higher levels of GTP share characteristics with profiles of gamers with dysfunctional gaming (e.g., problematic and/or addictive gaming)

    Differences in the Teen Blogosphere: Insights from a Content Analysis of English- and Czech-language Weblogs

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    Extant research on youth online content and culture is mostly based on US and Western contexts. Our goal was to examine whether a dominant global online youth culture or whether the local context (for example, language and popular culture) influences youth online content. We compared English language blogs from the US blogosphere, and Czech language blogs from the Czech blogosphere, written by 13- to 17-year-old youth. The last three entries from each blog were selected for content analysis, yielding a sample of 1038 entries. Results showed that English-speaking bloggers presented less personal information, used a text-based style and wrote mainly about their peers and everyday structured life. Czech-speaking bloggers used visuals, and focused on the public scene. Meta-blogging played a significant role in both blogospheres. The pattern of similarities and differences suggested that the blog authors’ physical context likely influenced the particular format or content of their blog entries
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