27 research outputs found
Recommended from our members
Excessive computer game playing : evidence for addiction and aggression?
Computer games have become an ever-increasing part of many adolescentsâ day-to-day lives. Coupled with this phenomenon, reports of excessive gaming (computer game playing) denominated as âcomputer/video game addictionâ have been discussed in the popular press as well as in recent scientific research. The aim of the present study was the investigation of the addictive potential of gaming as well as the relationship between excessive gaming and aggressive attitudes and behavior. A sample comprising of 7069 gamers answered two questionnaires online. Data revealed that 11.9% of participants (840 gamers) fulfilled diagnostic criteria of addiction concerning their gaming behavior, while there is only weak evidence for the assumption that aggressive behavior is interrelated with excessive gaming in general. Results of this study contribute to the assumption that also playing games without monetary reward meets criteria of addiction. Hence, an addictive potential of gaming should be taken into consideration regarding prevention and intervention
Development of the Adolescent Preoccupation with Screens Scale
Abstract Background Although public health concerns have been raised regarding the detrimental health effects of increasing rates of electronic screen use among adolescents, such effects have been small. Instruments currently available tend to be lengthy, have a clinical research focus, and assess young peopleâs screen use on specific screen-based activities (e.g., TV, computer, or internet). None appear to address screen use across a broad range of screens, including mobile devices and screen-based activities. The objective was to develop a new and short self-report scale for investigating adolescentsâ screen use across all screens and screen-based activities in non-clinical settings. Methods The Adolescent Preoccupation with Screens Scale (APSS) was developed over a three stage process. First, a review of the current literature and existing instruments was undertaken and suitable items identified. Second, the draft APSS was piloted with adolescents and item affectivity and discrimination indices were calculated. Third, a cross sectional school based online survey of 1967 Australian adolescents in grades 5 (10 years old), 7 (13 years) and 9 (15 years) from 25 randomly selected schools was conducted. Results Factor Analysis on a sub-sample of the data (n = 782) and Confirmatory Factor Analysis on the remaining sub-sample (n = 1185), supported a two-factor model. The first factor reflects adolescentsâ mood management with screen use, and the second reflects a behavioural preoccupation. The measure demonstrated strong invariance across sex and across Grades 5, 7, and 9. Both factors displayed good internal consistency (α = .91 and .87, respectively). Sex and grade differences on both scales were investigated and boys in Grade 5 reported higher levels of both mood management and behavioural preoccupation with screens. There were no sex differences on mood management in Grades 7 and 9, but girls reported higher behavioural preoccupation in both these later grades. Conclusion The APSS provides researchers with a new, brief and robust measure of potentially problematic screen use across a wide array of screens, including mobile devices, so readily accessed during adolescence
The potential interaction between time perception and gaming: a narrative review
Compromised time control is a variable of interest among disordered gamers because time spent on videogames can directly affect individualsâ lives. Although time perception appears to be closely associated with this phenomenon, previous studies have not systematically found a relationship between time perception and gaming. Therefore, the purpose of this narrative review is to explore how gaming disorder may be associated with time perception. It has been found that gamers exhibit a stronger attentional focus as well as an improved working memory compared with non-gamers. However, gamers (and especially disordered gamers) exhibit a stronger reaction to gaming cues whichâcoupled with an altered emotion regulation observed among disordered gamersâcould directly affect their time perception. Finally, â'flow statesâ' direct most of the attentional resources to the ongoing activity, leading to a lack of resources allocated to the time perception. Therefore, entering a flow state will result in an altered time perception, most likely an underestimation of duration. The paper concludes that the time loss effect observed among disordered gamers can be explained via enhanced emotional reactivity (facilitated by impaired emotion regulation)
Associations between media consumption habits, physical activity, socioeconomic status, and glycemic control in children, adolescents, and young adults with type 1 diabetes
OBJECTIVE- To evaluate the relationship between media consumption habits, physical activity, socioeconomic status, and glycemic control in youths with type 1 diabetes.
RESEARCH DESIGN AND METHODS- In the cross-sectional study, self-report questionnaires were used to assess media consumption habits, physical activity, and socioeconomic
status in 296 children, adolescents, and young adults with type 1 diabetes. Clinical data and HbA1c levels were collected. Risk factors were analyzed by multiple regression. RESULTS- Youths with type 1 diabetes (aged 13.7 6 4.1 years, HbA1c 8.7 6 1.6%, diabetes duration 6.1 6 3.3 years) spent 2.9 6 1.8 h per day watching television and using computers. Weekly physical activity was 5.1 6 4.5 h. Multiple regression analysis identified diabetes duration,
socioeconomic status, and daily media consumption time as significant risk factors for glycemic control.
CONCLUSIONSdDiabetes duration, socioeconomic status, and daily media consumption time, but not physical activity, were significant risk factors for glycemic control in youths with type 1 diabetes
Social interactions in online gaming
This paper briefly overviews five studies examining massively multiplayer online role-playing games (MMORPGs). The first study surveyed 540 gamers and showed that the social aspects of the game were the most important factor for many gamers. The second study explored the social interactions of 912 MMORPG players and showed they created strong friendships and emotional relationships. A third study examined the effect of online socializing in the lives of 119 online gamers. Significantly more male gamers than female gamers said that they found it easier to converse online than offline, and 57% of gamers had engaged in gender swapping. A fourth study surveyed 7,069 gamers and found that 12% of gamers fulfilled at least three diagnostic criteria of addiction. Finally, an interview study of 71 gamers explored attitudes, experiences, and feelings about online gaming. They provided detailed descriptions of personal problems that had arisen due to playing MMORPGs.</p