2,183 research outputs found
Why do you dance? Development of the Dance Motivation Inventory (DMI)
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
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
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Exercise addiction – the emergence of a new disorder
An optimal level of regular physical activity plays an important role in the maintenance of physical and mental health. However, excessive exercise in a minority of individuals can have adverse effects on health and lead to exercise addiction. Exercise addiction can be conceptualised as a behavioural addiction. The aim of this paper is to outline the current knowledge on the concept, epidemiology, aetiology, comorbidity, and possible interventions of exercise addiction
A cross-cultural re-evaluation of the Exercise Addiction Inventory (EAI) in five countries
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
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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
Problematic Internet Use and Problematic Online Gaming Are Not the Same: Findings from a Large Nationally Representative Adolescent Sample
There is an ongoing debate in the literature whether problematic internet use (PIU) and problematic online gaming (POG) are two distinct conceptual and nosological entities or whether they are the same. The present study contributes to this question by examining the interrelationship and the overlap between PIU and POG in terms of gender, school achievement, time spent using the internet and/or online gaming, psychological wellbeing, and preferred online activities. Questionnaires assessing these variables were administered to a nationally representative sample of adolescent gamers (N=2,073; mean age 16.4 years, SD=0.87, 68.4% male). Data showed that internet use was a common activity among adolescents while online gaming was engaged in by a considerably smaller group. Similarly, more adolescents met the criteria for PIU than for POG and a small group of adolescents showed symptoms of both problem behaviors. The most notable difference between the two problem behaviors was in terms of gender. POG was much more strongly associated with being male. Self-esteem had low effect sizes on both behaviors, while depressive symptoms were associated with both PIU and POG, affecting PIU slightly more. In terms of preferred online activities, PIU was positively associated with online gaming, online chatting, and social networking while POG was only associated with online gaming. Based on our findings POG appears to be a conceptually different behavior than PIU and therefore data support the notion that Internet Addiction Disorder and Internet Gaming Disorder are separate nosological entities
Gender differences in the association between cyberbullying victimization and perpetration: the role of anger rumination and traditional bullying experiences
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
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 & Adès, 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
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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