55 research outputs found

    Problémás onlinejáték-használat

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    A kutatások jelzései szerint az online játékok számának növekedésével párhuzamosan nőtt a problémás használók száma is. Ezért egyre több kutatás és tanulmány célja az online játékok hatásainak feltérképezése. Jelen áttekintés célja az online játékok evolúciójának, illetve típusainak és ezek főbb jellemzőinek bemutatása. A szerzők kitérnek a definíciós kérdésekre, a problémás használat tünettanára, ismertetik az alkalmazható mérőeszközöket, az elterjedtségre vonatkozóan rendelkezésre álló adatokat, valamint tárgyalják az etiológiai kérdéseket. Ismertetik a komorbiditásra vonatkozó eredményeket, valamint a megelőzés és kezelés terén megjelenő törekvéseket, s ezek eredményeit

    A comprehensive model to understand and assess the motivational background of video game use: The Gaming Motivation Inventory (GMI)

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    Background and aims The popularity of video gaming has generated significant interest in research methods to examine motivations for gaming. Current measures of gaming motives are limited by lack of scope and/or their applicability to specific game genres only. We aimed to create a comprehensive motivation inventory applicable to any gaming genre and to evaluate its psychometric properties in a large sample of highly engaged video gamers. Methods Stage 1 of this project involved a systematic review that generated the items for the Gaming Motivation Inventory (GMI). Stages 2–4 involved an evaluation of the psychometric properties of the GMI. A sample of 14,740 video gamers (89.3% male; mean age 24.1 years) were recruited via an online survey promoted by a popular gaming magazine. Results In Stage 2, twenty-six gaming motives were identified, which clustered into six higher-order dimensions (Mastery, Immersion/Escapism, Competition, Stimulation, Social, Habit/Boredom). In Stage 3, construct validity of the six higher-order motives was assessed by associations with gaming-related, personality, and psychological variables. In Stage 4, the relationships between motives and depression symptoms and gaming disorder symptoms were explored. Although gaming motives had weak associations with gaming genres, they were moderately related to variables such as competitiveness, sociability, and positive and negative affect. Gaming disorder symptoms were directly predicted by depression symptoms and indirectly via Immersion/Escapism, Habit/Boredom, and Competition motives. Discussion and conclusions These findings support the notion that motives are one of the primary causes of gaming behavior and play an important role in predicting its problematic nature. The GMI is a psychometrically valid tool that will be useful for gaining insights into factors underlying gaming behaviors

    Fejleszthetők-e a pedagógusok online oktatással kapcsolatos kompetenciái online tanulási környezetben?

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    A tanulmányunkban a Web 2.0 – Online eszközök használata a tanórán és azon kívül kurzust mutatja be, illetve az azon részt vevő pedagógusok tevékenységét elemzi. A kurzus 5 hétig tartott (2020 decembere és 2021 januárja között), 255 pedagógus jelentkezett rá, és 204-en teljesítették sikeresen. Az online képzés elsősorban azzal a céllal indult el, hogy univerzális és ingyenes segítséget nyújtson a pedgaógusoknak az online oktatás terén

    The development of the Problematic Online Gaming Questionnaire

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    Background: Online gaming has become increasingly popular. However, this has led to concerns that these games might induce serious problems and/or lead to dependence for a minority of players. Aim: The aim of this study was to uncover and operationalize the components of problematic online gaming. Methods: A total of 3415 gamers (90% males; mean age 21 years), were recruited through online gaming websites. A combined method of exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) was applied. Latent profile analysis was applied to identify persons at-risk. Results: EFA revealed a six-factor structure in the background of problematic online gaming that was also confirmed by a CFA. For the assessment of the identified six dimensions – preoccupation, overuse, immersion, social isolation, interpersonal conflicts, and withdrawal – the 18-item Problematic Online Gaming Questionnaire (POGQ) proved to be exceedingly suitable. Based on the latent profile analysis, 3.4% of the gamer population was considered to be at high risk, while another 15.2% was moderately problematic. Conclusions: The POGQ seems to be an adequate measurement tool for the differentiated assessment of gaming related problems on six subscales

    The Development of the Problematic Online Gaming Questionnaire (POGQ)

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    BACKGROUND: Online gaming has become increasingly popular. However, this has led to concerns that these games might induce serious problems and/or lead to dependence for a minority of players. AIM: The aim of this study was to uncover and operationalize the components of problematic online gaming. METHODS: A total of 3415 gamers (90% males; mean age 21 years), were recruited through online gaming websites. A combined method of exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) was applied. Latent profile analysis was applied to identify persons at-risk. RESULTS: EFA revealed a six-factor structure in the background of problematic online gaming that was also confirmed by a CFA. For the assessment of the identified six dimensions--preoccupation, overuse, immersion, social isolation, interpersonal conflicts, and withdrawal--the 18-item Problematic Online Gaming Questionnaire (POGQ) proved to be exceedingly suitable. Based on the latent profile analysis, 3.4% of the gamer population was considered to be at high risk, while another 15.2% was moderately problematic. CONCLUSIONS: The POGQ seems to be an adequate measurement tool for the differentiated assessment of gaming related problems on six subscales

    Online and offline video game use in adolescents: measurement invariance and problem severity

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    Background: Despite the increasing popularity of videogame playing, little is known about the similarities and differences between online and offline videogame players. However, the characteristics of online and offline gaming might predispose different pattern of problematic use. Objectives: The aims of this study were to (i) test applicability and the measurement invariance of the previously developed Problematic Online Gaming Questionnaire (POGQ) in both online and offline gamers; and (ii) examine the differences between online and offline gamers in the dimensions of problematic use. Methods: A total of 1,964 adolescent videogame players were recruited. Information on videogame use habits were collected and all gamers were administered the POGQ. Those gamers who played at least sometimes in an online context were considered as “online gamers” and “offline gamers” were those who played videogames exclusively offline. Results: Confirmatory factor analysis supported the measurement invariance across online and offline videogame players. According to the multiple indicators multiple causes (MIMIC) model, online gamers were more likely to score higher on overuse, interpersonal conflict, and social isolation subscales of the POGQ. Conclusion: The results of the present study suggest that online and offline gaming can be assessed using the same psychometric instrument. These findings open the possibility for future research studies concerning problematic video game to include participants who exclusively play either online or offline games, or both. However, the study also identified important structural features about how online and offline gaming might contribute differently to problematic use. These results provide important information and ideas that could be utilized in parental education and prevention program about the possible detrimental consequences of online vs. offline video game use

    Attention and speech-processing related functional brain networks activated in a multi-speaker environment

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    Human listeners can focus on one speech stream out of several concurrent ones. The present study aimed to assess the whole-brain functional networks underlying a) the process of focusing attention on a single speech stream vs. dividing attention between two streams and 2) speech processing on different time-scales and depth. Two spoken narratives were presented simultaneously while listeners were instructed to a) track and memorize the contents of a speech stream and b) detect the presence of numerals or syntactic violations in the same (“focused attended condition”) or in the parallel stream (“divided attended condition”). Speech content tracking was found to be associated with stronger connectivity in lower frequency bands (delta band- 0,5–4 Hz), whereas the detection tasks were linked with networks operating in the faster alpha (8–10 Hz) and beta (13–30 Hz) bands. These results suggest that the oscillation frequencies of the dominant brain networks during speech processing may be related to the duration of the time window within which information is integrated. We also found that focusing attention on a single speaker compared to dividing attention between two concurrent speakers was predominantly associated with connections involving the frontal cortices in the delta (0.5–4 Hz), alpha (8–10 Hz), and beta bands (13–30 Hz), whereas dividing attention between two parallel speech streams was linked with stronger connectivity involving the parietal cortices in the delta and beta frequency bands. Overall, connections strengthened by focused attention may reflect control over information selection, whereas connections strengthened by divided attention may reflect the need for maintaining two streams in parallel and the related control processes necessary for performing the tasks.</div

    Validation of the Ten-Item Internet Gaming Disorder Test (IGDT-10) and evaluation of the nine DSM-5 Internet Gaming Disorder criteria

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    Introduction: The inclusion of Internet gaming disorder (IGD) in the DSM-5 (Section 3) has given rise to much scholarly debate regarding the proposed criteria and their operationalization. The present study’s aim was threefold: to (i) develop and validate a brief psychometric instrument (Ten-Item Internet Gaming Disorder Test; IGDT-10) to assess IGD using definitions suggested in DSM-5, (ii) contribute to ongoing debate regards the usefulness and validity of each of the nine IGD criteria (using Item Response Theory [IRT]), and (iii) investigate the cut-off threshold suggested in the DSM-5. Methods: An online gamer sample of 4,887 gamers (age range 14-64 years, mean age 22.2 years [SD=6.4], 92.5% male) was collected through Facebook and a gaming-related website with the cooperation of a popular Hungarian gaming magazine. A shopping voucher of approx. 300 Euros was drawn between participants to boost participation (i.e., lottery incentive). Results: Analysis supported IGDT-10’s validity, reliability, and suitability to be used in future research. Findings of the IRT analysis suggest IGD is manifested through a different set of symptoms depending on the level of severity of the disorder. More specifically, “continuation”, “preoccupation”, “negative consequences” and “escape” were associated with lower severity of IGD, while “tolerance”, “loss of control”, “giving up other activities” and “deception” criteria were associated with more severe levels. “Preoccupation” and “escape” provided very little information to the estimation IGD severity. Finally, the DSM-5 suggested threshold appeared to be supported by our statistical analyses. Conclusions: IGDT-10 is a valid and reliably instrument to assess IGD as proposed in the DSM-5. Apparently the nine criteria do not explain IGD in the same way, suggesting that additional studies are needed to assess the characteristics and intricacies of each criterion and how they account to explain IGD
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