4 research outputs found

    Personality and dissociative experiences in smartphone users

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    The aim of this study was to explore the relationship between Problematic Smartphone Use (PSU), dissociative experiences and some characteristics of personality. The sample consisted of 400 Italian college students aged between 20 and 24 (M = 21.59, SD = 1.43). The materials included: a questionnaire on the use of smartphones, the Smartphone Addiction Scale (SAS-SV), the Dissociative Experience Scale (DES), and the Ten Item Personality Inventory (TIPI). Results showed that the college students in our sample used their smartphones mainly for messaging (50%), calling (42.5%), accessing the internet (38%), connecting via social networks (33.5%), taking photos (26.5%), gaming (8.5%) and using applications (.5%). According to the results of the SAS-SV, 70% of our sample showed PSU, without gender differences. Regarding the correlation with personality factors, intensive use of smartphones corresponds to lower emotional stability and the extraversion or 'energy' factor is predictive near the significance cut-off (p = .06), while among the dissociative experiences, passive influence and dissociative amnesia are the best predictors of smartphone addiction. The other variables are less significant (p = .07). The results underline the importance of detecting the PSU predictors in college students, in order to prevent psychopathological consequences

    Relationship of Internet gaming disorder with dissociative experience in Italian university students

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    Abstract The purpose of this study was twofold: (a) to investigate the prevalence of Internet gaming disorder (IGD) among Italian university students and (b) to explore the associations between the former and dissociative phenomena. The sample included 221 college students, 93 males and 128 females, aged between 18 and 25 (M = 21.56; SD = 1.42). They were asked to state their favourite games choice and were administered a demographic questionnaire, the APA symptom checklist based on the diagnostic criteria of IGD in the DSM-5, the Internet Gaming Disorder Scale Short Form (IGD9-SF) and the Italian version of dissociative experience scale for adolescents and young adults. The different game types used are distributed as follows: Massively Multiplayer Online Role-Playing Game (30%), flash games (26%), multiplayer games (24%), and online gambling (23%). The results of the study showed a high incidence of Internet gaming disorder risk in college students (84.61%). Specifically, our data confirmed the literature on the incidence of the male gender bias among online players (M = 28.034; SD = 2.213). Thirty-three subjects (31 male and 2 female) on 221 (14.9%) matched five or more criteria for clinical diagnosis of IGD. The data showed a positive correlation between Internet gaming disorder risk and some dissociative experiences: depersonalisation and derealisation (AbII/item6 r = .311; DD/item6 r = .322); absorption and imaginative involvement (AbII/item2 r = .319; AbII/item8 r = .403) and passive influence (PI/item3 r = .304; PI/item4 r = .366; PI/item9 r = .386). This study shedded light on psychopathological aspects that preceded the spread of IGD and encourages the implementation of a programmatic plan of preventative interventions by Italian public institutions, to prevent and tame the spreading of such addictive behaviours

    Relationship of Internet Gaming Disorder with Psychopathology and Social Adaptation in Italian Young Adults

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    Internet addiction is currently considered a worldwide problem, with a possible impact on mental health. This study aimed to investigate the prevalence of internet gaming disorder (IGD) among Italian young adults and to explore its association with psychopathological symptoms. Our sample included 566 young adults (324 males/242 females; age: 22.74 ± 4.83 years). Participants were asked to state their favorite games and complete the following questionnaires: the Internet Gaming Disorder Scale Short Form (IGD9-SF); the APA symptom checklist, based on DSM-5 diagnostic criteria for IGD; the Symptom Checklist-90 Revised (SCL-90 R); and the Social Adaptation Self Evaluation Scale (SASS). Use of video games was common among study participants (95% of the sample). Thirty subjects (5.3% of the sample) matched criteria for a clinical diagnosis of IGD. Data showed a positive correlation between higher use of online games and higher levels of depression (r = 0.501), anxiety (r = 0.361) and psychoticism (r = 0.431), and lower family and extra-family relationships (r = −0.383). At linear regression analysis, somatization (p = 0.002), depression (p = 0.001) and sleep disturbances (p = 0.003) were predictors of IGD diagnosis. IGD was significantly associated to mental health distress. Healthcare professionals should be aware of the problematic consequences of online gaming
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