67 research outputs found

    Lost in the chaos : flawed literature should not generate new disorders

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    Kuss and colleaguesā€™ paper ā€˜Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorderā€™ sets out to examine issues relating to the concept. We agree that there are serious issues and extend their arguments by suggesting that the field lacks basic theory, definitions, patient research, and properly validated and standardized assessment tools. As most studies derive data from survey research in functional populations, they exclude people with severe functional impairment and provide only limited information on the hypothesized disorder. Yet findings from such studies are widely used and often exaggerated, leading many to believe that we know more about the problem behavior than we do. We further argue that video game play is associated with several benefits and that formalizing this popular hobby as a psychiatric disorder is not without risks. It might undermine children's right to play or encourage repressive treatment programs, which ultimately threaten childrenā€™s right to protection against violence. While Kuss and colleagues express support for the formal implementation of a disorder, we argue that before we have a proper evidence base, a sound theory, and validated assessment tools, it is irresponsible to support a formal category of disorder and doing so would solidify a confirmatory approach to research in this area

    Internet gaming disorder as a formative construct : implications for conceptualization and measurement

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    Background. Some people have serious problems controlling their internet and video game use. The DSM-5 now includes a proposal for ā€˜Internet Gaming Disorderā€™ as a condition in need of further study. Various studies aim to validate the proposed diagnostic criteria for Internet Gaming Disorder and multiple new scales have been introduced that cover the suggested criteria. Approach. Using a structured approach, we demonstrate that Internet Gaming Disorder might be better interpreted as a formative construct, as opposed to the current practice of conceptualizing it as a reflective construct. Incorrectly approaching a formative construct as a reflective one causes serious problems in scale development including (a) incorrect reliance on item-to-total scale correlation to exclude items and incorrectly relying on indices of inter-item reliability that do not fit the measurement model (e.g., Cronbachā€™s Ī±) (b) incorrect interpretation of composite or mean scores that assume all items are equal in contributing value to a sum score, and (c) biased estimation of model parameters in statistical models. Implications. We show that these issues are impacting current validation efforts through two recent examples. A reinterpretation of Internet Gaming Disorder as a formative construct has broad consequences for current validation efforts and provides opportunities to reanalyze existing data. We discuss three broad implications for current research: (1) Composite latent constructs should be defined and used in models, (2) Item exclusion and selection should not rely on item-to-total scale correlations, and (3) Existing definitions of Internet Gaming Disorder should be enriched further

    Determinants of harassment in online multiplayer games

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    Objective. Online multiplayer games allow large numbers of participants to play simultaneously online. Unfortunately, this has also given rise to new forms of harassment and abuse. The current study used the criminological framework of Routine Activity Theory to identify possible circumstantial and individual risk factors that predict both general and sexual harassment victimization in this online context. Method. An online survey of online multiplayer gamers (N = 883) was conducted. Measures included harassment exposure, guardianship, and target suitability. These determinants were used to predict general and sexual harassment victimization in multiple regression analyses. Analyses controlled for social desirability responding. Results. Both sexual harassment victimization (RĀ² = 63%) and general harassment victimization (RĀ² = 57%) were successfully predicted using the determinants. The gender of the gamer is associated with the type of harassment received; women are more likely to encounter sexual harassment, while men are more likely to be harassed in the general sense. Gaming for fewer hours per week, with mostly or exclusively female avatars, and sharing personal information (e.g. gender) predicts sexual harassment victimization, whereas playing in Player-versus-Player game modes predicts general harassment victimization. Harassing other gamers and associating with harassers predicts both general and sexual harassment. Conclusions. Our models explained a sizable percentage of the variation in harassment, indicating for the first time that the Routine Activity Theory can be applied to understand online harassment in gaming. Specifically, it was found that different types of in-game exposure predict different types of victimization, that lacking personal self-guardianship predicts sexual harassment and that gender (or revealing gender) is associated with changes in harassment

    Video gaming in a hyperconnected world : a cross-sectional study of heavy gaming, problematic gaming symptoms, and online socializing in adolescents

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    Aims: Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. Methods: We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality. Results: We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers. Conclusions: In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction

    Assessment van gameverslaving in de klinische praktijk met de C-VAT 2.0

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    De Clinical Video game Addiction Test (C-VAT 2.0) is een klinische assessment- lijst voor het herkennen van gameverslaving. De C-VAT 2.0 werd in dit onder- zoek gevalideerd in de verslavingszorg bij 32 gameverslaafde clieĢˆnten van 12ā€“23 jaar. Deze gameverslaafde clieĢˆnten besteden ogenschijnlijk al hun vrije tijd en zelfs een deel van hun schooltijd aan het gamen. De nieuwe test sluit volledig aan bij de voorgestelde negen symptomen voor ā€˜internet gaming disorderā€™ uit de DSM-5. De C-VAT 2.0 identificeerde 91 % van de clieĢˆnten correct bij een afkap-punt van vijf of meer positieve items, ten opzichte van de negen items in totaal

    The bidirectional relationships between online victimization and psychosocial problems in adolescents: a comparison with real-life victimization

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    Although peer victimization is of major concern and adolescents spend increasing amounts of time on the Internet, relatively little is known about the psychosocial antecedents and consequences of online victimization. The main aim of this study was to compare the psychosocial antecedents and consequences of online versus real-life victimization. More specifically, the bidirectional relationship between online and real-life victimization on the one hand and psychosocial problems (i.e., loneliness and social anxiety) on the other was examined. In addition, the moderating role of online aggression in the relationship between online victimization and subsequent psychosocial problems was studied. This prospective study, consisting of three annual measurements, was conducted among a sample of 831 adolescents (50.3 % girls) aged 11-15, of which most (80.2 %) had a Dutch ethnic background. The results indicate a unidirectional relationship whereby loneliness and social anxiety predict an increase in latter online victimization rather than the reverse. A bidirectional relationship was found for real-life victimization: loneliness (but not social anxiety) predicted an increase in latter real-life victimization, which in turn predicted an increase in subsequent social anxiety (but not loneliness). No moderating effects of online aggression were found. The findings of the present study suggest that negative online and in real life peer interactions have a differential meaning for, and impact on adolescents' well-being

    Compulsive Internet Use Among Adolescents: Bidirectional Parentā€“Child Relationships

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    Although parents experience growing concerns about their childrenā€™s excessive internet use, little is known about the role parents can play to prevent their children from developing Compulsive Internet Use (CIU). The present study addresses associations between internet-specific parenting practices and CIU among adolescents, as well as the bidirectionality of these associations. Two studies were conducted: a cross-sectional study using a representative sample of 4,483 Dutch students and a longitudinal study using a self-selected sample of 510 Dutch adolescents. Results suggest that qualitatively good communication regarding internet use is a promising tool for parents to prevent their teenage children from developing CIU. Besides, parental reactions to excessive internet use and parental rules regarding the content of internet use may help prevent CIU. Strict rules about time of internet use, however, may promote compulsive tendencies. Finally, one opposite link was found whereby CIU predicted a decrease in frequency of parental communication regarding internet use

    A shape memory polymer concrete crack closure system activated by electrical current

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    YesThe presence of cracks has a negative impact on the durability of concrete by providing paths for corrosive materials to the embedded steel reinforcement. Cracks in concrete can be closed using shape memory polymers (SMP) which produce a compressive stress across the crack faces. This stress has been previously found to enhance the load recovery associated with autogenous selfhealing. This paper details the experiments undertaken to incorporate SMP tendons containing polyethylene terephthalate (PET) filaments into reinforced and unreinforced 500 Ɨ 100 Ɨ 100 mm structural concrete beam samples. These tendons are activated via an electrical supply using a nickelchrome resistance wire heating system. The set-up, methodology and results of restrained shrinkage stress and crack closure experiments are explained. Crack closure of up to 85% in unreinforced beams and 26%ā€“39% in reinforced beams is measured using crack-mouth opening displacement, microscope and digital image correlation equipment. Conclusions are made as to the effectiveness of the system and its potential for application within industry.EPSRC for their funding of the Materials for Life (M4L) project (EP/K026631/1) and Costain Group PLC for industrial sponsorship of the project and autho

    From pattern classification to stratification: towards conceptualizing the heterogeneity of Autism Spectrum Disorder

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    Pattern classification and stratification approaches have increasingly been used in research on Autism Spectrum Disorder (ASD) over the last ten years with the goal of translation towards clinical applicability. Here, we present an extensive scoping literature review on those two approaches. We screened a total of 635 studies, of which 57 pattern classification and 19 stratification studies were included. We observed large variance across pattern classification studies in terms of predictive performance from about 60% to 98% accuracy, which is among other factors likely linked to sampling bias, different validation procedures across studies, the heterogeneity of ASD and differences in data quality. Stratification studies were less prevalent with only two studies reporting replications and just a few showing external validation. While some identified strata based on cognition and intelligence reappear across studies, biology as a stratification marker is clearly underexplored. In summary, mapping biological differences at the level of the individual with ASD is a major challenge for the field now. Conceptualizing those mappings and individual trajectories that lead to the diagnosis of ASD, will become a major challenge in the near future
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