scholarly journals Dissociative Absorption May Contribute to Internet Gaming Disorder Independent of Childhood Trauma and ADHD Symptoms Among Male University Students

Author(s):  
Ali Kandeger ◽  
◽  
Umran Egilmez ◽  
2021 ◽  
Vol 11 (3) ◽  
pp. 518-527
Author(s):  
Jireh Phuah Rong Yao ◽  
Viswanath Sundar ◽  
Vinodhkumar Ramalingam

INTRODUCTION: Mobile video gaming among university students has increased rapidly, more than before the COVID-19 pandemic. This is very concerning as this could spark various problems, such as musculoskeletal pain and gaming disorders. OBJECTIVES:  The present study is to identify the predictors of mobile video gaming on musculoskeletal pain among university students in Selangor, Malaysia. PARTICIPANTS AND METHODS: This study was conducted online using a self-reported online questionnaire via Google Form and sent to university students in Selangor, Malaysia. Participants' gaming addiction was measured using the Ten Item Internet Gaming Disorder Test (IGDT-10) questionnaire, and the prevalence of musculoskeletal pain was assessed by the Modified Nordic Musculoskeletal Questionnaire (MNMQ). The data was analyzed using SPSS version 25. A descriptive and binomial linear regression test was used to predict the variables. The statistical significance was set at p < 0.05, and odds ratios were calculated with confidence intervals of 95%. RESULTS: The prevalence of Internet Gaming Disorder among university students in Selangor, Malaysia is 1.8% (n=3). The neck region (74.2%) was the most commonly reported body region with musculoskeletal pain, followed by the shoulder region (60.7 %), lower back region (55.8 %), and upper back region (50.9 %). The body position was the only predictor of mobile video gaming with musculoskeletal pain (p = 0.002) in the lower back region. CONCLUSION: According to the findings of this study, the prevalence of Internet Gaming Disorder (IGD) among university students was low and not addicted to gaming in the Covid-19 lockdown. We also found that participants who sat while playing mobile video games were more likely to develop low back pain. However, one of the limiting factors could be prolonged sitting in virtual classes during the lockdown, which causes low back pain.


2021 ◽  
Vol 36 (3) ◽  
pp. 451-471
Author(s):  
Amna Rasheed ◽  
Sadaf Ahsan ◽  
Sadaf Zaheer

The objective of the current study was to assess the impact of internet gaming disorder on self-appraisal. Moreover, role of gender as a moderator on the relationship between internet gaming disorder and self-appraisal among university students was also explored. A sample of 300 students was collected through purposive sampling technique, from different universities of Islamabad and Rawalpindi. The participant’s age range was 18-28 years. Self-report measures i.e., Internet Gaming Disorder Scale-short form (Pontes & Griffiths, 2015) and Core Self Evaluation Scale (Judge, Erez, Bono, & Thoresen, 2003) were administered. Results yielded that internet gaming disorder negatively predicted self-appraisal among university students. Moreover, gender worked as a significant moderator on the relationship between internet gaming disorder and self-appraisal. The independent sample t-test showed that males reported a higher level of internet gaming disorder as compared to females. Males showed less self-appraisal as compared to females. This study will help to identify the effects of internet gaming disorder on self-appraisal among university students. Furthermore, intervention plans can also be developed for students by decreasing their gaming activity and increasing their self-appraisal and bringing them back to their normal life.


2021 ◽  
Vol 7 (2) ◽  
pp. 33-40
Author(s):  
Sebastián Guillermo Risco Martínez ◽  
Mónica De Los Milagros Cassaretto Bardales

Introduction: behavioral addictions, and particularly video game addiction, are showing a notable rise in recent years, which is why the latter is already considered a disorder by the WHO. This disorder has been researched in relation to various variables highlighting the importance of the family context; which is why it´s recommended to delve deeper regarding specific aspects about the role that the relationship between parent and child can have in the development of said addictions. Objective: Analyze the relation between the risk of developing Internet gaming disorder (IGD) and the perception a group of university students have of their parents´ parenting process (maternal and paternal). Method: 94 university students belonging to science faculties from Lima, Perú participated. The Internet Gaming Disorder Test - IGD-20 (Pontes et al., 2014) and the Adolescent Family Process scale - AFP (Vazsonyi et al., 2003) were used. Results: significant associations between both constructs were found in relation to the mother’s parenting, but not with the father´s parenting. It shows a positive correlation between IGD and the perception of support from the mother (r=.24, p


2020 ◽  
Vol 9 (1) ◽  
pp. 175-180 ◽  
Author(s):  
Lijuan Shi ◽  
Yuanyuan Wang ◽  
Hui Yu ◽  
Amanda Wilson ◽  
Stephanie Cook ◽  
...  

Abstract Background The aim of this study was to investigate the mechanisms of Internet gaming disorder (IGD) and the associated interaction effects of childhood trauma, depression and anxiety in college students. Methods Participants were enrolled full-time as freshmen at a University in the Hunan province, China. All participants reported their socio-demographic characteristics and undertook a standardized assessment on childhood trauma, anxiety, depression and IGD. The effect of childhood trauma on university students' internet gaming behaviour mediated by anxiety and depression was analysed using structural equation modelling (SEM) using R 3.6.1. Results In total, 922 freshmen participated in the study, with an approximately even male-to-female ratio. A mediation model with anxiety and depression as the mediators between childhood trauma and internet gaming behaviour allowing anxiety and depression to be correlated was tested using SEM. The SEM analysis revealed that a standardised total effect of childhood trauma on Internet gaming was 0.18, (Z = 5.60, 95% CI [0.02, 0.05], P < 0.001), with the direct effects of childhood trauma on Internet gaming being 0.11 (Z = 3.41, 95% CI [0.01, 0.03], P = 0.001), and the indirect effects being 0.02 (Z = 2.32, 95% CI [0.00, 0.01], P = 0.020) in the pathway of childhood trauma-depression-internet gaming; and 0.05 (Z = 3.67, 95% CI [0.00, 0.02], P < 0.001) in the pathway of childhood trauma-anxiety-Internet gaming. In addition, the two mediators anxiety and depression were significantly correlated (r = 0.50, Z = 13.54, 95% CI [3.50, 5.05], P < 0.001). Conclusions The study revealed that childhood trauma had a significant impact on adolescents' Internet gaming behaviours among college students. Anxiety and depression both significantly mediated the relationship between childhood trauma and internet gaming and augmented its negative influence. Discussion of the need to understand the subtypes of childhood traumatic experience in relationship to addictive behaviours is included.


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