scholarly journals Assessing Online Gaming and Pornography Consumption Patterns During COVID-19 Isolation Using an Online Survey: Highlighting Distinct Avenues of Problematic Internet Behavior

2021 ◽  
pp. 107044
Author(s):  
Samantha N. Sallie ◽  
Valentin JE. Ritou ◽  
Henrietta Bowden-Jones ◽  
Valerie Voon
Author(s):  
Debra Ann Metcalf ◽  
Anthony Saliba ◽  
Kirsty McKenzie ◽  
Appy Gao

Abstract Background Alcohol consumption in China has increased rapidly, and there have been calls for policies and programs to address the issue. Alcohol plays a complex and important role in Chinese culture, where it is considered a symbol of happiness and is associated with wellbeing. Alcohol reduction policies may fail unless they take these cultural and social meanings of alcohol, and its relationship to wellbeing into consideration. Baijiu is a clear fermented spirit that is widely consumed in China and has strong cultural associations with health, wellbeing and prosperity. There is a lack of research on how consumption patterns relate to cultural beliefs and subjective wellbeing. Methods An online survey of n = 1992 Chinese adults was conducted to determine frequency and volume of baijiu consumed; beliefs about health benefits and traditional importance; and associations with subjective wellbeing. Results Higher frequency and volume consumed were associated with higher subjective wellbeing, controlling for age and income. We also found small to medium significant associations between consumption frequency and volume and: belief that baijiu is healthy; and that tradition dictated they should drink baijiu. Conclusions The traditional and health values placed on baijiu, and its association with wellbeing, may help inform policy developments and alcohol reduction campaigns.


Author(s):  
David Columb ◽  
Mark D Griffiths ◽  
Colin O’Gara

Objectives The aim of this study was to carry out the first ever study of gaming characteristics of individuals engaging in online gaming in Ireland and to ascertain whether features of gaming disorder are present in this population. Methods An online survey (comprising 21 questions – 3 demographic questions and 18 questions related to gaming and gaming disorder) was distributed on numerous Irish online gaming forums and Irish online gaming communities. Participants were self-selected and invited to compete the online survey containing questions related to gaming behaviours (age of onset, hours played on weekdays/weekends, type of device used), mobile gaming, motives for online gaming, use of microtransactions, engagement in esports, and a screening tool for the presence of gaming disorder. Results A total of 166 participants engaged in the online survey. Among this study population of regular gamers in Ireland, 2.4% of the study population were classified as having gaming disorder, with up to 5.4% showing some evidence of disordered gaming. The main motivation for online gaming in the non-disordered gaming group was recreation (13.3, sd = 2.7) but only the fourth main motivation in the disordered gaming group behind competition (16.3, sd = 3.7), escape (16.2, sd = 4.3), and coping (15.1, sd = 3.7). Increased hours of gameplay on weekdays and weekends were noted in the disordered gaming group compared to non-disordered gamers. Conclusions A small percentage of gamers in Ireland demonstrate disordered gaming characteristics and gaming disorder, consistent with data from other international studies. Epidemiological studies are required in Ireland to enhance our knowledge of this disorder.


Author(s):  
Scott Thacker ◽  
Mark D. Griffiths

Despite the increased incidence of trolling within online gaming environments, very little psychological research has been conducted beyond the fact that it exists. The main aims of the study were to examine the: (i) frequency of trolling, (ii) type and reasons for trolling, and (iii) the effects trolling may have on self-esteem. Using an online survey, a self-selected sample of 125 gamers participated in the study. Results showed that trolls tended to play longer gaming sessions. Frequent trolls were significantly younger and male. Types of trolling included griefing, sexism/racism, and faking/intentional fallacy. Reasons for trolling included amusement, boredom, and revenge. Witnessing trolling was positively associated with self-esteem, whereas experiencing trolling was negatively associated. Experience of trolling was positively correlated with frequency of trolling. Although the study used a self-selecting sample, the results appear to provide a tentative benchmark into video game trolling and its potential effects on self-esteem.


2017 ◽  
Vol 17 (3) ◽  
pp. 239-256 ◽  
Author(s):  
Guenter Wallner

With the advent of online gaming, access to in-game data has become increasingly important for players as it provides great opportunities for them to reflect and improve upon their gameplay or to compare their performance with others. Some of the currently most popular games focus on strategy and tactics, requiring players to skillfully position and maneuver units in order to achieve victory in battle. However, current visualizations for retrospective analysis of battles and that are targeted toward players are mainly limited to heatmaps and hence are not well suited for conveying the flow of battle. By contrast, military planners and historians alike have long used maps to provide a concise visual overview of troop movements. In this article, we are proposing an algorithm for automatically creating such battle maps from tracked in-game data. Several parameters allow to adjust the level-of-detail in the resulting maps. To demonstrate the practicality of our approach for post hoc analysis, we apply it to actual gameplay data obtained from a massively multiplayer online game and collected preliminary feedback among players of the game through an online survey.


2020 ◽  
Vol 3 (11) ◽  
pp. 01-20
Author(s):  
Nur Shazreen Zul Kamal ◽  
Saodah Wok

This study was designed to examine the impact of online gaming addiction on mental health among International Islamic University Malaysia (IIUM) students. The objectives of this study are to determine: (a) the exposure to online gaming, (b) the levels of online gaming addiction and mental health, and (c) the relationship between online gaming addiction and mental health, particularly depression, anxiety, and loneliness. This study employed a quantitative research design with the network sampling procedure applied as the sampling technique for data selection and an online survey questionnaire as the research instrument. A total of 210 respondents participated in this study, comprising both undergraduate and postgraduate students. The findings show that the most popular type of online game is PlayerUnknown’s Battlegrounds (PUBG), followed by Mobile Legend (ML), Call of Duty (CoD), Defense of the Ancients (DotA), and Free Fire. The levels of online gaming addiction and mental health among IIUM students were found to be significantly low. The relationships between online gaming addiction and mental health components, namely depression, anxiety, and loneliness, were found to be significant and positive. Based on the social cognitive theory tested, all the developed hypotheses were accepted. This study suggests that future research should examine the impact of online gaming addiction on academic performance and physical health. Besides, future research can investigate other theories such as agenda-setting theory, cultivation theory, dependency theory, and media effect theory.


10.2196/10784 ◽  
2019 ◽  
Vol 6 (3) ◽  
pp. e10784 ◽  
Author(s):  
Wenliang Su ◽  
Orsolya Király ◽  
Zsolt Demetrovics ◽  
Marc N Potenza

Background Research has shown that some individuals can develop problematic patterns of online gaming, leading to significant psychological and interpersonal problems. Psychiatric distress and impulsivity have been suggested to contribute to problematic online gaming (POG). Objective This study aimed to investigate the potential mediating or moderating mechanisms of impulsivity and gender-related differences in possible associations between psychiatric distress and POG. Methods A total of 596 matched female and male participants, ranging in age from 14 to 38 years (mean 21.4, SD 4.5), were chosen from a large cross-sectional, nationwide Hungarian online gaming sample. Participants completed online questionnaires about self-reported impulsivity, psychiatric distress, and POG. Results Psychiatric distress directly predicted POG, and impulsivity partially mediated the relationship between psychiatric distress and POG. However, this mediation effect was found only for the impatience factor of impulsivity. Impulsivity did not moderate the relationship between psychiatric distress and POG. A moderating effect of gender was not found in the direct relationship between psychiatric distress and POG. However, a moderated mediation analysis revealed that impatience mediated the association between psychiatric distress and POG in males, whereas the indirect effect of impatience was not significant in females. Conclusions The results of this work highlight gender-related difference among online gamers in the mediation effect of impulsivity between psychiatric distress and POG and provide novel insights regarding clinical implications for preventing or treating POG.


Economies ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. 74
Author(s):  
Henning Wilts ◽  
Marina Fecke ◽  
Christine Zeher

Reuse is still seen as a “niche phenomenon” and consumers seem to waste economic opportunities linked to buying and selling second-hand products. For this reason, this paper focuses on incentives and barriers to sell and buy second-hand products, as indicated in the literature, and applies a theoretical framework of transaction costs to explain the existing consumption patterns. For this paper, a representative online survey was conducted in which 1023 consumers in Germany participated, age 16 and older. The data were analyzed for statistically significant deviations between different groups of economic actors selling or buying second-hand products. Results show that valuable unused products exist in households, but barriers such as uncertainties about the reliability of the buyer or the quality of the product hinder the transition into sustainable consumption. Different forms of transaction costs are important explanatory variables to explain why consumers nevertheless predominantly buy new products, although they are aware that second-hand would save money and make an individual contribution to climate protection.


Healthcare ◽  
2021 ◽  
Vol 9 (8) ◽  
pp. 1039
Author(s):  
Agnese Merlo ◽  
Pauline A. Hendriksen ◽  
Noortje R. Severeijns ◽  
Johan Garssen ◽  
Gillian Bruce ◽  
...  

Since the outbreak of the 2019 coronavirus (COVID-19) pandemic, lockdown periods have been installed to counteract the spread of the virus. These lockdowns, characterized by social isolation, have been associated with mood changes and increased stress. Individuals have used various strategies to cope with the negative effects of being in lockdown, including increasing the frequency and quantity of alcohol consumption. The aim of this study was to investigate mood before and during lockdown of individuals who reported consuming more, less, or the same amount of alcohol during lockdown, and examine how this impacts and perceived immune fitness and the presence and severity of COVID-19 symptoms. Analysis included a sub-sample from the ‘Corona Lockdown: how fit are you?’ (CLOFIT) study, comprising N = 761 participants who reported consuming alcohol in 2020. The results of the online survey showed that half of the participants did not alter their weekly alcohol consumption during lockdown (50.4%), whereas 25.9% of drinkers reported a reduction and 23.8% reported an increase in weekly alcohol consumption. Compared to individuals that did not alter their drinking behaviour, both increased and reduced alcohol consumption during lockdown was associated with poorer mood and higher stress levels. Increased alcohol consumption was associated with significantly reduced perceived immune fitness and a high presence and severity of COVID-19 symptoms. This effect was not significant among individuals with reduced or unaltered alcohol consumption.


2020 ◽  
Author(s):  
Taylor Kohut ◽  
William Fisher

The connection between pornography use and sexual violence remains an ongoing concern within and outside academia. The current research sought to test Confluence Model reasoning that pornography use will be most strongly related to sexual aggression among men who are high in the predisposing risk factors of hostile masculinity and impersonal sexuality. To this end, a sample of young adult (18-24 years of age) males from Mechanical Turk (N = 1,528) and two national samples of young adult Canadian males who were currently enrolled (N = 1,049) or not currently enrolled (N = 905) in post-secondary education completed self-report measures of pornography use, hostile masculinity, impersonal sexuality, and sexual aggression in an online survey. Results supported some aspects of Confluence Model theorizing but challenged others. When pornography use was operationalized with a contemporary approach that assessed use of all forms of pornography, the results did not confirm a positive relationship between pornography use and sexual aggression among men with high levels of hostile masculinity and impersonal sexuality. When operationalized as the use of pornographic magazines, a relatively uncommon contemporary form of pornography consumption, pornography use was found to be correlated with sexual aggression, and the magnitude of this association was larger among men who were high in either hostile masculinity or impersonal sexuality, depending on the sample. These discrepant findings serve as a challenge to causal explanations for previously published correlations of pornography use and sexual aggression and a warning about the non-equivalence of pornography use measures.


2020 ◽  
Vol 12 (2) ◽  
pp. 201-212 ◽  
Author(s):  
Felix Reer ◽  
Nicole C. Krämer

Studies found that using digital media can satisfy the needs for competence, autonomy and relatedness, contributing to well-being and enjoyment. Further, need satisfaction in daily life has been identified as a background factor that may influence the intensity of media usage, as well as the psychological outcomes connected to it. Considering both perspectives, the current analysis investigates the causes and consequences of playing in online gaming communities. Specifically, we examine persistent groups of players (‘clans’) formed in the context of the online first-person shooter game Counter-Strike. Based on an online survey among 585 clan players, structural equation modelling shows that need satisfaction in clans relates to increases in clan engagement, increases in positive affect and decreases in negative affect. Further, players with deficits in day-to-day need satisfaction show increased engagement in their clan, but also experience more negative affect and less need satisfaction in their clans.


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