The Relationship between the Mathematical Reasoning Skills and Video Game Addiction of Turkish Middle Schools Students: A Serial Mediator Model

2021 ◽  
pp. 100843
Author(s):  
Mesut Öztürk ◽  
İsmail Sarikaya
Author(s):  
Youngkeun Choi

In general, if employees use video games excessively rather than working hard, it becomes a matter of great concern in the workplace. However, video game addiction studies in the workplace are rare. The present study was, therefore, developed to examine the organizational behaviors related to video game addiction in the workplace. For this, the present study collected data from 305 employees in Korean companies through a survey method and use a series of multiple regression. In the results, first, the more employees suffer from corporate psychopathy, then they are more likely to be addictive in the video game. Second, the more addictive employee is in the video game, their turnover intention and work to family conflict increase. Third, video game addiction mediates the relationship between corporate psychopathy and employees' turnover intention and work to family conflict. Finally, when employees perceive more support provided by the organization, they are less likely to be addicted to the video game, which is aroused by corporate psychopathy. For research contributions, first, this study is the first to empirically verify the antecedents and consequences of video game addiction in the workplace. Second, this study is the first to investigate the mediation of video game addiction empirically. Third, this study is the first to show perceived organizational support to buffer the relationship between corporate psychopathy and video game addiction.


2013 ◽  
Vol 25 (3) ◽  
pp. 118-128 ◽  
Author(s):  
Florian Rehbein ◽  
Dirk Baier

In recent years, a variety of epidemiological studies have provided empirical data on the prevalence of video game addiction (GA) in different age groups. However, few studies investigated the causes of GA and could explain why video game playing as a widespread phenomenon leads to a comparatively small percentage of addicted players. Additionally, the existing longitudinal studies mainly consider psychological trait variables and neglect the possible explanatory value of predictors in socialization regarding media availability, media use, and family and everyday school life. In this paper, the results of a two-wave longitudinal study comprising a sample of students from Grades 4 to 9 (N = 406) are presented. The data show that 15-year-old video game addicts had already exhibited a number of specific risk factors at the age of 10. Students from single-parent families seem to be particularly at risk, as are students with low experienced school well-being and with a weaker social integration in class. The data also indicate that problematic use of video games in childhood increases the risk of GA in adolescence. Male students are especially vulnerable for developing GA. The results of this study are an important contribution to understanding risk factors for GA in adolescents, thereby laying the groundwork for effective prevention measures.


2014 ◽  
Vol 63 (1) ◽  
pp. 57-71 ◽  
Author(s):  
Igor Lins Lemos ◽  
Paula Rejane Beserra Diniz ◽  
Julio Fernando Prieto Peres ◽  
Everton Botelho Sougey

Objetivo: Realizar revisão sistemática de manuscritos que utilizaram a neuroimagem no estudo da dependência de jogos eletrônicos, a fim de identificar as principais regiões cerebrais alteradas. Métodos: Foram realizadas buscas nos seguintes bancos de dados: ScieELO, BVS, Lilacs, Science Direct On Line e PubMed. Não houve data mínima para a pesquisa, sendo considerados os artigos encontrados até julho de 2013. Os descritores utilizados para a presente revisão sistemática da literatura foram: “PET”, “SPECT”, “MRI”, “DTI”, “EEG”, “imaging”, “neuroimaging”, “spectroscopy”, “functional magnetic ressonance”, “structural magnetic ressonance”, “tractography”, “voxel” e “brain”, individualmente cruzados com os descritores “gaming” e “video game addiction”. Resultados: Dos 52 artigos encontrados, 16 foram selecionados: nove usaram fMRI, quatro usaram sRMI, um usou PET e dois usaram EEG. Em relação às alterações funcionais e estruturais, elas foram mais observadas no lobo frontal (córtex pré-frontal dorsolateral, córtex orbitofrontal, giro pré-frontal, giro frontal médio), parietal, temporal (giro para-hipocampal), núcleos da base, tálamo, ínsula e cerebelo. Conclusão: A despeito dos métodos utilizados, os estudos apontaram convergências quanto às reciprocidades cerebrais. Essas alterações neurais são semelhantes às observadas em pacientes dependentes de substâncias e de internet, especialmente durante o estado de fissura. Apesar de apenas recentemente pesquisas de neuroimagem em dependentes de jogos eletrônicos terem sido realizadas, contamos no momento com achados significativos alinhados à compreensão dos mecanismos neurais associados à dependência de jogos eletrônicos e respectiva inserção como categoria nosológica no âmbito psiquiátrico.


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