scholarly journals Online Gaming Addiction: The Role of Sensation Seeking, Self-Control, Neuroticism, Aggression, State Anxiety, and Trait Anxiety

2010 ◽  
Vol 13 (3) ◽  
pp. 313-316 ◽  
Author(s):  
Mehwash Mehroof ◽  
Mark D. Griffiths
Author(s):  
Lukas Blinka ◽  
Kateřina Škařupová ◽  
Kristina Mitterova

Impulsivity has been shown to be related to both substance- and non-substance addictions. In the case of internet gaming addiction, on one hand, higher impulsivity and sensation seeking have been reported in problematic online gamers. On the other hand, problematic online gamers were also identified as introverted, socially anxious, and generally inhibited in behaviour. Our study investigates the role of dysfunctional impulsivity in gaming addiction. A sample of 1,510 Czech and Slovak online gamers completed a questionnaire that was advertised online and targeted the core of the gaming community. Internet gaming addiction was measured using the Addiction-Engagement Questionnaire (Charlton & Danforth, 2010). Dysfunctional impulsivity was measured using the 11 items of Dickman’s (1990) sub-scale of the Impulsivity Inventory. Pearson’s correlation coefficients were calculated for variables and a regression model was constructed using hierarchical linear regression to determine the association between online gaming addiction and dysfunctional impulsivity, while controlling for age, gender, and the frequency of online gaming. A set of chi-square tests was employed to compare the patterns of addiction criteria among highly impulsive addicted gamers and non-impulsive addicted gamers. Although dysfunctional impulsivity was a good predictor of gaming addiction (β = .252), it actually explained only about 7% of the addiction variance. Problematic gamers high on impulsivity had similar patterns of addiction criteria as non-impulsive gamers, with only one exception – they had a significantly higher tendency to relapse. There was no role of impulsivity in gaming engagement. The results suggest that dysfunctional impulsivity is a risk factor for online gaming addiction (similar to other addictions), but it does not have prominent explanatory value in itself. Also, the results show that problematic gamers high on impulsivity are more prone to relapse and reinstatement.


2020 ◽  
pp. 1-5
Author(s):  
Ju Ahmmad ◽  
◽  
Ma Hossain ◽  

Impulsivity has been shown to be related to both substance- and non-substance addictions. In the case of internet gaming addiction, on one hand, higher impulsivity and sensation seeking have been reported in problematic online gamers. On the other hand, problematic online gamers were also identified as introverted, socially anxious, and generally inhibited in social behaviour. This review study tried to investigate and correlate the role of dysfunctional impulsivity and sensation seeking in gaming addiction. Online gamers completed a questionnaire that was advertised online and targeted the core of the gaming community. Internet gaming addiction was measured using the Addiction-Engagement Questionnaire. Dysfunctional impulsivity was measured using the 11 items of Dickman’s (1990) sub-scale of the Impulsivity Inventory. Pearson’s correlation coefficients were calculated for variables and a regression model was constructed using hierarchical linear regression to determine the association between online gaming addiction and dysfunctional impulsivity, while controlling for age, gender, and the frequency of online gaming. A set of chi-square tests were employed to compare the patterns of addiction criteria among highly impulsive addicted gamers and non-impulsive addicted gamers. Dysfunctional impulsivity was a good predictor of gaming addiction (β = .252) which actually explained only about 7% of the addiction variance. Problematic gamers high on impulsivity had similar patterns of addiction criteria as non-impulsive gamers, with only one exception – they had a significantly higher tendency to relapse. There was no role of impulsivity in gaming engagement. The results suggested that dysfunctional impulsivity is a risk factor for online gaming addiction (similar to other addictions), but it does not have prominent explanatory value in itself. Also the results show that problematic gamers high on impulsivity are more prone to relapse and reinstatement.


1978 ◽  
Vol 46 (3) ◽  
pp. 855-858 ◽  
Author(s):  
Robert A. Reeves ◽  
Ed M. Edmonds ◽  
Dollie L. Transou

A 2 (trait anxiety) × 4 (color) factorial design was used to determine the effects of red, green, yellow, and blue on state anxiety as a function of high and low trait anxiety. The State-Trait Anxiety Inventory was used to assess both trait (A-Trait) and state (A-State) anxiety for the 10 students assigned to each of the eight treatment combinations. High A-Trait students were significantly more anxious while viewing blue, red, and green than were the low A-Trait students and blue produced significantly more state anxiety than did either yellow or green. These results are consistent with state-trait theory and indicate that the effects of color on state anxiety may be confounded with trait anxiety unless the levels of A-Trait are equivalent for each color condition. The role of cultural and individual differences in the relationship between color and emotion and implications for research are discussed.


1978 ◽  
Vol 47 (2) ◽  
pp. 499-502 ◽  
Author(s):  
Diana Elton ◽  
Peter R. Vagg ◽  
Gordon Stanley

The role of augmentation-reduction in pain tolerance and threshold was examined using Petrie's (1967) criteria for classification of subjects. 14 augmenters did not differ from 14 reducers on pain tolerance and threshold. Trait anxiety correlated with both pain tolerance and threshold, but state anxiety did not.


2020 ◽  
Vol 21 (3) ◽  
pp. 335-350
Author(s):  
Anjali Malik ◽  
Ambika Prasad Nanda ◽  
Rajeev Kumra

Purpose The marketing of immersive and competitive online gaming products has proliferated in recent times. Consumption has also shown a substantial increase, especially among children. Such elevated levels of gaming have adversely affected children’s overall well-being. This paper aims to examine the role of parental attachment variables in enhancing children’s self-control behavior in counteracting the adverse effects of excessive gaming. The role of gender in excessive gaming is also studied. Design/methodology/approach A conceptual framework is tested that examines the direct relationship of features of parental attachment with excessive online gaming behavior and an indirect effect through the mediation of a child’s self-control construct using structural equation modeling. Findings The findings indicate that parental attachment through self-control can play a significant role in limiting excessive gaming behavior among vulnerable young gamers. Excessive gaming behavior was more pronounced for boys than girls. Alienation explained excessive gaming behavior among girls, while communication was significant for boys, but in a reversed direction. Research limitations/implications All possible antecedent variables from the literature, like parental rearing style, that may further contribute to developing a comprehensive theoretical framework could not be studied. Practical implications The study suggests that the priming of children achieved through parental attachment relationships may help prevent excessive gaming behavior among vulnerable young gamers. Originality/value This study addresses the gap in the understanding of parental attachment features related to excessive gaming among different genders. It also establishes the role of the intervening mechanism of a child’s self-control in regulating behavior in relation to excessive gaming in the Indian context.


2012 ◽  
Vol 34 (5) ◽  
pp. 580-599 ◽  
Author(s):  
Chris Englert ◽  
Alex Bertrams

In the present article, we analyzed the role of self-control strength and state anxiety in sports performance. We tested the hypothesis that self-control strength and state anxiety interact in predicting sports performance on the basis of two studies, each using a different sports task (Study 1: performance in a basketball free throw task, N = 64; Study 2: performance in a dart task, N = 79). The patterns of results were as expected in both studies: Participants with depleted self-control strength performed worse in the specific tasks as their anxiety increased, whereas there was no significant relation for participants with fully available self-control strength. Furthermore, different degrees of available self-control strength did not predict performance in participants who were low in state anxiety, but did in participants who were high in state anxiety. Thus increasing self-control strength could reduce the negative anxiety effects in sports and improve athletes’ performance under pressure.


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