Problematic Online Gaming in Relation to the Sensation Seeking of Adolescents: Parental Monitoring as a Moderato

2018 ◽  
Vol 25 (3) ◽  
pp. 115-132
Author(s):  
JungHa Lim ◽  
Yeon Hee Yang ◽  
Ji Yoon Choi
2015 ◽  
Vol 46 (5) ◽  
pp. 957-968 ◽  
Author(s):  
A. C. Edwards ◽  
C. O. Gardner ◽  
M. Hickman ◽  
K. S. Kendler

BackgroundRisk factors for alcohol problems (AP) include biological and environmental factors that are relevant across development. The pathways through which these factors are related, and how they lead to AP, are optimally considered in the context of a comprehensive developmental model.MethodUsing data from a prospectively assessed, population-based UK cohort, we constructed a structural equation model that integrated risk factors reflecting individual, family and peer/community-level constructs across childhood, adolescence and young adulthood. These variables were used to predict AP at the age of 20 years.ResultsThe final model explained over 30% of the variance in liability to age 20 years AP. Most prominent in the model was an externalizing pathway to AP, with conduct problems, sensation seeking, AP at age 17.5 years and illicit substance use acting as robust predictors. In conjunction with these individual-level risk factors, familial AP, peer relationships and low parental monitoring also predicted AP. Internalizing problems were less consistently associated with AP. Some risk factors previously identified were not associated with AP in the context of this comprehensive model.ConclusionsThe etiology of young adult AP is complex, influenced by risk factors that manifest across development. The most prominent pathway to AP is via externalizing and related behaviors. These findings underscore the importance of jointly assessing both biologically influenced and environmental risk factors for AP in a developmental context.


2014 ◽  
pp. 61-97 ◽  
Author(s):  
Orsolya Király ◽  
Katalin Nagygyörgy ◽  
Mark D. Griffiths ◽  
Zsolt Demetrovics

2021 ◽  
Author(s):  
Kazuya Inoue ◽  
Kengo Yokomitsu ◽  
Tomonari Irie ◽  
Makoto Matsuyama ◽  
Masanori Tanaka

Author(s):  
Fiordalisa Melodia ◽  
Natale Canale ◽  
Mark D. Griffiths

AbstractOver the past two decades, research into Internet Gaming Disorder (IGD) has markedly increased due to worldwide spread of online videogames. The reasons and motivations for playing greatly contribute to its popularity. Escapism and avoidance coping strategies have been studied extensively and conceptualized as motives to play. A growing research base has demonstrated a strong association between these motives to play and negative gaming outcomes. Consequently, the aim of the present systematic review was to provide a comprehensive overview of the role of avoidance coping and escape motives in problematic online gaming. A systematic literature search was carried out using academic databases and a total of 26 empirical studies met the inclusion criteria. The results show that escapism and avoidance coping represent both a predictor of IGD and play a mediating role between many psychological factors (e.g., self-esteem, loneliness, self-concept, anxiety) and problematic online gaming. However, the review also highlights the paucity of longitudinal studies that hinder the determination of the causal direction of these associations. Despite this limitation, the evidence has important implication for developing more effective prevention programs and clinical interventions.


2013 ◽  
Vol 29 (1) ◽  
pp. 202-209 ◽  
Author(s):  
Maria C. Haagsma ◽  
Scott E. Caplan ◽  
Oscar Peters ◽  
Marcel E. Pieterse

2017 ◽  
Vol 7 (1) ◽  
pp. 2-17 ◽  
Author(s):  
Rachel Akiko Sato ◽  
Judy Drennan ◽  
Ian Lings

Purpose Online gaming is a global phenomenon that can lead to behavioural addiction and affect players’ mental and physical health. This paper aims to integrate the concepts of help-seeking and stages of change to investigate triggers for problem recognition for problematic online gaming that lead to help-seeking behaviour. Design/methodology/approach Critical Incident Technique method was used to collect a total of 78 critical incidents from a sample of 12 male online gamers who self-identified as having experienced problematic online gaming behaviour. Findings Six classifications of problem recognition triggers for young male problematic online gamers were identified: self-realisation, negative consequences, negative emotions, social influence, competing priorities and impact on social skills. Results indicate that both positive and negative triggers are important for problem recognition. Originality/value Valuable contributions were made to the social marketing literature by presenting an integrated model of help-seeking and stages of change theories, providing new insights into SOC and expanding the understanding of the processes involved in the transition between pre-contemplation and contemplation.


Author(s):  
Abhishek U. Bicholkar ◽  
Amit Dias ◽  
Von Mascarenhas

Background: Online video games are one of the most popular recreational activities irrespective of age, gender and culture. Gaming disorder has been recently included in the 11th Revision of the international classification of diseases (ICD-11). Thus online video game addiction among people is a serious mental health issue and unfortunately, research on this addiction is still in its infancy. Thus the present study examines the prevalence of problematic online gaming among undergraduate medical students and its association with demographic variables, and health-related measures like well-being, self-esteem and depressive mood.Methods: The present cross-sectional study was conducted among the undergraduate students of Goa medical college using online survey method. Problematic online gaming was assessed using the problematic online gaming questionnaire short form (POGQ-SF). Additionally, well-being was assessed using the satisfaction with life scale (SWLS), self-esteem was assessed using Rosenberg’s self- esteem scale (RSES) and depressive mood was assessed using the patient health questionnaire (PHQ-9).Results: According to POGQ-SF, 8% of the study participants showed problematic online gaming. It was significantly associated with sex of the study participants, frequency of online gaming, duration of internet use per day and duration of a gaming session.Conclusions: Playing online games is a widespread activity among undergraduate medical students and a substantial proportion of these students exhibit addictive behaviours with regards to online gaming. Further research in terms of longitudinal studies involving larger samples of general population is needed to throw light on causal relationship between problematic online gaming and related factors.


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.


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