scholarly journals Parent–adolescent attachment and peer attachment associated with Internet Gaming Disorder: A longitudinal study of first-year undergraduate students

2020 ◽  
Vol 9 (1) ◽  
pp. 116-128 ◽  
Author(s):  
Zhaojun Teng ◽  
Mark D Griffiths ◽  
Qian Nie ◽  
Guangcan Xiang ◽  
Cheng Guo

Abstract Background and aims Given that Internet Gaming Disorder (IGD) has tentatively been included in DSM-5 as a psychiatric disorder, it is important that the effect of parental and peer attachment in the development of IGD is further explored. Methods Utilizing a longitudinal design, this study investigated the bidirectional association between perceived parent–adolescent attachment, peer attachment, and IGD among 1,054 first-year undergraduate students (58.8% female). The students provided demographic information (e.g., age, gender) and were assessed using the nine-item Internet Gaming Disorder Scale and the Inventory of Parent and Peer Attachment. Assessments occurred three times, six months apart (October 2017; April 2018; October 2018). Results Cross-lagged panel models suggested that IGD weakly predicted subsequent mother attachment but significantly negatively predicted father attachment. However, father and mother attachment did not predict subsequent IGD. Moreover, peer attachment had a bidirectional association with IGD. Furthermore, the model also demonstrated stable cross-sectional negative correlations between attachment and IGD across all three assessments. Discussion and conclusions The findings of the present study did not show a bidirectional association between parental attachment and IGD, but they did show a negative bidirectional association between peer attachment and IGD. The results suggested previous cross-sectional associations between IGD and attachment, with larger links among males than females at the first measurement point. We found that peer attachment negatively predicted subsequent IGD, which indicates that peer attachment plays an important role in preventing addictive gaming behaviors for university students.

2020 ◽  
Vol 18 (2) ◽  
pp. 48-52
Author(s):  
M.V. Shrestha ◽  
N. Manandhar ◽  
S.C. Sharma ◽  
S.K. Joshi

Background The frequent lockdown in Nepal during COVID-19 pandemic had brought various kinds of complexities such as stress among college students. This situation had created uncertainty of future academic career of undergraduate students in medical colleges. Some previously published literature showed gaming as a coping mechanism against stress. Objective To assess the gaming behavior of Medical college students during lockdown in COVID 19 pandemic. Method A cross-sectional study was conducted during lockdown period of July to August 2020. A total of 412 college students were enrolled. Online Google forms were shared to all the eligible students through email, viber and messenger with the help of class representative. Collected data were analyzed in SPSS version 20.0. Result The prevalence of gaming disorder was 8.5% among 260 internet gaming users. About 69.2% of the participants reported that their gaming behavior had increased due to stress of COVID-19 pandemic. Gender and spending more time online per day showed significant associations with greater scores on the internet gaming disorder. Conclusion During lockdown period of COVID-19 pandemic, the gaming behavior of medical college students has increased.


Author(s):  
Della L. Dang ◽  
Meng Xuan Zhang ◽  
Karlas Kin-hei Leong ◽  
Anise M. S. Wu

This one-year longitudinal study examined trait emotional intelligence as a predictor of Internet gaming disorder (IGD). To date, only cross-sectional research has been conducted to test the protective effects of emotional intelligence against IGD tendency. Based on the Interaction of Person-Affect-Cognition-Execution (I-PACE) model, this study aimed to address the research gap by examining not only the direct effects of trait emotional intelligence, but also its indirect effects (via depressive symptoms and coping flexibility) on IGD, with both a cross-sectional and longitudinal design. The participants were 282 Chinese university students (mean age = 20.47; 39.4% males) who voluntarily completed an anonymous questionnaire at both baseline (W1) and one-year follow-up (W2). Path analysis results revealed that trait emotional intelligence had a protective but indirect effect on IGD tendency in both our cross-sectional and longitudinal data. Depression was found to have a significant, full mediating effect on the relationship between: (i) trait emotional intelligence and IGD tendency (W2) and (ii) coping flexibility and IGD tendency (W2), after adjusting for IGD tendency at the baseline (W1). Gender invariance of the path coefficient was also observed in the prospective model. This study provided longitudinal evidence to support the I-PACE model. Interventions should address both IGD and depressive symptoms, and school-based workshops to increase emotional intelligence and coping flexibility are also recommended.


2018 ◽  
Vol 9 ◽  
Author(s):  
Polyxeni Bouna-Pyrrou ◽  
Birte Aufleger ◽  
Simona Braun ◽  
Manja Gattnar ◽  
Sofia Kallmayer ◽  
...  

2020 ◽  
Vol 17 (5) ◽  
pp. 403-411
Author(s):  
Dooyoung Jung ◽  
Eun-jung Shim ◽  
Hyeonggyu Park ◽  
Kwanglo Lee ◽  
Sangil Lee ◽  
...  

Objective Problematic online gaming (POG) and problematic Internet use (PIU) have become a serious public mental health problem, with Internet gaming disorder (IGD) included in “Conditions for further study” section of DSM-5. Although higher immersive tendency is observed in people affected by POG, little is known about the simultaneous effect of immersive tendency and its highly comorbid mental disorder, attention deficit/hyperactivity disorder (ADHD). This study aimed to assess the relationship between immersive tendency, ADHD, and IGD.Methods Cross-sectional interview study was conducted in Seoul, Korea with 51 male undergraduate students; 23 active gamers and 28 controls.Results Current ADHD symptoms showed partial mediation effect on the path of immersive tendency on POG and PIU. The mediation model with inattention explained variance in both POG and PIU better than other current ADHD symptom models (R<sup>2</sup>=69.2 in POG; 69.3 in PIU). Childhood ADHD symptoms models demonstrated mediation effect on both POG and PIU which explained less variance than current ADHD symptom models (R<sup>2</sup>=53.7 in POG; 52.1 in PIU). Current ADHD symptoms, especially inattention, appear to mediate the effect of immersive tendency on POG/PIU.Conclusion Immersive tendencies may entail greater susceptibility to IGD, and comorbidity with ADHD may mediate the effect of immersive tendency on IGD.


2021 ◽  
Author(s):  
Kristiana Siste ◽  
Enjeline Hanafi ◽  
Lee Thung Sen ◽  
Petra Octavian Perdana Wahjoepramono ◽  
Andree Kurniawan ◽  
...  

UNSTRUCTURED REMOVE


Author(s):  
Vamsi Krishna Undavalli ◽  
Gobburi Sudha Rani ◽  
Jonnalagadda Ravi Kumar

Background: Internet gaming disorder (IGD) refers to the problematic use of on-line or off-line video games.  Presently the prevalence of IGD among the adolescent group was between 1.3%  to 19.9% and males reported more prevalence than females. Aims of this study was to know the prevalence and the various factors associated with the development IGD among adolescents.Methods: Settings and Design was to a cross sectional study was conducted among students of High schools for a period of 3 months from July 2018 - September 2018. Four hundred adolescent students were included in the study. English version of the DSM–5 short (9-item) dichotomous scale with cut-off point of five or more criteria was used for diagnosing the IGD.Statistical analysis used descriptive statistics were represented with frequencies and percentages. Chi-square and Fisher Exact tests were applied to find significance difference. P<0.05 was considered as statistically significant.Results: An overall prevalence estimate of IGD was 3.50% among the school children and it is higher among male students (8.8%) than female students (0.8%) and it was found statistically significant with a p value of <0.001.Conclusions: The prevalence differences between Age groups, gender, class of the student and availability of smart phone with internet facility act as an important risk factors for the occurrence of IGD among adolescents.


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