scholarly journals Video gaming and gaming addiction in transgender people: An exploratory study

2017 ◽  
Vol 6 (1) ◽  
pp. 21-29 ◽  
Author(s):  
Jon Arcelus ◽  
Walter Pierre Bouman ◽  
Bethany Alice Jones ◽  
Christina Richards ◽  
Susana Jimenez-Murcia ◽  
...  
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.


Author(s):  
Youssef Farchakh ◽  
Chadia Haddad ◽  
Hala Sacre ◽  
Sahar Obeid ◽  
Pascale Salameh ◽  
...  

Abstract Background Examining whether any association exists between addiction to video games and cognitive abilities in children could inform ongoing prevention and management of any possible harm. The objective of this study was to investigate the associations between addiction to video games, and memory, attention and learning abilities among a sample of Lebanese school children. Methods This cross-sectional study, conducted between January and May 2019, enrolled 566 school children aged between 9 and 13 years. Three private schools were chosen conveniently for this study. Students were randomly chosen from the list given by the school administration. The students’ parents are those who responded to the questionnaire. Results The results showed that higher addiction to video gaming salience was significantly associated with worse episodic memory, problem solving, basic reading skills, written expression skills and worse clinical attention. Higher addiction to video gaming tolerance were significantly associated with worse novel problem solving and worse attention. Higher addiction to video gaming withdrawal were significantly associated with worse attention, factual memory, attention, processing speed, visual spatial organization, sustained sequential processing, working memory, novel problem solving and worse written expression skills. Conclusion The results suggest a correlation between addiction to video games and worse memory, attention, as well as cognitive and academic abilities among school children. Those findings indicate the need for more extensive research, and serve to highlight vital next steps needed in future papers, such as identifying predicting factors that could aid in early detection of video gaming addiction in children.


2017 ◽  
Vol 41 (S1) ◽  
pp. S203-S204 ◽  
Author(s):  
F. Guermazi ◽  
N. Halouani ◽  
K. Yaich ◽  
R. Ennaoui ◽  
S. Chouayakh ◽  
...  

IntroductionWith the popularity of high-tech devices and Internet use in recent years, playing online or offline games has become a popular activity, among young adults (YA). However, research suggests that excessive engagement may in extreme cases lead to symptoms commonly experienced by substance addicts.AimsEstimate the prevalence of problematic use of video and Internet games (PUVIG) among YA. Determine the factors associated with it.MethodsA cross-sectional study was carried out during the first half of September 2016. A sample of 69 YA with a high education's level was randomly selected from the general population. Data were collected through a global questionnaire consisted of a sociodemographic part, the Young Internet Addiction Test, the Problem Video Game playing questionnaire, online network game scale and the Perceived Stress Scale.ResultsThe average age was 27.6 years. The majority (70%) reported using video or Internet games. The risk of dependency to online network games involved 10% of game players while the presence of video games use consequences concerning 16%. Gaming addiction was significantly more likely in boys (P = 0.001). The students had more PUVIG than employees (P = 0.036). A link was highlighted with a problematic Internet use (P = 0.008), a facebook addiction (P = 0.001) and high perceived stress level (0.014).ConclusionsPlaying video and Internet games is a widespread activity among YA. The factors potentially involved are inevitably multiple and complex. It supports the need to carefully explore these emerging practices among this vulnerable population and suggest the establishment of better prevention and better tracking of video gaming.Disclosure of interestThe authors have not supplied their declaration of competing interest.


2021 ◽  
Author(s):  
Leon Y. Xiao

The National Press and Publication Administration (NPPA) of the People’s Republic of China published the Notice on Further Strictly Regulating and Effectively Preventing Online Video Gaming Addiction in Minors (the “2021 Notice”) on August 30, 2021. The 2021 Notice becomes effective on September 1, 2021. The 2021 Notice updates (and, where incompatible, supersedes) the older regulatory requirements set out by the NPPA in the Notice on the Prevention of Online Gaming Addiction in Juveniles (the “2019 Notice”) published nearly two years ago on 25 October 2019, which was translated and discussed by Xiao at 24 GAMING LAW REV. 51–53. The two Notices regulate video gaming in China and restrict minors’ (defined as people under the age of 18) access to online video games. This International Gaming Industry Update comparesthe old and new regulatory positions and comments on the implications of this regulatory development in China.


2014 ◽  
Vol 29 ◽  
pp. 1
Author(s):  
L. Romo ◽  
L. Kern ◽  
G. Kotbagi ◽  
S. Plantey ◽  
F. Boz ◽  
...  

2019 ◽  
pp. 469-474
Author(s):  
Zahrasadat Hosseini ◽  
Roya Delpazirian ◽  
Hosseini Mohajeri ◽  
Peyman Hassani Abharian

2021 ◽  
Vol 15 ◽  
Author(s):  
Chadley Kemp ◽  
Paula R. Pienaar ◽  
Dominique T. Rosslee ◽  
Gosia Lipinska ◽  
Laura C. Roden ◽  
...  

Video gaming is a popular, globally recognized phenomenon, played recreationally or competitively as esports. Gaming is a typically sedentary nighttime activity; therefore, the potential to impact sleep and health is high. Furthermore, there are limited studies on adult gamers, who represent the majority demographic in esports. This review examines evidence describing sleep in habitual adult gamers to understand the associated risk for cardiometabolic disease or the benefits to gaming performance. Three electronic databases (PubMed, Scopus, ISI Web of Science) were searched for peer-reviewed articles published between January 2000 – April 2020. Twelve studies reporting on sleep in habitual adult gamers were included. A narrative synthesis was employed to report results, owing to high levels of heterogeneity across the included studies. Gamers with higher gaming addiction scores were more likely to have shorter, poorer quality sleep and greater daytime sleepiness and insomnia scores than gamers with lower gaming addiction scores and non-gamers. In addition, high-volume gamers were more likely to have worsened sleep quantity and quality, with delayed sleep timing and increased prevalence of insomnia. Despite limitations in the design of the included studies, excessive gaming is broadly associated with worsened sleep parameters. Noteworthy is the lack of studies investigating cardiometabolic health in gamers. Future work should explore the relative contribution and associated risk that various games, genres, and timing of gaming activities have on sleep, physical and mental health, particularly in vulnerable gaming cohorts engaged with contemporary forms of gaming and esports.


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