scholarly journals Dependance on online computer games as a type of addictive behaviour

2016 ◽  
Vol 7 (3) ◽  
pp. 105-120 ◽  
Author(s):  
O.V. Zaretskaya

The article discusses the dependence on online computer games as a kind of addic- tive behavior, analyzing different viewpoints of researchers. The author represents the results of empirical studies of personality and behavioral characteristics of players, which enable to detect statistically significant differences in characteristics such as locus of control (internality / externality) and coping behavior. In the group of players internality level was lower than in the control group, and the frequency of selection of coping strategy avoidance was higher. Moreover, the author found out the correla- tion between these parameters: the level of internality is negatively correlated with the frequency of selection of avoidance strategies. These data indicate that the one of the basic factors, which forms addictive behavior, in particular, addiction to com- puter online games, is the consciousness of the degree of responsibility for one’s live, of opportunities to influence its course. These results open new perspectives for further study of the problem of computer and Internet addiction. In addition to empirical data, obtained as a result of the author's research, the article analyses well-known theoreti- cal concepts and practical work in the field of Internet addiction, coping behavior and locus of control.

Author(s):  
Bulent Dos ◽  
Zeynep Sinem Balıkçıoğlu ◽  
Semih Şengel

<p>In this study, the effect of using computer games in an English teaching classof the 8th grade students in secondary school is investigated. A total of 112 8th grade students, 57 in the experimental group and 55 in the control group, participated in the study. Academic Achievement Tests prepared by Ministry of National Education, Measurement, Evaluation and Exam Services Department were used as pre-test and post-test. Eight of the games, which were prepared specifically for Grade 8 students, were used in the Experimental Information Network (EBA). Preliminary tests as covariant, final tests as dependent variables and applied to groups of teaching and traditional teaching were discussed as independent variables. According to the one-way covariance analysis (COVARIANCE) results, it was found that the game was more effective than traditional teaching and this effect was moderate. In addition, it was determined that 36% of the final test scores of the students learning the game were explained by the game.</p>


Author(s):  
Teresa Paolucci ◽  
Francesco Agostini ◽  
Massimiliano Mangone ◽  
Andrea Torquati ◽  
Simona Scienza ◽  
...  

BACKGROUND: Fibromyalgia (FM) is a chronic condition characterized by widespread muscular or musculoskeletal pain of at least 3 months’ duration, occurring above and below the waist, on both sides of the body. OBJECTIVE: The aim of this study was to evaluate the effectiveness of a rehabilitation program based on motor imagery versus a conventional exercise program in FM in terms of pain, functional and psychological outcomes. METHODS: Twenty-nine female subjects were randomly assigned to a group receiving motor imagery-based rehabilitation (MIG) or to a control group (CG) performing conventional rehabilitation. Outcome assessments were performed before (T0) and after 10 sessions of treatment (T1) and at a 12-week follow-up (T2). Pain, function and psychological measurements were conducted by means of different questionnaires. RESULTS: Both treatments improved all outcomes at post-treatment (T1) and follow-up (T2). The MIG showed a significant improvement in anxiety disorder associated with FM with respect to the CG, as well as improvements in coping strategies. CONCLUSIONS: Rehabilitation treatment based on motor imagery showed a stronger effect on anxiety and coping behavior than traditional physiotherapy in patients with FM. Integrated psychological support would be desirable in this setting. Further research is needed to explore the aspects investigated in more depth.


2020 ◽  
Vol 26 (3) ◽  
pp. 366-375
Author(s):  
Eun Sun Ji ◽  
Ka Ka Shim

Purpose: This study was conducted to evaluate the efficacy of a community-based follow-up program on parenting stress, parenting efficacy, and coping among parents with premature infants.Methods: A non-equivalent control group pre-post quasi-experimental design was used. This program consisted of structured home visits and self-help group meetings for 6 months. The experimental group (n=29) received visits by an experienced neonatal intensive care unit (NICU) nurse and the control group (n=27) was visited by a visiting nurse. Data were analyzed using the <i>x</i><sup>2</sup> test, t-test, and analysis of covariance.Results: Parents' coping behavior significantly differed in the experimental group compared to the control group (t=3.14, <i>p</i>=.003). In particular, coping subscale I, for maintaining the family situation (t=2.63, <i>p</i>=.011), and subscale III, for understanding the infant's medical situation (t=4.30, <i>p</i><.001), showed significant differences in the experimental group. There were no significant between-group differences in parenting stress or parenting efficacy.Conclusion: The findings of this study suggest that home visits by an experienced NICU nurse provided through a community-based follow-up program were an effective intervention to improve coping behavior among parents with premature infants.


2020 ◽  
Vol 11 (1) ◽  
pp. 27-54
Author(s):  
N.V. Kochetkov

Objectives. This literary review is devoted to domestic research in the field of psychology of Internet addiction and addiction to computer games. Background. The popularity of topics related to Internet technologies is explained by their novelty, great dynamism and poorly studied, which causes social anxiety, catalyzing the activity of scientists in this area. In addition, one can note the high rate of spread of cyberdictions, due to which some authors are in a hurry to call them a threat to society. The structure of the study. The article provides data on the criteria, diagnostic techniques, causes, programs for the prevention and rehabilitation of Internet addiction and computer games, gives psychological characteristics of addicts, and traces the current trends in research into this problem area. Conclusions. According to the results of domestic empirical studies, Internet users, Internet addicts and gamers have negative psychological characteristics. The Internet has a destructive influence on the person, which is manifested in the simplification of speech, isolationism, and Internet users have difficulties in communication, a tendency to negativity, inadequate self-esteem, etc. Internet addicts will be characterized by deviations in the intellectual, motivational spheres, interpersonal relationships, coping strategies, value orientations, and planning. Users who are addicted to computer games will be distinguished by inconsistency with social norms, an overestimation of their capabilities, an unformed form of self, and unmotivated actions. Currently, the grounds for highlighting the criteria for cyberdictions are being rethought, more and more publications are turning to the positive impact of the Internet and computer games, noting their resource potential.


2003 ◽  
Vol 2 (1) ◽  
Author(s):  
Isabel Vielva ◽  
Ioseba Iraurgi

El objetivo del estudio es encontrar factores asociados a la abstinencia. Para ello, se ha realizado un estudio observacional, transversal en el que se analiza la relación entre las atribuciones causales, las expectativas de autoeficacia y de lugar de control y la conducta de afrontamiento ante el problema de alcoholismo, por un lado, y la abstinencia, por otro, en una muestra de 201 alcohólicos en tratamiento ambulatorio. Se analizan también variables sociodemográficas y de cronicidad. Los análisis de correlación revelan una relación estrecha entre las variables psicológicas entre si y con la abstinencia: cuanto mayor es el tiempo de abstinencia, más positivas son las atribuciones causales, mayor es la autoeficacia, mayor es el lugar de control interno y más activo es el afrontamiento. Posteriormente se llevó a cabo un análisis de regresión múltiple, que mostró que algunas atribuciones, la autoeficacia y el lugar de control explicaban por si solas la abstinencia, no así el afrontamiento. Las variables sociodemográficas no resultaron tener una asociación significativa, pero sí la asistencia al tratamiento y a grupos de autoayuda. Debido a las implicaciones que tienen estas variables en el curso y pronóstico de la dependencia, se sugiere que se tengan en cuenta las variables cognitivas en el tratamiento del alcoholismo.  AbstractThe aim of the study is to determine which factors are associated with abstinence in alcoholics. Observational and cross-sectional studies were carried out to study the relationships between causal attributions, selfefficacy and locus of control expectancies, and coping behavior in the problem of alcohol abuse, on the one hand, and abstinence, on the other. Chronicity and background variables are also analyzed. Participants were 201 alcoholics in outpatient treatment. Correlation analysis revealed close relationship among the psychological variables, as well as between these variables and abstinence: longer periods of abstinence were associated with more positive causal attributions, higher self-efficacy, internal locus of control, and more active coping behavior. A hierarchical regression analysis was also performed, showing that certain attributions, self-efficacy, and locus of control accounted for abstinence, but coping did not. Background did not reveal any association, but attending treatment and self-help groups, such as Alcoholics Anonymous, did. Because of their relationship, it is suggested that cognitive variables should be enhanced in treatment.


2021 ◽  
Author(s):  
Mirosław Mikicin

Abstract Study aimThe aim of this study is to explore the differences and relationships between immersion and autotelic engagement of problem gamers and esports players. Research on addiction to computer games suggests that autotelic engagement in gamers, on the one hand, allows them to experience deep immersion while playing, but on the other hand, autotelic immersion can cause one to lose control over what is not real and lead to computer game addiction.Material and MethodsExperimental group 1 (N = 29) of gaming addicts aged 19–25 years, experimental group 2 (N = 29) of esports players aged 19–25 years, control group (N = 29) of students aged 19–25 years. The respondents completed 3 questionnaires: The FLOW Engagement Questionnaire, the Immersiveness of Games Questionnaire (ING), and the NEO-FFI personality inventory.ResultsTo a greater extent than esports players, problem gamers experienced while playing: interaction with the virtual environment, a sense of control, a balance between ability level and challenge, clear goals, focus on the current task, autotelic experience, and higher levels of agreeableness, while they experienced awareness of the real world to the least extent. Associations between autotelic experience and interaction with the virtual environment (r = 0.699) and sense of control (r = 0.899) revealed the vulnerability of players with autotelic engagement to gaming addiction.ConclusionAutotelic engagement may be a direct facilitator of experiencing deep immersion leading to computer game addiction.


Jurnal NERS ◽  
2016 ◽  
Vol 11 (2) ◽  
pp. 246
Author(s):  
Nursalam Nursalam ◽  
Rista Fauziningtyas ◽  
Candra Panji Asmoro ◽  
Kusnanto Kusnanto ◽  
Merryana Adriani

ABSTRAK :Pendahuluan: Kesadaran masyarakat terhadap gaya hidup sehat menyebabkan perubahan pada pemilihan bahan makanan untuk dikonsumsi. Penambahan tepung Pisang dan Sukun meningkatkan kadar serat pada mie. Tujuan penelitian ini adalah untuk menentukan komposisi tepung pengganti pada mie yang berefek pada peningkatan GDS paling rendah. Metode: Desain penelitian ini adalah control group pretest posttest design.  Sample didapatkan sebanyak 58 orang mahasiswa Fakultas Keperawatan Unair yang memenuhi kriteria inklusi dan eksklusi. 58 sampel dibagi menjadi 3 kelompok, yaitu mi A (kontrol), B (subtitusi 30%) dan C (subtitusi 20%). Pemeriksaan GDS dilakukan sebelum pemberian Mi dan 60 menit setelah pemberian mi. Analisa data yang digunakan adalah dengan ANOVA one way. Hasil: Berdasarkan uji ANOVA one way didapatkan p=0,000 (p<0,050) yang berarti ada perbedaan hasil pada ke tiga kelompok tersebut. Kenaikan tertinggi Nilai GDS adalah pada kelompok mi A dan terendah kelompok mi B.Diskusi: Penambahan tepung pisang dan sukun pada mie dapat menurunkan kenaikan nilai GDS responden bukan penderita DM. Penelitian lebih lanjut perlu dilakukan untuk mengetahui kandungan mi dengan tepung pisang dan sukun dan respon GDS pada penderita DM. Kata Kunci: Mi, Tepung, Pisang, Sukun, Gula Darah, Diabetes ABSTRACT :Introduction: Public awareness of healthy lifestyles cause a change in the selection of foodstuffs for consumption. Bananas and breadfruit flour additions increase the fiber content on the noodles. The purpose of this study was to determine the composition of noodles flour substitute on the effect on an increase in the lowest Glucose levels. Methods: The research design was pretest posttest control group design. Sample obtained as many as 58 students of the Faculty of Nursing University of Airlangga who meet the inclusion and exclusion criteria. 58 samples were divided into three groups, namely Noodles A (control), B (substitution 30%) and C (substitution 20%). Glucose levels examination carried out before eating noodles and 60 minutes after eat it. The data analysis of this study was the one-way ANOVA. Results: Based on the one-way ANOVA test was obtained p = 0.000 (p <0.050), which means no differences in outcomes in all three groups. The highest increasing of glucose levels is group A and the lowest in group B. Discussion: The addition of banana and breadfruit flour on the noodles can reduce the increase in the glucose levels after eat it. Further research needs to be done to determine the content of noodles with a banana and breadfruit flour and glucose’s responses in patients with diabetic mellitus. Keywords : Noodles, Flour, Banana, Breadfruit,Glucose, Diabetic Mellitus.


1994 ◽  
Vol 28 (2) ◽  
pp. 307-312 ◽  
Author(s):  
A. R. Craig ◽  
K Hancock ◽  
E Chang

This study is a two year follow-up of previous longitudinal research which investigated the effects of spinal cord injury (SCI) on perceptions of control, self-esteem and coping styles over the first year of SCI. Persons with SCI and a demographically matched able-bodied control group completed standardised questionnaires on four occasions over two years. The instruments included the Locus of Control of Behaviour Scale (LCB), Rosenberg's Self-Esteem Scale, and an adapted Mental Adjustment to Cancer Scale (MAC), which measures coping styles, including fighting spirit, helplessness/hopelessness and fatalism. Results obtained in the first year were replicated in the two year data, except for the LCB Scale. After one year, the SCI group were found to perceive their life to be externally controlled, to be lower in self-esteem, and have more helpless/hopeless and fatalistic attitudes than the controls. There were no differences in self esteem and coping styles after two years for the SCI group. However, locus of control fluctuated over the two years, though there was a trend for the SCI group to be more externally focussed. There were no significant interactions between group and time. Implications for the adjustment of SCI persons are discussed.


2019 ◽  
Author(s):  
Bulent Dos ◽  
Zeynep Sinem Balıkçıoğlu ◽  
Semih Şengel

<p>In this study, the effect of using computer games in an English teaching classof the 8th grade students in secondary school is investigated. A total of 112 8th grade students, 57 in the experimental group and 55 in the control group, participated in the study. Academic Achievement Tests prepared by Ministry of National Education, Measurement, Evaluation and Exam Services Department were used as pre-test and post-test. Eight of the games, which were prepared specifically for Grade 8 students, were used in the Experimental Information Network (EBA). Preliminary tests as covariant, final tests as dependent variables and applied to groups of teaching and traditional teaching were discussed as independent variables. According to the one-way covariance analysis (COVARIANCE) results, it was found that the game was more effective than traditional teaching and this effect was moderate. In addition, it was determined that 36% of the final test scores of the students learning the game were explained by the game.</p>


Author(s):  
Tat'yana A. Rebeko

The study examines the relationship of non-adaptive types of coping with different forms of psychosomatic skin diseases (psoriasis and atopic dermatitis). The study involved 72 women, mean age is 37 (30 – control group (NORM), 25 – patients with atopic dermatitis (AD), 17 – patients with psoriasis (PS)). Based on published data, a theoretical hypothesis is put forward that the deformation of the early symbiotic bonds of the mother and baby (and the corresponding types of relationships with the mother) leads to the formation of a second skin and is a predictor of skin diseases. Empirical data on the similarity of the symptoms of the clinical picture of the disease and various forms of symbiosis deformity are presented. These forms are described through the metaphor of the mother's gaze – "one-sided" and "distorting". It is assumed that the "one-sided gaze" is associated with blood pressure, and the "distorting" one is associated with PS. Using nonparametric statistics methods (Kruskal-Wallis test), it is proved that non-adaptive coping in the AD and PS groups corresponds to two forms of symbiosis deformation.


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