scholarly journals Predicting Video Game Addiction Through the Dimensions of Consumer Video Game Engagement: Quantitative and Cross-sectional Study (Preprint)

2021 ◽  
Author(s):  
Amir Zaib Abbasi ◽  
Umair Rehman ◽  
Zahra Afaq ◽  
Mir Abdur Rafeh ◽  
Helmut Hlavacs ◽  
...  

BACKGROUND Video games are expanding exponentially with their increased popularity among users. However, this popularity has also led to an increase in reported video game addiction. There may be consumer engagement–related factors that may influence video game addiction. OBJECTIVE This study aims to empirically examine the impact of the dimensions of consumer video game engagement on video game addiction. The dimensions are dedication, absorption, conscious attention, social connection, enthusiasm, and interaction. We utilize the uses and gratifications theory to study the video game engagement dimensions as potential factors through which gamers feel gratified and engaged in video game playing. Additionally, this study incorporates the cultivation theory to investigate how video game engagement factors trigger video game addiction. METHODS A two-step process was applied for data analysis on valid cases of 176 gamers aged 15-25 years: video game addiction was specified and validated as a reflective-formative construct, and hypothesis testing was later performed using the WarpPLS on valid respondents. RESULTS The analysis uncovered 2 dimensions of video game engagement: social connection with <i>P</i>=.08 and interaction with <i>P</i>=.49, which did not significantly contribute to video game addiction. CONCLUSIONS This study offers unique insights to a myriad of stakeholders, mostly psychologists and psychiatrists, who routinely prescribe behavior modification techniques to treat video game addiction.

10.2196/30310 ◽  
2021 ◽  
Vol 9 (4) ◽  
pp. e30310
Author(s):  
Amir Zaib Abbasi ◽  
Umair Rehman ◽  
Zahra Afaq ◽  
Mir Abdur Rafeh ◽  
Helmut Hlavacs ◽  
...  

Background Video games are expanding exponentially with their increased popularity among users. However, this popularity has also led to an increase in reported video game addiction. There may be consumer engagement–related factors that may influence video game addiction. Objective This study aims to empirically examine the impact of the dimensions of consumer video game engagement on video game addiction. The dimensions are dedication, absorption, conscious attention, social connection, enthusiasm, and interaction. We utilize the uses and gratifications theory to study the video game engagement dimensions as potential factors through which gamers feel gratified and engaged in video game playing. Additionally, this study incorporates the cultivation theory to investigate how video game engagement factors trigger video game addiction. Methods A two-step process was applied for data analysis on valid cases of 176 gamers aged 15-25 years: video game addiction was specified and validated as a reflective-formative construct, and hypothesis testing was later performed using the WarpPLS on valid respondents. Results The analysis uncovered 2 dimensions of video game engagement: social connection with P=.08 and interaction with P=.49, which did not significantly contribute to video game addiction. Conclusions This study offers unique insights to a myriad of stakeholders, mostly psychologists and psychiatrists, who routinely prescribe behavior modification techniques to treat video game addiction.


2014 ◽  
Vol 112 (5) ◽  
pp. 776-784 ◽  
Author(s):  
Katja H. Madsen ◽  
Lone B. Rasmussen ◽  
Heddie Mejborn ◽  
Elisabeth W. Andersen ◽  
Christian Mølgaard ◽  
...  

The impact of the familial relationship on vitamin D status has not been investigated previously. The objective of the present cross-sectional study was to assess serum 25-hydroxyvitamin D (25(OH)D) concentration and its determinants in children and adults among families in late summer in Denmark (56°N). Data obtained from 755 apparently healthy children (4–17 years) and adults (18–60 years) recruited as families (n 200) in the VitmaD study were analysed. Blood samples were collected in September–October, and serum 25(OH)D concentration was measured by liquid chromatography–tandem MS. Information on potential determinants was obtained using questionnaires. The geometric mean serum 25(OH)D concentration was 72·1 (interquartile range 61·5–86·7) nmol/l (range 9–162 nmol/l), with 9 % of the subjects having 25(OH)D concentrations < 50 nmol/l. The intra-family correlation was 0·27 in all subjects, 0·24 in the adults and 0·42 in the children. Serum 25(OH)D concentration was negatively associated with BMI (P< 0·001) and positively associated with dietary vitamin D intake (P= 0·008), multivitamin use (P= 0·019), solarium use (P= 0·006), outdoor stay (P= 0·001), sun preference (P= 0·002) and sun vacation (P< 0·001), but was not associated with lifestyle-related factors in the adults when these were assessed together with the other determinants. In conclusion, the majority of children and adults among the families had serum 25(OH)D concentrations >50 nmol/l in late summer in Denmark. Both dietary and sun-related factors were determinants of vitamin D status and the familial component was stronger for the children than for the adults.


Background and Aim: Computer games are a kind of growing and attractive new communication technology. This has prompted researchers to study the effects of these games on users. This study was performed aims to determine was performed the prevalence of computer game addiction and related factors in male adolescent boys of Gonabad in 2018. Materials and Methods: In this descriptive-analytical cross-sectional study, 507 male students of the first-grade in Gonabad were examined by multi-stage sampling method. Data collection tools were included in two sections: Demographic information and the Lummens Computer Games addiction questionnaire. The data were analyzed by using SPSS software (Version 19) with the help of the Chi-square and Fisher's exact test. Results: The average age of the students in this study was 13.5 ±1 years. The most popular feature of computer games is a lot of excitement (42%), competitive games (29%) and the most common types of computer games were football (48.9%) and violent games (21.7%). 28.4% of students went to Game Center to play computer games. The prevalence of dependence on computer games was moderate to high (73.2%) It showed a significant relationship with the level of education of the mother (P = 0.03), playing computer games by the parents (P <0.001) and the educational level of the students (P = 0.04). Conclusion: The results showed that the highest level of dependence of students was at the intermediate level, which indicates the importance of the problem and the need for the authorities to intervene in this field. Key Words: Addiction, Computer Game; Male adolescent; Prevalence; Student


2020 ◽  
Author(s):  
Xiaoxiao Chen ◽  
Qian Xu ◽  
Haijiang Lin ◽  
Jianfu Zhu ◽  
Yue Chen ◽  
...  

Abstract Background: The COVID-19 related lockdown and home confinement might have an important impact on the quality of life in enterprise workers. We investigated the quality of life during the epidemic in enterprise workers who just returned to work, and assessed its potential influencing factors to have a better understanding of the impact of COVID-19 epidemic lockdown and home confinement. Methods: This was a cross-sectional study of enterprise workers conducted in Deqing and Taizhou, Zhejiang Province, China. The Chinese version of EQ5D was used to assess life quality, and information about general characteristics and COVID-19 related factors was collected by a structured questionnaire, which was distributed through the social application “WeChat”. Results: A total of 2,435 participants were enrolled, 59.5% of which worked in Deqing. About 50% of the participants reported worries about the COVID-2019 epidemic and 40.1% had a centralized or home quarantine during the epidemic. The mean EQ-5D score and VAS were 0.990 and 93.5. Multiple logistic regression showed that the quality of life measures was related to physical activities (ORad=0.46) and keeping home ventilation (ORad=0.04) in Deqing, and were related to wearing a mask when going out (ORad=0.35), keeping home ventilation (ORad=0.16), unmarried status (ORad=2.38) and having a centralized or home quarantine (ORad=1.64) in Taizhou,Conclusions: The quality of life for returning enterprise workers in areas with different risks of COVID-19 was affected by different factors. Associated factors identified from this study would help develop proper intervention measures for enterprise workers to reduce the impact of large-scale public health events like the COVID-19 on their quality of life.


2020 ◽  
Author(s):  
Xiaoxiao Chen ◽  
Qian Xu ◽  
Haijiang Lin ◽  
Jianfu Zhu ◽  
Yue Chen ◽  
...  

Abstract Background: The COVID-19 related lockdown and home confinement might have an important impact on the quality of life in enterprise workers. We investigated the quality of life during the epidemic in enterprise workers who just returned to work, and assessed its potential influencing factors to have a better understanding of the impact of COVID-19 epidemic lockdown and home confinement.Methods: This was a cross-sectional study of enterprise workers conducted in Deqing and Taizhou, Zhejiang Province, China. The Chinese version of EQ5D was used to assess life quality, and information about general characteristics and COVID-19 related factors was collected by a structured questionnaire, which was distributed through the social application “WeChat”.Results: A total of 2,435 participants were enrolled, 59.5% of which worked in Deqing. About 50% of the participants reported worries about the COVID-2019 epidemic and 40.1% had a centralized or home quarantine during the epidemic. The mean EQ-5D score and VAS were 0.990 and 93.5. Multiple logistic regression showed that the quality of life measures was related to physical activities (ORad=0.46) and keeping home ventilation (ORad=0.04) in Deqing, and were related to wearing a mask when going out (ORad=0.35), keeping home ventilation (ORad=0.16), unmarried status (ORad=2.38) and having a centralized or home quarantine (ORad=1.64) in Taizhou,Conclusions: The quality of life for returning enterprise workers in areas with different risks of COVID-19 was affected by different factors. Associated factors identified from this study would help develop proper intervention measures for enterprise workers to reduce the impact of large-scale public health events like the COVID-19 on their quality of life.


2021 ◽  
Vol 23 (Supplement_6) ◽  
pp. vi187-vi187
Author(s):  
Christine Jungk ◽  
Madlen Raedel ◽  
Julia Mattern-Tremper ◽  
Rolf Warta ◽  
Christel Herold-Mende ◽  
...  

Abstract Despite the perception of meningioma as a benign disease, up to 35% of patients experience a clinically aggressive course with debilitating treatment and poor outcome. In contrast to the growing interest in novel therapies, the impact on health-related quality of life (HRQoL) is still understudied. Here, we analysed the psycho-oncological burden of patients with aggressive meningioma. Our institutional cohort was searched for meningioma patients with surgery as first intervention and HRQoL was assessed retrospectively at one time point with standardized self-assessment questionnaires (HADS-D, EORTC-QLQ-C30). Aggressive meningioma was defined as WHO grade 2 or 3 or recurrence of a WHO grade 1 meningioma within 5 years after index surgery. Results were correlated with demographic, tumor- and treatment-related factors by multivariate linear regression and compared to internal control patients (WHO grade 1 meningioma, no recurrence within the first 5 years). 400 out of 653 patients returned the questionnaires (62%). Of those, 95 patients (24%) were classified as aggressive meningioma while 305 patients served as internal control. Patients with and without aggressive meningioma differed with regard to sex (p=0.019), age (p=0.015), extent of resection (p&lt; 0.0001) and adjuvant radiotherapy (p&lt; 0.0001) at index surgery and KPS at 1st follow-up (p=0.037). 34% and 24% of aggressive meningioma patients were screened positive on the anxiety and depression subscales of HADS-D as opposed to 33% and 23% of internal controls (not significant). Aggressive meningioma patients fared significantly worse on most of the function scales of QLQ-C30 (QL: p=0.004; PF: p=0.049; RF: p=0.003; CF: p=0.01; SF: p=0.018) and reported more financial difficulties (FI: p=0.015). In multivariate regression analysis, female sex, KPS at 1st follow-up &lt; 70 and aggressive meningioma were independent factors of impaired HRQoL. This cross-sectional analysis demonstrates that HRQoL is impaired in aggressive meningioma patients who should be screened and treated for their psycho-oncological needs.


2020 ◽  
pp. 43-64
Author(s):  
Young-Gun Choi ◽  
Kyounghee Chu ◽  
Eun Jung Choi

There are extensive studies about video game addiction. However, empirical research on this topic in a workplace context is rare. The purpose of this study, is to empirically test how video game addiction affects organizational behaviors and how to attenuate this effect. The SEM analysis of survey data from office workers in South Korea found that both workplace bullying and abusive supervision induces video game addiction in employees, and that employees' video game addiction increases with both work-to-family conflicts and family-to-work conflicts. Furthermore, this study specifically found that the strength of the indirect effect of video game addiction between workplace bullying and work-family conflicts depends on the worker's perceived organizational supports (POS). POS attenuates the negative impacts of workplace bullying and abusive supervision. These results are meaningful because this is the first study to identify the dynamic mediating impact of video game addiction in workplace.


2010 ◽  
Vol 17 (5) ◽  
pp. 604-612 ◽  
Author(s):  
Roger J Mills ◽  
Carolyn A Young

Background: There has been considerable debate regarding the precise relationships between fatigue in multiple sclerosis (MS) and disease-related factors, such as disability, sleep disturbance, depression, age and sex. Existing studies give conflicting information. Objective: To clarify such relationships in a large cross-sectional study, using a rigorously developed measurement tool which was based on a clear definition of fatigue. Method: A pack containing the Neurological Fatigue Index for MS Summary Scale, the Hospital Anxiety and Depression Scale, the Epworth Sleepiness Scale, the Multiple Sclerosis Impact Scale and questions regarding sleep and demographics was mailed to patients with MS attending two centres in the UK. All scale scores were converted to parametric measures using the Rasch measurement model. Both linear and non-linear relationships were sought. Results: Data from 635 respondents (52% response) were analysed. Fatigue was strongly related to the impact of MS. Fatigue was worse in those with progressive disease and clearly worsened once ambulation was affected. There was only weak correlation with anxiety and depression. Fatigue was not related to disease duration or patient age. There was an intimate but complex relation between fatigue and sleep. Fatigue levels were minimum at a nocturnal sleep duration of 7.5 h. Conclusion: Clear relationships were found between fatigue and disability, disease type and sleep. Further physiological enquiry and trials of drug treatment and sleep modulation might be guided by these clinical relationships.


2021 ◽  
pp. 089686082199820
Author(s):  
Saleem Abdulkarim ◽  
Jasmit Shah ◽  
Ahmed Twahir ◽  
Ahmed P Sokwala

Introduction: The burden of chronic kidney disease (CKD) is increasing in Kenya and is a significant cause of morbidity and mortality. While definitive treatment is renal transplantation, many patients require kidney replacement therapy with haemodialysis (HD) or peritoneal dialysis (PD). The predominant modality utilized in Kenya is currently HD. There is a need to explore why PD remains underutilized and whether patient factors may be contributory to barriers that limit the uptake of PD. Methods: This was a descriptive cross-sectional study where patients with advanced CKD were assessed by a multidisciplinary team for PD eligibility using a standardized tool. Contraindications and barriers to the modality were recorded as was the presence or absence of support for the provision of PD. Demographic and clinical data were recorded using a standardized questionnaire. The impact of support on PD eligibility was determined. Results: We found that 68.9% patients were eligible for PD. Surgery-related abdominal scarring was the most common contraindication. Barriers to PD were identified in 45.9% and physical barriers were more common than cognitive barriers. Presence of support was associated with a significant increase in PD eligibility ( p < 0.001). Conclusion: The rate of eligibility for PD in this study was similar to that found in other populations. Surgical-related factors were the most commonly identified contraindication. Physical and cognitive barriers were commonly identified and may be overcome by the presence of support for PD.


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