scholarly journals Are Gamers Sad and Isolated? A database about the Anxiety, Life Satisfaction and Social Phobia of over 13000 participants

2017 ◽  
Author(s):  
Marian Sauter ◽  
Dejan Draschkow

Playing online video games has become widely prevalent over the last decade (e.g. Mentzoni et al., 2011; Rehbein et al., 2010; Wang et al., 2014). Consequently, concerns have been voiced in regard to addictive online gaming behavior (Mentzoni et al., 2011). At present, research in this area relies on relatively small sample sizes from 174 (Lo et al, 2005) participants to 3405 participants (Wenzel et al, 2009) and are mostly focused on narrow cultural backgrounds or only young adults. The present data is the largest openly available dataset comprising of over 13000 participants from all over the world.

2022 ◽  
pp. 151-167
Author(s):  
Yasemin Özkent

Different precautions such as quarantine, social distance, and hygiene applications have been taken around the world to prevent the spreading of the virus during the COVID-19 pandemic. While these precautions brought many sectors to a halt, digital-based platforms have been used more actively. The pandemic changed daily work, leisure, education, and the time spent with families and how people distribute their time on these items. The interest toward digital games increased as the result of COVID-19 quarantine. As people spent more time at home, they tended to play games to socialize. This study aims to evaluate the changes and tendencies in the consumption of video games during the pandemic period in Turkey. Accordingly, the consumption of online video games in 2020 was analyzed through comparing with 2019. As a result, it was detected that more time and money was spent during the pandemic period on the digital game sector which was also important before.


Author(s):  
Mudang Pampi ◽  
Md. Asghar

Online video games have become more popular among the youth and young adults in the past decade. These games are exceedingly addictive. The youths and young adults engage many hours of their day playing these games. This article is an attempt to understand the players’ perceptions and reasons for spending hours playing it. This article also explores the factors responsible for the growth of video games as a trending popular culture. The current study examines the impact of excessive gameplay on a gamers’ life as a whole. This study found out that graphics, gameplay, and story line of a gameplay play a vital role in the popularity of a particular game. It is the extra-realistic gaming experience that online games offer, which makes it so addictive. It is also revealed that players felt socially stigmatized for being a gamer since playing video games is not a socially accepted form of a hobby in Arunachal Pradesh unlike in some parts of the world. Basically, this article focuses on the insights of players about their experience as an insider in this gaming culture.


2018 ◽  
Vol 8 ◽  
pp. 185-188 ◽  
Author(s):  
Stefano Triberti ◽  
Luca Milani ◽  
Daniela Villani ◽  
Serena Grumi ◽  
Sara Peracchia ◽  
...  

2016 ◽  
Author(s):  
Stevie C. Y. Yap ◽  
Jessica Wortman ◽  
Ivana Anusic ◽  
S. Glenn Baker ◽  
Laura Danielle Scherer ◽  
...  

Life satisfaction judgments are thought to represent an overall evaluationof the quality of a person’s life as a whole. Thus, they should reflectrelatively important and stable characteristics of that person’s life.Previous highly cited research has suggested that transient factors, suchas the mood that a person experiences at the time that well-being judgmentsare made, can influence these judgments. However, most existing studiesused small sample sizes, and few replications have been attempted. Ninedirect and conceptual replications of past studies testing the effects ofmood on life satisfaction judgments were conducted using sample sizes thatwere considerably larger than previous studies (Ns = 202, 200, 269, 118,320, 401, 285, 129, 122). Most of the nine studies resulted innonsignificant effects on life satisfaction and happiness judgments, andthose that were significant were substantially smaller than effects foundin previous research.______________________________________


Author(s):  
I Dewa Putu Eskasasnanda

Science and technology development causes a lot of changes in any fields including the form of popular games among the Junior and Senior High School students in Indonesia.The traditional games that are famous formerly have been replaced by the modern games like online video game.This article discusses the cause and effect of the online video game playing on the Junior and Senior High Schools students in Malang.This study reveal that students play video games online due to peers pressure; and online video games are liked because they are considered more modern, practical, realistic and varied. Initially, students play online video games to relieve the fatigue due to studying at school, but subsequently, they are becoming addicted, and reach a condition that they find it difficult to stop playing games.This condition will directly affect their achievement in school.


2019 ◽  
Vol 54 (11) ◽  
pp. 1875-1885 ◽  
Author(s):  
Rebecca J. Gilbertson ◽  
Dustyn J. Leff ◽  
Nathan A. Young

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