scholarly journals Relationship Between Gaming Disorder, Self-Compensation Motivation, Game Flow, Time Spent Gaming, and Fear of Missing Out Among a Sample of Chinese University Students: A Network Analysis

2021 ◽  
Vol 12 ◽  
Author(s):  
Li Li ◽  
Zhimin Niu ◽  
Mark D. Griffiths ◽  
Songli Mei

Background and Aims: In previous correlational research, the relationship between gaming disorder (GD), compensation motivation, game flow, time spent gaming, and fear of missing out (FoMO) has been examined. However, network analysis has rarely been applied to explore the relationship between GD, self-compensation motivation, game flow, time spent gaming, and FoMO. Therefore, the present study used network analysis to examine the relationship between the aforementioned variables among a sample of gamers.Methods: The present study comprised gamers (N = 1,635) recruited from three Chinese universities, who completed an online survey including the Gaming Disorder Test, Self-Compensation Motivation Questionnaire, Game Flow Questionnaire, and Trait-State Fear of Missing Out Scale, as well as four items related to time spent gaming.Results: Self-compensation motivation, game flow, time spent gaming, and FoMO were all significantly and positively associated with GD. In the domain-level and facet-level networks, weekday gaming hours and weekend gaming hours had the strongest edge intensity. The domain-level, facet-level, and item-level networks analysis also showed that GD was connected with self-compensation motivation, game flow, time spent gaming, and FoMO. The network structure demonstrated a significant difference between males and females (2.33 vs. 2.81, p = 0.001) using the domain-level network comparison test (NCT).Conclusions: The results suggest that GD is closely associated with self-compensation motivation, game flow, time spent gaming, and FoMO. FoMO and gaming motivation (i.e., self-compensation and game flow) may increase time spent gaming and facilitate GD. Therefore, interventions that decrease game immersion and time spent gaming are likely to decrease GD.

2020 ◽  
Author(s):  
Li Li ◽  
Mark D. Griffiths ◽  
Zhimin Niu ◽  
Songli Mei

Abstract Background and aims: Research into the fear of missing out (FoMO) has greatly increased in recent years. Given the negative consequences of gaming disorder (GD) among a small minority of individuals, there is an increasing need for research examining the impact of FoMO on GD. However, little is known about the roles of impulsivity and gaming time as mediators in the relationship between FoMO and GD. The present study examined whether impulsivity and gaming time mediated the relationship between FoMO (trait-FoMO and state-FoMO) and GD among Chinese university students, as well as the prevalence of GD.Methods: A total of 1127 university students completed an online survey including the Chinese Trait-State Fear of Missing Out Scale (T-SFoMOS-C), the Barratt Impulsiveness Scale-Brief (BIS-Brief), gamine time survey, and the Chinese Gaming Disorder Scale (CGDS).Results: The prevalence of GD was 6.4% among Chinese university students. Trait-FoMO was found to indirectly impact GD via impulsivity and gamine time, whereas the direct effect of trait-FoMO on GD and the mediation effects of gaming time were not confirmed. State-FoMO impacted on GD both directly, and indirectly via the mediation effects of impulsivity as well as impulsivity and gaming time.Conclusion: Trait-FoMO on GD was fully mediated via impulsivity and gaming time, whereas state-FoMO on GD was partly mediated via impulsivity and gaming time. Individuals with high levels of FoMO were more likely to show impulsivity and spent a longer time gaming, and was associated with GD. These findings provide insights to incorporate into health prevention programs to help regulate emotion, control impulsivity, and decrease GD.


2019 ◽  
Author(s):  
Siddharth Garg

Objective: The aim of this paper was to examine the relationship between income, subjective wellbeing, and culture among people from a higher socio-economic class across the world. Rationale: Ed Diener proposed the law of diminishing marginal utility as an explanation for differences in subjective wellbeing among different income groups across different countries (Diener, Ng, & Tov, Balance in life and declining marginal utility of diverse resources, 2009). Thus, people with higher incomes would experience less subjective wellbeing due to income, and culture should emerge as a significant predictor. Method: Data from this study came from another study (https://siddharthgargblog.wordpress.com/2019/07/14/love-for-money/). I used an online survey to collect data on annual income in US dollars, subjective wellbeing (WHO-5), and country of residence (Indicator of Culture). 96 responses (Indians = 24, Foreigners = 72) were entered in IBM SPSS and a regression analysis was conducted. The raw dataset used in this study can be found at https://doi.org/10.6084/m9.figshare.8869040.v1Results: ANOVA showed a significant difference (p < 0.05) between Indians and foreigners on levels of subjective wellbeing. Linear regression shows the regression coefficient of culture to be significant (Beta = -.254, p = .014) but the regression coefficient of income was not found to be significant. The overall model was found to explain 8.2% of the variance in wellbeing.Conclusion: The sample of this study is too small to make any kind of generalization; it does lend a little bit of support to the idea of diminishing marginal utility of income on subjective wellbeing and provides a rationale for further research.


2020 ◽  
pp. 265-272
Author(s):  
Darwin I Carrido ◽  
Romeo-Luis F Ramirez

Background: The millennial generation already composes the majority of populations across different pharmacy schools in the Philippines. The need to explore millennial students’ learning styles and its governing factors thereby become more valuable in changing and innovating instructional approaches, designs, and strategies used in their learning environment. Aims: This study aimed to generally describe the learning styles of the millennial pharmacy students from a college institution in the Philippines using the Vermunt’s Inventory of Learning Styles (ILS). Specifically, it aimed to determine the appropriate approaches in response to the students’ learning styles, and the relationship between and among the variables of the study. Method: A quasi- experimental research design was employed in this study using online survey as the method of data collection. Descriptive statistical analysis was employed to analyse the data using Microsoft Office Excel 2013 and IBM Statistical Package for Social Sciences Statistics. Pearson’s correlation coefficient investigated the relationship between and among the independent and dependent variables, while t-test and one-way ANOVA tested for significant difference among groups. Results: There were 124 out of 168 students who participated in the study making the overall response rate at ~74%. The most prevalent learning style among the millennial pharmacy students enrolled in De La Salle Medical and Health Sciences Institute, College of Pharmacy is application- directed (3.85±0.46), followed by reproduction-directed (3.81±0.45), undirected (3.73±0.49) and lastly meaning-directed (3.52±0.54). The students’ perceived grades were significantly reflected by their learning styles. Conclusion: Results of this study may be used in increased capitalising and development of the learning style profile of millennial pharmacy students to application-directed approaches. Instructional approaches, designs and strategies must cater to how students learn effectively and strategically, and consider all possible governing factors that affect learning styles of students.


2021 ◽  
Vol 8 (5) ◽  
pp. 201385
Author(s):  
Nick Ballou ◽  
Antonius J. Van Rooij

Gaming disorder (also known as dysregulated gaming) has received significant research and policy attention based on concerns that certain patterns of play are associated with decreased mental well-being and/or functional impairment. In this study, we use specification curve analysis to examine analytical flexibility and the strength of the relationship between dysregulated gaming and well-being in the form of general mental health, depressive mood and life satisfaction. Dutch and Flemish gamers ( n = 424) completed an online survey containing five unique dysregulated gaming measures (covering nine scale variants) and three well-being measures. We find a consistent negative relationship; across 972 justifiable regression models, the median standardized regression coefficient was −0.39 (min: −0.54, max: −0.19). Data show that the majority of dysregulated gaming operationalizations converge upon highly similar estimates of well-being. However, variance is introduced by the choice of well-being measure; results indicate that dysregulated gaming is more strongly associated with depressive mood than with life satisfaction. Weekly game time accounted for little to no unique variance in well-being in the sample. We argue that research on this topic should compare a broad range of psychosocial well-being outcomes and explore possible simplifications of the DSM-5 gaming disorder criteria. Given somewhat minute differences between dysregulated gaming scales when used in survey-based studies and largely equivalent relationships with mental health indicators, harmonization of measurement should be a priority.


2019 ◽  
pp. 089443931988236 ◽  
Author(s):  
Frank M. Schneider ◽  
Selina Hitzfeld

Smartphones are ubiquitous and frequently used in copresent interactions. This behavior is often seen as inappropriate and thus has been termed phubbing, compromising the words “phone” and “snubbing.” Although being a worldwide phenomenon, little is known about what predicts phubbing behavior in the first place. Drawing on injunctive norms (i.e., what ought to be done), the study’s aim was to shed light on the relationship between mobile phone norms (MPN) and phubbing behavior. Furthermore, the role of being permanently online and permanently connected (POPC) and fear of missing out (FOMO), reflecting approach and avoidance orientations, respectively, as additional predictors and moderators was investigated. As expected, the findings of an online survey ( N = 278) supported the assumption that MPN were negatively related to phubbing behavior. Moreover, results showed that both FOMO and POPC were significantly positively connected to phubbing behavior but did not play significant moderating roles concerning the norm–phubbing relationship.


Author(s):  
Azeera Azlin Rohimi ◽  
Salami Mutiu Olagoke ◽  
Wan Nurul Izza Wan Husin

Aims: To examine the prevalence of skin tone dissatisfaction among Malaysian young adults and to explore the associations between social media addiction, social comparison, and skin tone satisfaction. Study Design:  Cross-sectional survey design. Place and Duration of Study: Universiti Pendidikan Sultan Idris, Perak, Malaysia, between December 2019 to January 2020 Methodology: Around 414 university students have partaken in an online survey consisting of a demographic questionnaire, Skin Colour Satisfaction Scale (SCSS), Upwards/Downwards Physical Appearance Comparison Scale (UPACS/DACS) and Bergen Social Media Addiction Scale (BSMAS). Results: Descriptive analysis shows that the prevalence of skin tone satisfaction among Malaysian young adults is on a moderate level (M = 5.791, SD = 1.630), and there is a significant difference in satisfaction level among those who never tried using skin lightening products versus those who have experience in using those products, t (410.808) = -3.850, p < .001. Multivariate analysis shows that skin tone satisfaction is significantly associated with upwards social comparison (β = -.45), but not with downwards social comparison and social media addiction. Multigroup invariance analysis showed that social media addiction significantly weakens the relationship between upwards social comparison and skin tone satisfaction but has no effect on the relationship between downwards comparison and skin tone satisfaction. Conclusion: Malaysian young adults are moderately satisfied with their skin tone, and upwards comparison can significantly influence skin tone satisfaction. The implications of this study are discussed in light of recommendations for policymakers to control the marketing of harmful skin lightening products online.


2021 ◽  
Vol 10 (2) ◽  
pp. 223-233
Author(s):  
Raquel Green ◽  
Paul H. Delfabbro ◽  
Daniel L. King

AbstractBackground and aimsPrevious studies have reported that stronger avatar identification and negative self-concept are associated with gaming disorder (GD). This study aimed to examine the value and significance of avatars based on firsthand accounts from regular and problematic gamers, and to identify any potential links between avatar-related experiences and excessive gaming.MethodsAn online survey of 993 adult gamers yielded 3,972 text responses. Qualitative analysis of 59,059 words extracted 10 categories of avatar-related perspectives.ResultsSome problem and non-problem gamers employed sentimental language (e.g., ‘dear friend’, ‘like a child’, ‘part of my soul’) to refer to their avatar. However, most participants perceived avatars as a means of achieving in-game goals and enabling greater interactivity (e.g., socializing). When asked to reflect on hypothetically losing their avatar, participants generally anticipated feeling temporary frustration or annoyance due to lost time and effort invested into the avatar. Although some participants reported that their avatar ‘mattered’, avatars were often considered as superficial (‘just pixels’) and peripheral to the primary reinforcement of achieving in-game rewards and objectives. Some broader psychological and identity issues such as gender dysphoria, rather than ‘addiction’, were cited as motivating persistent avatar-related interactions and attachment.Discussion and conclusionsParticipants reported diverse views on the psychological value and function of avatars, but the relationship between avatars and problematic gaming or GD was largely unclear or inconsistent, and refuted by some participants. Future research with clinical samples may lead to a better understanding of player-avatar processes, including whether avatar-stimuli facilitate the development of maladaptive gaming habits, particularly among psychologically vulnerable players. Future investigations should be mindful of ‘overpathologizing’ avatar-related phenomena and recognize their important role in socializing, storytelling, and creative expression among gamers.


Author(s):  
Rocco Servidio

AbstractProblematic smartphone use (PSU), which involves an excessive and uncontrolled use of smartphones, thereby causing daily-life disturbance, has been associated with a range of negative outcomes including anxiety, depression, and deficits in social relationships. However, the relationship between PSU and maximization, which could be an explanatory factor, has not yet been thoroughly studied. Drawing on the Interaction-Person-Affect-Cognition-Execution (I-PACE) model, the current study aimed to investigate the association between PSU and maximization with the assumption that fear of missing out (FoMO) and self-esteem could mediate this relationship. Empirical data were gathered from 277 Italian university students who completed an online survey. Correlation analysis and structural equation modelling (SEM) were used to investigate the relationships among the variables. The results showed that PSU, maximization, and FoMO were positively correlated; whereas maximization and self-esteem were negatively correlated. Furthermore, FoMO and self-esteem partially mediated that relationship, suggesting that participant maximizers experience more FoMO, especially when the participants have fear of missing out on potentially “better” alternatives to social experiences and exhibit low self-esteem. Thus, higher FoMO and low self-esteem can be a driver of PSU. Finally, this study provides new insights about how maximization may have an impact on the development of addictive behaviour such as PSU.


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