scholarly journals Addictive Internet Gaming Usage among Korean Adolescents before and after the Outbreak of the COVID-19 Pandemic: A Comparison of the Latent Profiles in 2018 and 2020

Author(s):  
Dongil Kim ◽  
Junwon Lee

Since the outbreak of the COVID-19 pandemic, the heightened risk of school closures and mental disorders has made adolescents particularly vulnerable to developing internet gaming disorder (IGD). There have been reports of increased time spent playing games on the internet among adolescents during the pandemic, and the risk of developing IGD may be higher for adolescents in South Korea as the majority of them play games on the internet. However, to the best of our knowledge, no studies have examined the impact of the pandemic on adolescents’ internet gaming behavior in South Korea. This study aimed to explore the different profiles of addictive internet gaming behavior among adolescents before and after the outbreak of the COVID-19 pandemic and examine how the pandemic influenced addictive internet gaming usage and time spent playing games on the internet. Nationally representative survey data from the Ministry of Gender Equality and Family with 3040 and 2906 responses from 2018 and 2020, respectively, were analyzed. Using seven factors of a maladaptive gaming usage scale (tolerance, withdrawal, excessive usage, control impairment, compulsive usage, neglecting daily activity, and gaming despite negative consequence), a four-profile model was selected in both 2018 and 2020 for latent profile analysis: ‘casual’ gamer, ‘moderate’ gamer, ‘potential-risk’ gamer and ‘addictive’ gamer. The results from the two-way ANCOVA showed significant interaction between the cohorts (2018 cohort vs. 2020 cohort) and the four profiles on addictive internet gaming usage (F = 119.747, p < 0.001, η2 = 0.05), including time spent playing internet games on a PC (F = 22.893, p < 0.001, η2 = 0.013), and time spent playing games on a mobile phone (F = 3.245, p < 0.05, η2 = 0.02). The results indicated that the increase of addictive internet gaming usage and gameplay time differed by profile. The results imply that the increase in gameplay time was higher for profiles with higher scores in addictive internet gaming usage for internet games played on a PC while the relationship was not obvious for games played on a mobile phone. Despite the statistical significance, there was only 1.2% to 4.9% of mean difference in addictive internet gaming usage between the 2018 and 2020 cohorts, which implies little clinical significance. While adolescents of the four profiles showed no significant signs of increased addictive internet gaming usage, the addictive gamer profile demonstrated a significant increase in game time after COVID-19.

2021 ◽  
Vol 58 (2) ◽  
pp. 5534-5538
Author(s):  
Deena Balakrishnan, Dr. Sonia George

Most of the top gaming companies are owned by China, Japan, Korea, and USA. However, the users of games, developed by these gaming tech-giants are worldwide.  Online/offline gaming has been a fascination for adolescents and adults ever since video games came in the global market. Moreover, Internet provides a plethora of online and offline games which help the gamers to vent out their feelings and extend resources through communication which is essential for a healthy development of emotional and psychological state. Though society often took gaming as a light hearted activity and often intended to reduce stress and boredom has recently taken a drastic shift, highlighting its negative outcomes on the users. To add on to this, the formal declaration of Internet gaming as a mental health disorder by the World Health Organization (WHO) 2018 has brought relentless researches focusing on the detrimental impact of Internet games on the users. Moreover, this inclusion has had a great influence on the scientific researches. This paper attempts to explore the impact of Internet Gaming Disorder (IGD) on adolescent gamers qualitatively using thematic analysis, and offers suggestion for combating issues pertaining to Internet games on its users.


Author(s):  
Andrés Chamarro ◽  
Ursula Oberst ◽  
Ramón Cladellas ◽  
Héctor Fuster

Casual videogames (CVGs), played on smartphones, are becoming increasingly popular, especially among females and adults. Whereas the addictive potential of online (computer) videogames is well-established, there is yet insufficient evidence for Internet gaming disorder (IGD) in mobile gamers and for the mediating role of some mechanisms involved. The aim of this study is to investigate the impact of the frustration of psychological needs on mobile videogamers’ addictive behavior as well as the role of cognitions (game-use expectancies) and behaviors (time spent playing) through a hypothesized serial mediation model, while controlling for important correlates, such as game genre, age, gender and payment during play. A total of 471 mobile game users (211 males) with an average age of 21.73 replied to an online survey containing sociodemographic and game variables, the Need Satisfaction and Frustration Scale (NSFS), the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) and a slightly modified version of the Internet Use Expectancies Scale (IUES). The results corroborate the negative effects of need frustration on IGD among mobile gamers and clarify the role of time spent playing and game-use expectancies in the development of IGD, highlighting the important role of cognitions in this relationship. We conclude that both the time spent playing and game-use expectancies should be important targets for clinical interventions, even though they are not included in the diagnostic criteria.


2021 ◽  
Vol 12 ◽  
Author(s):  
Dongil Kim ◽  
Junwon Lee ◽  
JeeEun Karin Nam

Introduction: Globally, more people are spending time on the Internet and gaming since the outbreak of the Coronavirus Disease 2019 (COVID-19). Consequently, concerns about developing behavioral addiction of adolescents have been raised. Such risk could be greater for adolescents in South Korea where the majority of adolescents have access to the Internet and own a smartphone. In fact, statistics indicate that Korean youths are spending significantly more time on the Internet and gaming during the COVID-19 pandemic. Previous studies on the patterns of time spent on the Internet and Internet gaming show inconsistent results. The aim of this study is to investigate the latent profiles of the Internet and Internet game usage among adolescents in South Korea.Method: Data from a national survey on elementary and middle school students across South Korea were used. The sample consists of 3,149 respondents, and 2,984 responses were analyzed after removing missing responses. Latent profile analysis was performed to investigate the number of latent profiles for the Internet and Internet game usage time. To validate the profiles, differences in problematic gaming behavior, sex, and neuroticism were examined.Results: Seven profiles were found: Casual User, Moderate User, Smartphone User, Internet User, PC Internet Gamer, Heavy User, and Excessive User. Validation of the profiles indicated differences in problematic gaming behavior, sex, and neuroticism among selected profiles.Conclusion: This study presented different profiles of the Internet and Internet game usage among adolescents in South Korea. Profiles with higher game usage time scored higher in problematic game use compared to other profiles. Males were more likely to be in the profiles with high gaming time, and females were more likely to be in Internet and Smartphone User profiles. The results indicate that Internet and Internet gaming usage patterns could be classified by the type of device used and the content of the Internet.


2013 ◽  
Vol 88 (4) ◽  
pp. 570-577 ◽  
Author(s):  
Flávia Machado Gonçalves Soares ◽  
Izelda Maria Carvalho Costa

BACKGROUND: HIV/AIDS-Associated Lipodystrophy Syndrome includes changes in body fat distribution, with or without metabolic changes. The loss of fat from the face, called facial lipoatrophy, is one of the most stigmatizing signs of the syndrome.OBJECTIVES:To evaluate the effect of FL treatment using polymethylmethacrylate (PMMA) implants on disease progression, assessed by viral load and CD4 cell count.METHODS: This was a prospective study of 44 patients treated from July 2009 to December 2010. Male and female patients, aged over 18 years, with clinically detectable FL and who had never been treated were included in the study. PMMA implantation was done to fill atrophic areas. Laboratory tests were conducted to measure viral load and CD4 count before and after treatment.RESULTS: Of the 44 patients, 72.72% were male and 27.27% female, mean age of 44.38 years. Before treatment, 82% of patients had undetectable viral load, which increased to 88.6% after treatment, but without statistical significance (p = 0.67). CD4 count before treatment ranged from 209 to 1293, averaging 493.97. After treatment, the average increased to 548.61. The increase in CD4 count after treatment was statistically significant with p = 0.02.CONCLUSION: The treatment of FL with PMMA implants showed a statistically significant increase in CD4 count after treatment, revealing the impact of FL treatment on disease progression. Viral load before and after treatment did not vary significantly.


Animals ◽  
2020 ◽  
Vol 10 (11) ◽  
pp. 1988
Author(s):  
Urszula Pasławska ◽  
Barbara Szczepankiewicz ◽  
Aleksandra Bednarska ◽  
Robert Pasławski

The literature suggests that strenuous exercise and exposure to high temperatures may cause physiologic proteinuria, but to our knowledge there have been no studies that have assessed the effect of high temperatures on the occurrence of post-exercise albuminuria in dogs. The goal of the study was to assess the impact of high temperatures on the occurrence of albuminuria. Thirteen healthy adult dogs—eight female (62%) and five male (38%) had to run 5 km at a temperature of 25 °C in grasslands which took about 30–40 min. Dogs underwent clinical examinations: echocardiography, abdominal ultrasound, blood hematology and biochemistry and urinalysis, including the ratio of albumin to creatinine (UAC). Baseline UAC was on the borderline of statistical significance for female dogs, but not for male dogs, before and after exercise. UAC was 0.31 ± 0.56 mg/mmol for female dogs and 0.36 ± 0.60 mg/mmol in male dogs before exercise. Immediately after exercise, UAC was 0.51 ± 0.58 mg/mmol in female dogs and 0.31 ± 0.40 mg/mmol in male dogs. Thus, a period of about 30–40 min of intensive exercise at high temperatures (25 °C) did not lead to increased albuminuria. This suggests that there is no need to limit the movement activity before urine tests in dogs, even at high temperatures, before urinalysis.


2018 ◽  
Vol 8 ◽  
pp. 176-184 ◽  
Author(s):  
Bruno Schivinski ◽  
Magdalena Brzozowska-Woś ◽  
Erin M. Buchanan ◽  
Mark D. Griffiths ◽  
Halley M. Pontes

2018 ◽  
Vol 9 ◽  
Author(s):  
Sung Jun Hong ◽  
Deokjong Lee ◽  
Jinsick Park ◽  
Kee Namkoong ◽  
Jongshill Lee ◽  
...  

First Monday ◽  
2007 ◽  
Author(s):  
Viola Krebs

In the present paper, I explore how the Internet has affected the flow of information between in and outside Myanmar (Burma). I show that there is a strong difference between the way information was presented before and after the introduction of the World Wide Web. Within the last century, the country has been marked by political instability (Eliot, 1997; Freedom House, 2000). Particularly since its separation from British colonial rule in 1948, Burma has witnessed significant political change, violence and unrest. Since the early 1960s, Burma has essentially been an isolated state, with closed borders and a military government. However, the fall of the Berlin wall and the end of the Cold War seem to suggest that isolationism is growing less common worldwide. Importantly, meteoric advances in communications have also paralleled the fall of isolationism. In my study, I examine two political events in Myanmar connected to student uprisings, in the hope of documenting how the Internet - as an easily researched symbol of modern communications - may be affecting the political strategies of one of the last isolated states.


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