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2021 ◽  
Vol 168 ◽  
pp. S101
Author(s):  
Wenya Nan ◽  
Lu Shen ◽  
Wenbin Zhou ◽  
Huajia Fei ◽  
Yali Jiang ◽  
...  

2021 ◽  
Vol 12 ◽  
Author(s):  
Xue Yang ◽  
Benjamin H. K. Yip ◽  
Eric K. P. Lee ◽  
Dexing Zhang ◽  
Samuel Y. S. Wong

Background: Although digital technology enables people to stay connected during COVID-19, protracted periods of isolation, crisis-induced stress, and technology-based activity may intensify problem technology use (PTU), such as social media addiction (SMA) and Internet gaming disorder (IGD).Objective: This study aimed to characterize the patterns and levels of SMA and IGD during COVID-19 in the general population of Hong Kong. We also tested the associations between prolonged use of social media/Internet games and SMA/IGD and the mediation effects of psychosocial statuses (i.e., loneliness, boredom, and post-traumatic stress) on these associations.Methods: A population-based random telephone survey was conducted in community adults in May 2020; 658 social media users and 177 Internet gamers were identified. A structured questionnaire, including the Bergen Social Media Addiction Scale, the diagnostic and statistical manual of mental disorder IGD Symptoms Checklist, the Post-Traumatic Stress Disorder Scale, Multidimensional State Boredom Scale, and the De Jong Gierveld Loneliness Scale, was used. Time spent on social media and Internet games during and before COVID-19 was also asked.Results: There were 66.2–81.8% increases in time use of social media or Internet games during COVID-19 compared to pre-COVID-19 self-reported information of the participants. The estimated IGD prevalence rate in the gamers based on the sample weighted to the age distribution and gender ratio of the Hong Kong population was 9.7%, higher than that of pre-COVID-19 research. Age, marital status, education levels, time use of social media, COVID-19-related post-traumatic stress, boredom, and emotional loneliness were significantly associated with SMA, while time spent on Internet games, boredom, and emotional loneliness was significantly associated with IGD. Boredom positively mediated the associations between time spent on social media/Internet games and SMA/IGD, whereas social loneliness negatively mediated the association between time spent on social media and SMA.Conclusion: These findings highlight the concern of prolonged use of digital platforms during COVID-19 and its role as a “double-edged sword” for psychosocial wellbeing and behavioral health during COVID-19. It also highlights a need to monitor and prevent PTU in the general public. The observed psychosocial mechanisms are modifiable and can inform the design of evidence-based prevention programs for PTU.


2021 ◽  
pp. 100924
Author(s):  
PhD/ Professor/ Head Yung-Hsun Cheng
Keyword(s):  

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 9 (1) ◽  
pp. 50
Author(s):  
Kristina Dwi Novitasari Arnani

Background: Emerging Internet technologies are now creeping into the game arena. Increased incidence of gaming addiction is felt in the world, and no doubt in Indonesia could have an impact as well, especially in an adolescent. In Makassar, found the incidence of internet games disorders by 30% in high school children. Therefore, internet games eventually became an important issue in the world of health to the WHO (World Health Organization) and making it the responsibility of the world. The state has a duty and responsibility in preventing health problems caused by the development of internet gaming in Indonesia. Internet Gaming Disorder is a mental problem that should be considered in adolescents, and even no single governing restrictions on the use of internet gaming and prevention programs for adolescents in Indonesia. Purpose: The purpose of this study is to explore the problem of Internet Gaming disorder by describing programs that have been implemented by countries outside Indonesia in terms of health promotion for adolescents. Methods: This study was a literature review of several journals, thesis, as well as patient data reports Internet Gaming disorder in Indonesia and the world. Result: The result is a necessary regulation involving adolescents, parents, schools, governments, and public health officials to regulate Internet gaming restrictions to prevent Internet Gaming Disorder as has been done in China, Hong Kong, Iran, and Switzerland which can be adopted in Indonesia. Conclusion: The problem of Internet gaming disorder being ordered must be a concern of government and cross-sectoral to prevent the development of this problem in Indonesia as a protective way for adolescents.


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):  
A.A. Medved ◽  
Liliya Komalova

The game can be viewed as a way of organizing the subjects who carry out communication to perform game tasks. Virtual gaming environments have become commonplace for Internet users. The article examines MMORPG as one of the genres of Internet games, describes typical situations of social interaction between players. The empirical research is carried out on the basis of speech communication between Russian-speaking players in three typical situations (trips to raids and dungeons; trade; intra-guild communication) in MMORPG «World of Warcraft». The findings suggest that typical game situations differ from each other by a set of leading speech genres.


2020 ◽  
Vol 4 (4) ◽  
pp. 15-19
Author(s):  
Tesaviani Kusumastiwi

Abstract Internet game disorder (IGD) is characterized as an excessive and uncontrolled game designed for functional problems or difficulties. During the last discussion, uncontrolled internet games have resulted in public health and social problems around the world. Although brave games are more accessible in young adulthood, brave game disturbances are more experienced by teens. Teenagers and young adults are strong predictors of overcoming the challenges of online game addiction, besides peer-group factors in adolescents, and neurobiological factors that influence the influence of internet gaming disorders. This literature review will discuss the influence of peer groups and neurobiological factors that underlie the expenditure of internet games in their teens.


2020 ◽  
Vol 7 (2) ◽  
pp. 52-56
Author(s):  
Shaik Ali Hassan ◽  
◽  
Sumit Bhateja ◽  
Geetika Arora ◽  
Francis Prathyusha
Keyword(s):  

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