excessive gaming
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2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Theodoros Daglis

PurposeBy combining econometrics and multifractal methods, utilizing a financial framework, this paper will examine with objectivity the economic, financial and social impact of coronavirus disease 2019 (COVID-19) on society.Design/methodology/approachThrough Granger causality, the authors test the effect of the COVID-19 pandemic on excessive gaming and gambling activities, and through econometrics and multifractal methods, they combine the results to analyze a possible long-run relationship.FindingsThe COVID-19 confirmed cases Granger cause all examined stocks. Based on the co-integration technique, and the multifractal cross-correlation analysis, a long-run relationship exists between all examined stocks and COVID-19.Originality/valueThis is an empirical examination of a very important subject in the field of economics, namely, the consequences of the COVID-19-related events on the behavior of global citizens. It proposes a different and more objective approach (than the interviews and questionnaires) in the examination of this specific subject, through a financial framework, depicting the stock performance of the gaming and online gambling-related companies, and reflecting on the activity of these companies. It combines two different approaches from two different disciplines, namely econometrics and multifractal analysis, to test and describe the causal and the long-run relationship between the phenomena examined, combining the results to an overall and multidimensional view of this occurrence.


Author(s):  
Shaun Stephen Garea ◽  
Aaron Drummond ◽  
James D. Sauer ◽  
Lauren C. Hall ◽  
Matthew Neil Williams

Author(s):  
Magdalena Agnieszka Wrzesińska ◽  
Klaudia Tabała ◽  
Patryk Stecz

The access of people with disabilities to digital solutions promotes their inclusion and participation in many aspects of life. Computer games based on hearing or haptic devices have been gaining popularity among persons with visual impairment (VI), and players tend to display improved spatial and abstract reasoning skills, as well as better social interaction and self-confidence, after playing these games. However, a recent survey suggested that excessive gaming could represent a public health concern as a harmful form of behavior in young people associated with risk factors of negative psychosomatic and physical complaints. Young persons with VI are regular users of various technologies, but little is still known about their media patterns. This study aimed to determine the characteristics of the variables associated with gaming for adolescents with VI. The participants were 490 students, aged 13–24 years, from special schools for students with VI. Data was collected using a self-administered questionnaire. The current survey indicated a tendency towards excessive gaming in a significant proportion of young persons with VI. Sociodemographic variables are important in predicting gaming prevalence or screen time, but further research focused on establishing possible mediators (such as parental attitudes towards media) are necessary for identifying problematic gaming behaviors among students with VI.


PeerJ ◽  
2021 ◽  
Vol 9 ◽  
pp. e10705
Author(s):  
Lauren C. Hall ◽  
Aaron Drummond ◽  
James D. Sauer ◽  
Christopher J. Ferguson

COVID-19 has prompted widespread self-isolation and citywide/countrywide lockdowns. The World Health Organisation (WHO) has encouraged increased digital social activities such as video game play to counteract social isolation during the pandemic. However, there is active debate about the potential for video game overuse, and some video games contain randomised purchases (loot boxes) that may psychologically approximate gambling. In this pre-registered study, we examined the effects of self-isolation and quarantine on excessive gaming and loot box spending. We recruited 1,144 (619 male, 499 female, 26 other) Australian, Aotearoa New Zealand, and US residents who self reported being quarantined or self-isolating (n = 447) or not (n = 619) during the COVID-19 pandemic to a cross-sectional natural experiment. We compared the associations between problem gambling symptomology, excessive gaming and loot box spending for isolated and non-isolated participants. Participants completed the Kessler-10 Psychological Distress Scale, Problem Gambling Severity Index, Internet Gaming Disorder Checklist, a measure of risky engagement with loot boxes, concern about contamination, and reported money spent on loot boxes in the past month, as well as whether they were quarantined or under self-isolation during the pandemic. Although, in our data, excessive gaming and loot box spending were not higher for isolated (self-isolated/ quarantined) compared to non-isolated gamers, the established association between problem gambling symptomology and loot box spending was stronger among isolated gamers than those not isolated. Concerns about being contaminated by germs was also significantly associated with greater excessive gaming and, to a lesser extent, loot box spending irrespective of isolation status. Gamers might be managing concerns about the pandemic with greater video game use, and more problem gamblers may be purchasing loot boxes during the pandemic. It is unclear whether these relationships may represent temporary coping mechanisms which abate when COVID-19 ends. Re-examination as the pandemic subsides may be required. More generally, the results suggest that social isolation during the pandemic may inflate the effect size of some media psychology and gaming effects. We urge caution not to generalise psychological findings from research conducted during the COVID-19 pandemic to be necessarily representative of the magnitude of relationships when not in a pandemic.


2020 ◽  
Vol 30 (Supplement_5) ◽  
Author(s):  
G Van Hal ◽  
J Niemann ◽  
A Van Hiel ◽  
S Van Dongen

Abstract Background The use of electronic devices (smartphones, laptops,...) has gradually become a common activity among primary school children. Especially children's excessive use of elec-tronic games has been increasingly considered an important Public Health issue. This study explored the effects of personal and social factors on gaming behaviour in primary school children. Methods A survey was conducted in primary school children in Flanders (Belgium), 2016. Overall 8,444 children, mainly 9 to 11 years old, were included. First, descriptive and bivariate analyses were conducted. Subsequently, a multinominal logistic regression was performed to analyse gaming behaviour. Results Overall, 27% (n = 2,277), 25% (n = 2,108), 29% (n = 2,453) and 19% (n = 1,606) of the participating children showed a low, moderate, frequent and very frequent level of gaming behaviour, respectively. Gender differences were statistically significant, with boys showing more moderate, frequent and very frequent gaming behaviour. Further, chances for gaming were higher among children with a more frequent consumption of high sugar content soda, chips and candies. Conclusions More frequent gaming in boys can already be observed in primary school. How-ever, further research is needed to explore the development of this behaviour over longer time periods. Further results might provide useful information for developing effective prevention strategies concerning excessive gaming behaviour among primary school children. Key messages Excessive gaming behaviour is already present in 9 to 11 years old children. It might be useful to develop effective prevention strategies regarding excessive gaming in primary school children.


2020 ◽  
Vol 30 (Supplement_5) ◽  
Author(s):  
M Wrzesinska ◽  
K Tabała ◽  
P Stecz

Abstract It has been reported that 60% of young people with visual impairment (VI) enjoy playing digital games (DGS) on the computer. However, little is still known about the new media patterns among young people with special needs. Hence, the aim of this study was to identify gaming behaviors among students with VI. A self-administered questionnaire assessing variables regarding gaming behaviors adapted for students with special needs was prepared. Finally, 490 Polish respondents with VI from 9 special schools aged 13-24 (17.9 ± 2.48) were included. Purposive sampling was chosen during selection of the members of the population. Almost 84% of students with VI had experience in playing DGs. Poor-sighted students were significantly more likely to be players than those who were blind (89% vs 11%; χ2 =22.471; P< .001). More male (57.1%) than female students (42.9%) reported playing DGs (χ2=17.913; P <.001). Students with siblings were more likely to play DGs than those without and they were more likely to play computer games if they lived with a parent whose education was at primary/secondary level (χ 2=7.340; P= .025) The most commonly chosen game genre was strategic (57.1%), whereas war games (37.7%) were less popular. Over 12% of the students took part in gaming sessions lasting 5 or more hours per day and the male students were 5.5 times more likely to report an excessive gaming than the female students (P=.000). The survey indicated a tendency towards excessive gaming in a significant proportion of young persons with VI. Sociodemographic variables are important in predicting gaming behaviors in this group and they should be taken into consideration in the future preventive actions to reduce the risk of behavioral addiction. Key messages Young people with VI are the regular users of games and they also tend to have a high tendency to an excessive gaming. Sociodemographic variables are important factor to be taken in account when predicting gaming behaviors among people with VI.


2020 ◽  
Vol 9 (9) ◽  
pp. 2720 ◽  
Author(s):  
Sun Ju Chung ◽  
Joon Hwan Jang ◽  
Ji Yoon Lee ◽  
Aruem Choi ◽  
Bo Mi Kim ◽  
...  

This study investigated differences in the self-efficacy and clinical characteristics which were found relevant to addictive behaviors in young adults according to time spent gaming. To our knowledge, this is the first study to explore self-efficacy in casual gamers relative to patients with internet gaming disorder (IGD) and non-gamers. In total, 158 young adults participated in this study and were divided into three groups: excessive gamers, who were diagnosed with IGD based on the Diagnostic and Statistical Manual of Mental Disorder-fifth edition (DSM-5, n = 71); casual gamers, who played games regularly but did not meet the criteria for IGD (n = 37); and non-gamers/controls, who did not engage in gaming (n = 50). All participants completed self-administered questionnaires, including measures of self-efficacy and clinical features such as the Barratt Impulsiveness Scale, Beck Depression Inventory, Beck Anxiety Inventory, Behavioral Activation/Inhibition Systems, aggression, and psychosocial well-being. There were significant differences in the self-efficacy according to the extent of gaming (excessive gamers < casual gamers < non-gamers). In addition, aggression, impulsivity, depression, anxiety, level of stress, and behavioral inhibition system scores were significantly higher in excessive gamers than in casual gamers and non-gamers. These findings showed that individuals who spend more time playing games tend to have lower self-efficacy. Our study suggests that self-efficacy may protect against or constitute a risk of excessive gaming, particularly among casual gamers. It is necessary to pay attention to enhancing psychological well-being through self-efficacy to prevent addiction in young adult gamers.


2020 ◽  
Author(s):  
Deodatt Madhav Suryawanshi ◽  
Divya Rajaseharan 2nd ◽  
Raghuram Venugopal 3rd ◽  
Ramchandra Goyal 4th ◽  
Anju Joy 5th

BACKGROUND Introduction: Gaming is a billion-dollar industry growing at a Compound annual growth rate (CAGR) of 9 %- 14.3% with biggest market in South East Asian countries. Availability of Low-cost smart phones, ease of internet access has made gaming popular among youth who enjoy it as a leisure activity. According to the WHO excessive indulgence in Gaming can lead to Gaming disorder. Medical students indulging in excessive gaming can succumb to gaming disorder which can affect their scholastic performance. Hence this study was done to assess the gaming practices and its effect on scholastic performance. OBJECTIVE Objective: 1. To assess the various Gaming practices and the Prevalence of Gaming addiction among medical students. 2. To study the effect of Gaming practices on Scholastic performance of medical students. METHODS Methods: The present study used a case control design where the 448(N) study participants were recruited using non probability sampling technique.91 (Nc) cases who were Gaming for past 6 months were identified using rapid preliminary survey .91 controls (Nco) who never played games were selected and matched for age and sex. Internal Assessment scores (%) of cases and controls were compared. Snedecor F test and Student t test were used to find out the association between the hours of gaming and internal assessment scores (%) and difference of Internal assessment scores between cases and controls respectively. Odds ratio was calculated to identify the risk of Poor scholastic performance. Prevalence of Gaming addiction was assessed using Lemmen’s Gaming addiction scale (GAS). RESULTS Results: Frequency of gaming (hrs) was not associated with the Mean internal assessment scores (p>0.05). Male students (cases) showed significant reduction in both their internal assessment scores (p<0.001,<0.01) whereas no reduction was observed in Female cases. A negative correlation was observed between GAS and internal assessment scores (r=-0.02). Prevalence of Gaming addiction using GAS was found to be 6.2% among the study population(N=448) and 31% among Cases (Nc=91).The risk of low scores was (OR =1.80-1.89) times more in cases than controls. CONCLUSIONS Conclusions: Excessive Gaming adversely affects scholastic performance in males than females.Awareness about Gaming addiction needs to be created among students, parents and teachers. Institutionalized De-addiction services should be made available to medical students. CLINICALTRIAL No


2020 ◽  
Author(s):  
Deodatt Madhav Suryawanshi ◽  
Divya Rajseharan ◽  
Anju Joy ◽  
Raghuram Venugopal ◽  
Ramchandra Goyal

Introduction: Gaming is a billion-dollar industry growing at a Compound annual growth rate (CAGR) of 9 %- 14.3% with biggest market in South East Asian countries. Availability of Low-cost smart phones, ease of internet access has made gaming popular among youth who enjoy it as a leisure activity. According to the WHO excessive indulgence in Gaming can lead to Gaming disorder. Medical students indulging in excessive gaming can succumb to gaming disorder which can affect their scholastic performance. Hence this study was done to assess the gaming practices and its effect on scholastic performance. Objective: 1. To assess the various Gaming practices and the Prevalence of Gaming addiction among medical students. 2. To study the effect of Gaming practices on Scholastic performance of medical students. Methods: The present study used a case control design where the 448(N) study participants were recruited using non probability sampling technique. 91 (Nc) cases who were Gaming for past 6 months were identified using rapid preliminary survey .91 controls (Nco) who never played games were selected and matched for age and sex. Internal Assessment scores (%) of cases and controls were compared. Snedecor F test and Student t test were used to find out the association between the hours of gaming and internal assessment scores (%) and difference of Internal assessment scores between cases and controls respectively. Odds ratio was calculated to identify the risk of Poor scholastic performance. Prevalence of Gaming addiction was assessed using Lemmens Gaming addiction scale (GAS). Results: Frequency of gaming (hrs) was not associated with the Mean internal assessment scores (p>0.05). Male students (cases) showed significant reduction in both their internal assessment scores (p<0.001,<0.01) whereas no reduction was observed in Female cases. A negative correlation was observed between GAS and internal assessment scores (r=-0.02). Prevalence of Gaming addiction using GAS was found to be 6.2% among the study population(N=448) and 31% among Cases (Nc=91). The risk of low scores was (OR =1.80-1.89) times more in cases than controls. Conclusions: Excessive Gaming adversely affects scholastic performance in males than females. Awareness about Gaming addiction needs to be created among students, parents and teachers. Institutionalized De -addiction services should be made available to medical students


2020 ◽  
Author(s):  
Shaun Garea ◽  
Aaron Drummond ◽  
James D. Sauer ◽  
Lauren C. Hall ◽  
Matt Williams

Loot boxes are purchasable randomised rewards contained in some video games. Concerns have been raised that these share psychological and structural features with traditional forms of gambling, and that they may exacerbate excessive video gameplay. Here, we quantitatively summarise two specific research areas regarding loot box spending using meta-analyses. We examined the relationships between loot box spending and (1) problem gambling (15 studies), and (2) excessive gaming (7 studies). We found significant small-to-moderate positive correlations between loot box spending and gambling symptomology, r = 0.26, and excessive gaming, r = 0.25. However, a Trim and Fill analysis increased the estimated relationship between loot box spending and problem gambling symptomology to a moderate association (r = 0.37). Fail-safe N scores indicated that more than 8360 (gambling) and 700 (gaming) studies with a mean effect size of zero would be required to alter the significance of the finding. Our results suggest a small but replicable and potentially clinically relevant relationship between gambling symptomology and loot box spending that is at least as large, if not larger than, the relationship between excessive gaming symptoms and loot box spending. Further research should examine the potential for statistical interactions between these constructs.


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