online addiction
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Author(s):  
Caroline M. Marx ◽  
Kai W. Müller ◽  
Manfred E. Beutel

Despite the widespread use of online sexual material in the general population, the overlap of deviant use of online sexual material (child sexual abusive material) with other types of online sex and gaming addictions has remained controversial. The purpose of this study is to determine, how users of child sexual abusive material (CSAM) differ from persons consulting for problematic online sex and for gaming (sociodemographic details, Internet use patterns, adverse childhood experiences). We assessed online addiction criteria and adverse childhood experiences in 479 consecutive patients (57 CSAM, 67 users of online sexual material, 355 online gamers) by standardized self-report questionnaires (AICA, CTS). Patients presenting with CSAM consumption were well-educated, socially and professionally integrated middle-aged men. While the quantity of Internet use was less excessive compared to users of online sexual material and online gamers, their average online use was mostly addictive and disruptive regarding partnership or family. They reported significantly higher rates of own experiences of sexual childhood abuse and emotional neglect compared to gamers. Better understanding of CSAM consumption in the context of online addictions is a prerequisite for developing specific therapeutic approaches. These need to consider addictive behavior as well as sustained childhood adversities, which might lead to these maladaptive coping strategies.


Author(s):  
Aneta Przepiorka ◽  
Agata Blachnio ◽  
Andrzej Cudo

AbstractIn recent years, the new media have become so attractive that they are used for meetings, entertainment, and work. People more and more often use Facebook or phones instead of doing their work or family duties. The main aim of the present study was to test the mediating role of future anxiety in the relationship between procrastination and problematic new media use. The participants were students (N = 478), aged 18 to 27 (M = 19.93, SD = 1.77); 64% of the sample were women. The General Procrastination Scale, the Decisional Procrastination Scale, the Facebook Intrusion Questionnaire, the Adapted Mobile Phone Use Habits, and the Future Anxiety Scale—Short Form were used. The study showed that those students who procrastinated often reported a high tendency to engage in problematic new media use and a high level of future anxiety. The findings of the study have important implications for research on problematic Facebook and mobile phone use. They may be applicable in the work of psychologists, psychiatrists, and therapists, both in prevention and in developing online addiction therapies.


2021 ◽  
Vol 10 (1) ◽  
pp. 5-17
Author(s):  
Novilia Anggraeni ◽  
Hendriati Agustiani ◽  
Langgersari Elsari Novianti ◽  
Retno Hanggarani Ninin

  Online game is one of the most popular leisure activity for adolescents. Playing it excessively can lead to addiction. Once addicted, behavior problems arise and at a certain level of addiction, psychological treatment will be needed. The aim of this study is to describe online gaming addiction in terms of four levels of addiction. The participants are 41 high school students (12-14 years old) who lived in Jatinangor. They are active players in online games using mobile phones, computers, or other media. Data were collected using an open-ended questionnaire than qualitatively analysed by the way of thematic analysis. Result shows that participants mostly perceived playing online games as a pleasurable and rewarding activity (recreational level of addiction). In this level, there are negative impacts that occur when they are playing online games, but the impacts disappear when they stop playing an online game. In at-risk level, participants feeling the rewarding effects (e.g. stress release). Participants accept when their parents start complaining about their gaming behavior. In problematic use level, the gaming behavior is increasingly done alone and often dismissed parents’ concern about their gaming behavior. In fully addict level, only the amount of time for playing online games reported (8 hours per day). Keywords: addiction, game online, adolescence, online mobile gaming


2021 ◽  
pp. 215-227
Author(s):  
S.V. Leonov ◽  
◽  
A.A. Yakushina ◽  
I.S. Polikanova ◽  
V.A. Klimenko ◽  
...  

The main purpose of our study was to examine the connection between the Internet addiction in junior school children and their intellectual development and cultural congruence. The study involved 92 schoolchildren from Moscow aged from 9 to 10 years. Our hypothesis was that intellectual abilities of schoolchildren would be related to their cultural congruence, as well as to their Internet dependent behavior. The following methods were used to test the hypothesis: Raven Progressive Matrices, the children's version of Personality Factor Questionnaire by R. Cattell, Chen Internet Addiction Scale, Methodology of determining the cultural congruence of a junior school child by Bayanova and co-authors. The results demonstrated that schoolchildren with good intellectual abilities are highly likely to demonstrate high rates of cultural congruence. At the same time, the study found no statistically significant differences in intellectual development between children with propensity to Internet addiction and children with any Internet addiction. At the same time, it identified significant features in behavior of children prone to online addiction. The behavior of such children is often manifested in demonstrating violations of the regulatory situation at school, as well as in displaying non-congruent behavior; in particular, such children are more likely to tell lies, do not listen to teachers, are late for classes, skip classes, and fight. Besides, such students are characterized by more pronounced impulsiveness and motor retardation, aggressive assertion of their position, self-confidence, and leadership qualities. The school environment is characterized by normative rules and procedures, so children are not always able to realize their motives and desires openly. Thus, we can conclude that more impulsive and motorized children, who are also characterized by displaying aggressive behaviors, will be more likely to be characterized by a tendency to Internet dependent behaviors, because it allows them to express their desires and intentions, which often cannot be realized in a strictly regulated school environment. In this way, our research has demonstrated that high intellectual abilities of junior school children are significantly related to their cultural congruence. In addition, their propensity for Internet addiction can be a factor contributing to non-congruent behavior among children aged 9–10 years.


2020 ◽  
Vol 7 (2) ◽  
pp. 151-155
Author(s):  
Lina Dewi Anggraeni ◽  
Hany Wihardja

Online game problems being a global concern because of the risk of having a negative impact in school-age children. Game online addiction is the excessive use of computers or video games due to urges that cause social or emotional problems. This research aims to identify the relationship between online game problems and learning achievement in senior high school students in Jakarta. This research is a quantitative study with a Cross-Sectional approach. The sampling method uses a technique of purposive sampling. The number of respondents in this study was 95 senior high school students at x public school, Central of Jakarta. The result of the bivariate analysis showed that there was no significant relationship between online gaming problems and learning achievement of a high school students in Jakarta (p-value = 0.242). The implication of this research shows that online gaming problems are not the only factor that can affect the learning achievement of high school children. The other factors that are likely to influence children's learning achievement include self-motivation, family social support, and the school social environment. Recommendation for parents to supervise their children in using gadgets and the school can strengthen the rules for using gadgets in schools.


Author(s):  
Olatz Lopez-Fernandez

AbstractThis commentary examines the proposed framework in relation to current policy options and preventive strategies and adds classical prevention and ecological models to tackle internet use-related addiction problems. Specifically, it highlights the preventive developments regarding contributions to promote the healthy use of technologies, and the need of designing and testing prevention strategies targeting the incidence, prevalence and severity of these problems at all population levels. In summary, to start preventing and minimising harms due to the problematic and addictive use of emerging technologies, we already have old models we can apply to these new problems to ensure secure behaviours through the technologies, and enhance users' wellness and quality of life.


Author(s):  
Ruth Festl ◽  
Thorsten Quandt

In public and scientific debate, the opportunities offered by digital media are often contrasted with a broad range of potential risks and harms. Negative influences are commonly anticipated for young people who have grown up with digital media in their everyday lives. This chapter systemizes different social risks faced by children, adolescents, and young adults using digital technologies. It addresses three online phenomena that arise out of or refer to social interactions with peers or adults and that are much discussed in public and current online research: cyberbullying, online addiction (with regard to social network sites and online games), and sexting. Regarding the diffusion of these phenomena, obtained rates have varied widely depending on the used definition, selected measurement instruments, and set cutoff criteria. Recently, more established instruments as well as first longitudinal studies and meta-analyses have appeared, allowing for more systematic research on social online risks. Looking at explanation patterns, individual factors such as personality features, co-occurrence with other (risky) behavior, and specific characteristics of an individual’s online use were predominant in previous research; lately, aspects of social resources and social influence have become more important, emphasizing peer factors as important predictors of involvement in risky online behavior.


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