problematic gaming
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2021 ◽  
Vol 36 (4) ◽  
pp. 47-67
Author(s):  
Dongil Kim ◽  
Yeyoung Woo ◽  
Chanhoon Park ◽  
Subin Son
Keyword(s):  

Author(s):  
Sari Castrén ◽  
Johanna Järvinen-Tassopoulos ◽  
Kirsimarja Raitasalo

Abstract Background and aims The convergence of gaming and gambling may pose a risk for adolescents. Thus, it is important to find out how these behaviours are associated with other addictive behaviours in order to develop efficient preventive measures for youth. The aim of this study was to examine 1) whether problematic gaming and money used for gaming activities are risk factors for gambling, and 2) what kind of impact adolescents’ substance use along with other factors related to friends and parents have on this association. Methods The European School Survey Project on Alcohol and Other Drugs data, 2019 of Finnish adolescents aged 15 to 16 (N = 4595). Cross-tabulations with Rao-Scott’s chisquare tests were applied to study the associations of the background factors with gambling in the past 12 months. A multinomial logistic regression model was fitted for the outcome variable (gambling in the past 12 months) adjusted for all independent and background variables. Results Problematic gaming alone was not associated with gambling participation, whereas using money for digital games increased the risk of gambling. Boys gamble more than girls. The use of alcohol and drugs increased the risk of gambling. Parental monitoring reduced the risk of gambling, whereas hanging around weekly with friends increased the risk. Discussion and conclusions Using money on gaming sites may put some adolescents at risk of developing problems with either gaming or gambling. The link between using money in digital games and gambling participation calls for preventive measures, intervention and regulatory acts.


Author(s):  
Alessandro Giardina ◽  
Vladan Starcevic ◽  
Daniel L. King ◽  
Adriano Schimmenti ◽  
Maria Di Blasi ◽  
...  

AbstractEscapism motivations and related processes (e.g., avoidance, dissociation, relaxation, and emotion dysregulation) have been identified as risk factors for problematic gaming. However, the escapism construct has often been poorly conceptualized and operationalized in assessment instruments. In their systematic review, Melodia et al. (2020) proposed that conceptualizing escapism as an avoidant coping strategy could provide a sound basis for further study of problematic gaming. In this commentary, we critically examine some terminological and conceptual issues in relation to escapism to guide future research.


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.


Societies ◽  
2021 ◽  
Vol 11 (3) ◽  
pp. 107
Author(s):  
Daniela Šincek

Cyber-violence is the type of online risk behavior inclined to harm others. Development of new forms of cyber-violent behavior leads to the need to revise specific-item measures of cyber-violence periodically. The aim of this research was to explore the psychometric properties of the revised Committing and Experiencing Cyber-Violence Scale: its latent structure, reliability, and descriptive statistics of underlying dimensions, as well as the relation of some known correlates of cyber-violence, like indicators of psychosocial functioning and online behavioral problems, with cyber-violence. Online questionnaires (cyber-violence, depression, anxiety and stress, problematic Internet use, and problematic gaming) were filled out by 1725 adolescents from a convenient sample. Using exploratory factor analysis and hierarchical regression analysis, the questionnaire’s latent structure and contribution of relevant correlates for explaining cyber-violence variance was examined. Results: Exploratory factor analysis showed a five-factor solution with satisfactory reliability: shaming, information manipulation, hate speech, technology abuse, and information sharing. Participants commit and experience cyber-violence rarely, leading to a positive distribution of data in the factors. The Committing and Experiencing Cyber-violence subscales have a large positive correlation. Gender (male), grades, maternal education, depression, anxiety, stress, problematic Internet use, and problematic gaming are positive predictors of experiencing cyber-violence, whereas gender (male), grades, hours spent online on weekdays, depression, anxiety, stress, problematic Internet use, and problematic gaming are positive predictors of committing cyber-violence. Conclusions: Cyber-violence is connected with lower psychosocial functioning and more risky behavior online (problematic Internet use, problematic online gaming).


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.


2021 ◽  
Author(s):  
Chanel Larche

Recently there has been concern surrounding the relation between flow and the development of problematic gaming among players who game to escape noxious mood states. There is a scarcity of research examining how this relation might extend to smartphone games. Here we assessed whether gaming to escape is characterized by heightened boredom proneness and depressive symptomology in everyday life in addition to negative consequences related to smartphone gaming. We also assessed whether escape players preferentially experience flow, positive affect and effectively less boredom than non-escape players. We also measured whether escape players had enhanced arousal and urge during actual gameplay. To compare the in-game experiences between escape and non-escape players, we characterized gaming to escape as the upper tercile of all escape scores in our sample (n = 20), and non-escape players as the lower tercile of escape scores (n = 20). As expected we showed that gaming to escape was associated with boredom proneness in everyday life, which was in itself correlated with depressive symptomology. During gameplay, those who game to escape boredom demonstrated heightened flow and positive affect compared to non-escape players. State boredom scores however were comparable between the two groups. Importantly, those who game to escape demonstrated greater arousal and urge-to-play following gameplay than non-escape players – but only for optimally challenging games. Findings converge to suggest that bored escape players may seek flow and its consequent positive affect for relief from states of hypo-arousal and monotony through optimally challenging games.


Author(s):  
Lutz Wartberg ◽  
Sonja Bröning ◽  
Katajun Lindenberg

Abstract. Objective: The problematic use of computer games was included in the DSM-5 and in the ICD-11. Initial research revealed associations between problematic gaming (PG) and quality of life (QoL). However, clarification is needed concerning which dimensions of the multidimensional construct QoL are particularly relevant for PG. Method: To answer this question empirically, we asked 503 parents (mean age: 47.63 years) to rate their 503 children (average age: 14.60 years) regarding QoL and PG, using validated questionnaires on parental assessments of adolescent PG and health-related QoL to collect the data. Correlation analyses were calculated to determine bivariate relations, and a multiple linear regression was used to conduct a multivariable analysis. Results: In the bivariate analyses, a higher severity of PG was associated with a lower health-related QoL in all five surveyed dimensions. In the multivariable model (corrected R 2 = 0.35), we observed statistically significant associations between higher severity of PG and male sex and lower age of the adolescent as well as lower QoL in the dimensions of physical well-being and school environment. Conclusions: According to the findings of the present study, physical well-being and school environment should be especially focused on in preventive approaches against the development of PG in youth.


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