computer game addiction
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Author(s):  
Kai W. Müller ◽  
Manfred E. Beutel ◽  
Leonard Reinecke ◽  
Michael Dreier ◽  
Christian Schemer ◽  
...  

Internet-related disorders (IRD) are increasingly becoming a major health issue. IRD are defined as the predominant use of online content, related to a loss of control and continued use despite negative consequences. Despite findings from cross-sectional studies, the causality of pathways accelerating the development of IRD are unclear. While etiological models emphasize the role of personality as risk factor, mutual influences between IRD and personality have not been examined. A prospective study with two assessments was conducted with n = 941 adolescents (mean age of 13.1 years; 10–17 years). Our aim was to validate etiological assumptions and to examine the effects of IRD-symptoms on the maturation of personality. IRD were measured with the Scale of the Assessment of Internet and Computer game Addiction (AICA-S). Personality traits were assessed using the Brief Five Factor Inventory (BFI). Conscientiousness and neuroticism were predictive for IRD symptoms one year later, and were likewise prone to changes depending on incidence or remission of IRD. Conscientiousness and openness moderated the course of IRD symptoms. Our findings point to complex trait–pathology associations. Personality influences the risk of development and maintenance of IRD symptoms and pre-existing IRD-symptoms affect the development of personality. Adaptations to etiological models are discussed and perspectives for novel intervention strategies are suggested.


Author(s):  
Nora M. Laskowski ◽  
Alexandra Ernst ◽  
Viktoria Meyer ◽  
Tobias Trillmich ◽  
Astrid Müller

Zusammenfassung. Zielsetzung: Von 2017 bis 2020 wurde in Niedersachsen das Projekt „re:set! – Beratung bei exzessivem Medienkonsum“ durchgeführt. Der Beitrag adressiert die Inanspruchnahme des Beratungsangebots, die Soziodemographie und die präferierten Anwendungen der Betroffenen sowie die Prävalenz von Internetnutzungsstörungen (INS) in dieser Gruppe. Methodik: Inanspruchnahme und Soziodemographie der Betroffenen wurden anhand eines Dokumentationsbogens erhoben. Die Kurzform der „Assessment for Internet and Computer Game Addiction Scale“ diente der Erhebung der Symptome einer INS. Ergebnisse: 90,2 % der 1053 beratungsaufsuchenden Personen waren männlich, das mittlere Alter lag bei 21.65 Jahren. Mit 49,3 % wurden Online-Spiele am häufigsten genutzt. Online-Spiele/-Erotikangebote wurden eher von männlichen, Online-Kaufportale/-Communities eher von weiblichen Betroffenen genutzt. Bei 64,6 % der Betroffenen zeigten sich Hinweise auf eine INS. Schlussfolgerungen: Suchtberatungsstellen können erste Anlaufstellen für Menschen mit exzessivem Medienkonsum oder INS und deren Angehörige sein.


2021 ◽  
Vol 15 (9) ◽  
pp. 2916-2919
Author(s):  
Veysel Albayrak ◽  
Atalay Gacar ◽  
Eyyup Nacar ◽  
Ömer Faruk Tutar

Background: The universe of the research is the athletes of summer sports schools held in Elazig in 2021. The sample consists of the mothers of 669 randomly selected athletes from sports schools. Aim: The aim of the study is to examine the levels of gaming addiction according to the parental opinions of the students participating the 2021 Elazig Summer Sports Schools. Methods: In order to determine the demographic characteristics of the participants in the study, the personal information form(gender, age, school level, mother work status, child's tablet/phone ownership status), and an 18-item scale developed by Ulusoy (2019) was used. Analysis of the data in the research and the calculation of the results found were created through statistical programs in a computer environment. Frequency (f) and percentage (%) distributions of variables were calculated. The data were checked with skewness and kurtosis tests to determine whether they were normally distributed. As a result of these tests and controls, it was determined that the data of the research was parametric. Therefore, t test and variance analysis (Anova) test were used. The error level was taken as p<0.05 in the study. Results: It was determined that there was a statistically significant difference in computer game addiction depending on the gender, mother work status and tablet/phone/computer availability of the students participating summer sports schools in Elazig province. There was no statistically significant difference in computer game addiction depending on educational status and age variables. Conclusion: In line with the study findings, it was observed that the overall average of computer game addiction levels was below average at 45.30 within the framework of the parental opinions of the students participating summer sports schools in Elazig province. Keywords: Sports, Gaming, Addiction, Technological Device


2021 ◽  
Author(s):  
Mirosław Mikicin

Abstract Study aimThe aim of this study is to explore the differences and relationships between immersion and autotelic engagement of problem gamers and esports players. Research on addiction to computer games suggests that autotelic engagement in gamers, on the one hand, allows them to experience deep immersion while playing, but on the other hand, autotelic immersion can cause one to lose control over what is not real and lead to computer game addiction.Material and MethodsExperimental group 1 (N = 29) of gaming addicts aged 19–25 years, experimental group 2 (N = 29) of esports players aged 19–25 years, control group (N = 29) of students aged 19–25 years. The respondents completed 3 questionnaires: The FLOW Engagement Questionnaire, the Immersiveness of Games Questionnaire (ING), and the NEO-FFI personality inventory.ResultsTo a greater extent than esports players, problem gamers experienced while playing: interaction with the virtual environment, a sense of control, a balance between ability level and challenge, clear goals, focus on the current task, autotelic experience, and higher levels of agreeableness, while they experienced awareness of the real world to the least extent. Associations between autotelic experience and interaction with the virtual environment (r = 0.699) and sense of control (r = 0.899) revealed the vulnerability of players with autotelic engagement to gaming addiction.ConclusionAutotelic engagement may be a direct facilitator of experiencing deep immersion leading to computer game addiction.


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