problematic online gaming
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Author(s):  
Francesca Gioia ◽  
Gianluca Mariano Colella ◽  
Valentina Boursier

Abstract Purpose of Review The present study aimed to review the literature concerning the relationship between problematic online gaming (POG) and social anxiety, taking into account the variables implicated in this relationship. This review included studies published between 2010 and 2020 that were indexed in major databases with the following keywords: Internet gaming, disorder, addiction, problematic, social phobia, and social anxiety. Recent Findings In recent years, scientific interest in POG has grown dramatically. Within this prolific research field, difficulties associated with social anxiety have been increasingly explored in relation to POG. Indeed, evidence showed that individuals who experience social anxiety are more exposed to the risk of developing an excessive or addictive gaming behavior. Summary A total of 30 studies satisfied the initial inclusion criteria and were included in the present literature review. Several reviewed studies found a strong association between social anxiety and online gaming disorder. Furthermore, the relationships among social anxiety, POG, age, and psychosocial and comorbid factors were largely explored. Overall, the present review showed that socially anxious individuals might perceive online video games as safer social environments than face-to-face interactions, predisposing individuals to the POG. However, in a mutually reinforcing relationship, individuals with higher POG seem to show higher social anxiety. Therefore, despite online gaming might represent an activity able to alleviate psychopathological symptoms and/or negative emotional states, people might use online gaming to counterbalance distress or negative situations in everyday life, carrying out a maladaptive coping strategy.


2021 ◽  
Vol 16 (1) ◽  
Author(s):  
Kazuya Inoue ◽  
Kengo Yokomitsu ◽  
Tomonari Irie ◽  
Makoto Matsuyama ◽  
Masanori Tanaka

Abstract Background The Problematic Online Gaming Questionnaire (POGQ) is an 18-item self-rated measure designed to assess the degree of problematic online gaming. This study translated the POGQ into Japanese (POGQ-J) and examined the POGQ-J’s factor structure, validity, and reliability for a Japanese population. Method A total of 285 undergraduate students (128 males, 157 females, Mage = 19.66, SD = 1.36) participated in this study. Results A confirmatory factor analysis indicated the appropriateness of the POGQ-J’s six-factor structure, χ2(129) = 106.027, p < .931; CFI = .957; RMSEA = .040; SRMR = .054. Regarding convergent validity, the POGQ-J was found to be related to the time spent on online gaming (r = .309), the Game Addiction Scale for Adolescents (r = .824), and Young’s Internet Addiction Test (r = .581). Finally, the POGQ-J was found to have a high test–retest reliability. Conclusions The POGQ-J is valid and reliable for assessing problematic online gaming in a Japanese population.


YMER Digital ◽  
2021 ◽  
Vol 20 (10) ◽  
pp. 49-54
Author(s):  
Mahima Sahi ◽  
◽  
Dr. Geeta Bhagat ◽  

Online Gaming has been trending amongst the adolescents lately. A variety of studies posit Online Games to have diverse influences on the adolescent’s behavior viz. reducing stress, regulating anger, helping in relaxation etc. While other studies report a linear relationship between Online Gaming and Aggression. This paradox, therein, generates a curiosity to explore, the relationship between Online Gaming and Aggression. For this purpose, the current investigation, attempts to evaluate the relationship between “Online Gaming and Aggression amongst Adolescents” in the Indian setup. The sample comprised of 300 adolescents (150 males and 150 females) in the age range of 14-16 years. The Problematic Online Gaming Questionnaire- Short Form, POGQ-SF (Papay et al., 2013) and The Aggression Questionnaire (Buss & Perry, 1992) were administered. Positive associations were observed between Online Gaming and various dimensions of Aggression viz. Verbal Aggression, Hostility, Anger and Total Aggression (p < .01). Results from the current investigation, therefore, could be utilized heuristically to develop interventional strategies so as to regulate the gaming activity of adolescents and reduce their overall levels of Aggression.


Author(s):  
Shiao Ling Ling ◽  
Nik Ruzyanei Nik Jaafar ◽  
Kit-Aun Tan ◽  
Norharlina Bahar ◽  
Azlin Baharudin ◽  
...  

In recent years, increased interest in Internet Gaming Disorder has led to the development of the Internet Gaming Disorder Scale-Short Form. Translation and subsequent validation of such a scale are important for cross-cultural use. The aim of the present study was to examine the psychometric properties (factor structure, reliability, and validity) of the Malay Version of the Internet Gaming Disorder Scale-Short Form using a sample of Malaysian undergraduates. The present sample included 137 Malaysian undergraduates. Participants completed a self-administered online survey containing demographic items, the Malay Version of the Internet Gaming Disorder Scale-Short Form, the Problematic Online Gaming Questionnaire-Short Form, and the Malay Version of the Internet Addiction Test. The present findings confirm the one-factor model of the Malay Version of the Internet Gaming Disorder Scale-Short Form. Good reliability, as measured by Cronbach alpha, was found for the Malay Version of the Internet Gaming Disorder Scale-Short Form. The Malay Version of the Internet Gaming Disorder Scale-Short Form has demonstrated concurrent validity by significantly correlating with the Problematic Online Gaming Questionnaire-Short Form as well as demonstrated convergent validity with respect to the Malay Version of the Internet Addiction Test. The Malay Version of the Internet Gaming Disorder Scale-Short Form is a reliable and valid tool for assessing Internet Gaming Disorder in Malaysian undergraduates. As more research is still needed to confirm the status of Internet Gaming Disorder as a formal disorder, it is hoped that the Malay Version of the Internet Gaming Disorder Scale-Short Form can facilitate future research examining antecedents and consequences of Internet Gaming Disorder in a Malaysian setting.


Author(s):  
Ricardo B. Viana ◽  
Rodrigo L. Vancini ◽  
Wellington F. Silva ◽  
Naiane S. Morais ◽  
Vinnycius N. de Oliveira ◽  
...  

AbstractAlthough significant increases in gaming may not always be beneficial, exergames (a new generation of video games also known as exergaming or active video games) appear as an alternative, feasible, attractive, and safe way to perform physical exercise for most clinical and nonclinical populations. Therefore, it is important to recognize that exergames can be considered a useful tool for coping with the COVID-19 outbreak and the recommended social distancing period.


2021 ◽  
Author(s):  
Kazuya Inoue ◽  
Kengo Yokomitsu ◽  
Tomonari Irie ◽  
Makoto Matsuyama ◽  
Masanori Tanaka

Author(s):  
Fiordalisa Melodia ◽  
Natale Canale ◽  
Mark D. Griffiths

AbstractOver the past two decades, research into Internet Gaming Disorder (IGD) has markedly increased due to worldwide spread of online videogames. The reasons and motivations for playing greatly contribute to its popularity. Escapism and avoidance coping strategies have been studied extensively and conceptualized as motives to play. A growing research base has demonstrated a strong association between these motives to play and negative gaming outcomes. Consequently, the aim of the present systematic review was to provide a comprehensive overview of the role of avoidance coping and escape motives in problematic online gaming. A systematic literature search was carried out using academic databases and a total of 26 empirical studies met the inclusion criteria. The results show that escapism and avoidance coping represent both a predictor of IGD and play a mediating role between many psychological factors (e.g., self-esteem, loneliness, self-concept, anxiety) and problematic online gaming. However, the review also highlights the paucity of longitudinal studies that hinder the determination of the causal direction of these associations. Despite this limitation, the evidence has important implication for developing more effective prevention programs and clinical interventions.


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