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The Relationship of Online Gaming Addiction with Motivations to Play and CravingCross, Nicole Alexandra 10 August 2016 (has links)
No description available.
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Marital Satisfaction among Married Couples in which One or Both Members Play a Massively Multiplayer Online Role-Playing Game (MMORPG)Ahlstrom, A Michelle Elton 09 June 2009 (has links)
The purpose of this study was to gain a better understanding of the gaming behaviors of married individuals and couples who play Massively Multiplayer Online Role-Playing Game(s) (MMORPGs) including gaming addiction, time spent gaming, satisfaction in gaming participation, gaming interaction (between joint gaming spouses), and socio-demographic variables and the subsequent marital satisfaction levels of both individuals in the couple. Hypotheses were generally supported, excluding the hours spent gaming. 685 couples were separated and analyzed according to whether both individuals in the marriage gamed or just one individual gamed (couple-gaming type). Couples in which only one individual gamed (individual-gamer couples) had significantly lower marital satisfaction than all other groups and couples in which both gamed about the same amount of time (equal-gamers) held the highest marital satisfaction of the groups. Prediction models of marital satisfaction were determined for each couple-gaming type. The strongest predictions present in most of the models for marital satisfaction were the frequency that the couple retired to bed at the same time and the frequency that the couple quarreled specifically about gaming. Much MMORPG research has been presented on youth and adults, however to date there is no research on married gamers. Recent research on the video game habits of emerging adults called for further in depth investigation of the implications of video game use in the family formation stage of life.
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Dataspelsberoende och dess sociala problematik : En litteraturstudie om dataspelsberoende, dess sociala problematik samt utmaningar inom det sociala arbetet / Gaming disorder and its social problems : A literature review on gaming disorder, its social issues and challenges in social workRezai Yazdi, Shirin, Waseh, Maya January 2023 (has links)
The aim of this study was to address a knowledge gap by conducting a literature review on gaming disorder, specifically focusing on its social problems and challenges it presents in the field of social work. The specific objectives of this study were to identify risk factors associated with gaming disorder, explore the potential social problems arising from gaming disorder and their impact on individuals, examine the treatment approaches for gaming disorder and identify the challenges faced by social workers when working with individuals affected by gaming disorder. The theories used were social interactionism, Erving Goffman’s dramaturgical theory and social labeling theory. Results showed that mental health problems, social isolation, self-neglect as well as disruptions in social relationships, education and work were associated with gaming disorder. Several risk factors were identified, such as age, gender, poor parental attachment, lack of real-life friendships and loneliness. Additionally, challenges in the field of social work arise from limited research and knowledge, as well as the ease with which risk factors can be masked by individuals. The findings suggest that there is no singular treatment approach for gaming disorder, instead, it is important for social workers to understand problematic gaming within a broader context of life challenges. The emphasis should not be placed solely on eliminating gaming, but rather on addressing various aspects of the individual’s life to achieve a healthy balance and a purposeful existence.
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Samband mellan Internet Gaming Disorder och psykisk ohälsa hos ungdomar och unga vuxna : En systematisk litteraturstudie / Association between Internet Gaming Disorder and mental illness in adolescents and young adults : A systematic literature reviewGyllsten, Felicia, Hadj Ahmed, Ibrahim January 2022 (has links)
Introduktion: Dataspelande är ett stort intresse världen över som växer allt mer. Alltmer som samhället blir mer digitaliserat ökar också spelanvändningen. Alltmer som spel utvecklas och kommer ut på marknaden ökar också spelberoende Internet Gaming Disorder. Samtidigt som spelutvecklingen ökar går det också att se att den psykiska ohälsan ökar världen över. Syfte: Studiens syfte är att analysera om det finns samband mellan Internet Gaming Disorder och psykisk ohälsa hos ungdomar och unga vuxna. Om det finns samband vilka är det som har störst risk att drabbas av IGD? Metod: En strukturerad litteraturstudie som är baserad på 18 vetenskapliga originalartiklar hämtade från tre olika databaser: Cinahl, Pubmed och PsychInfo. Studien har analyserats med hjälp av en tematisk innehållsanalys. Resultat: Studien tog fram tre olika kategorier som tog upp fyra olika teman till resultatet depression och ångest, familjens roll i sambandet med IGD, tid och typ av spel och impulsivitet och upplevd självkontroll. Slutsats: Det finns vissa samband mellan Internet Gaming Disorder och psykisk ohälsa hos ungdomar och unga vuxna. Det finns även vissa grupper som löper en större risk att drabbas av IGD. De grupper som löper störst risk att drabbas är de som är impulsiva, av manligt kön, personer i yngre åldrar och de som har sämre psykosociala förhållanden i familjen. / Introduction: Computer gaming is a major worldwide interest that is growing more and more. As society becomes more digitalized, the use of games is also increasing. As games are developed and brought to market, Internet gaming disorder is also on the rise. At the same time as the development of games is increasing, we can also see an increase in mental illness worldwide. Aim: The aim of the study is to analyze whether there is a relationship between internet gaming disorder and mental illness in adolescents and young adults. If there is a relationship, who is most at risk of IGD? Method: A structured literature review based on 18 original scientific articles retrieved from three different databases: Cinahl, Pubmed and PsychInfo. The study was analyzed using a thematic content analysis. Results: The study produced three different categories that addressed four different themes to the outcome depression and anxiety, the role of family in the relationship with IGD, time and type of game and impulsivity and perceived self-control. Conclusion: There is some association between Internet Gaming Disorder and mental health in adolescents and young adults. There are also certain groups that are at greater risk of IGD. The groups most at risk are those who are impulsive, male, people in younger ages and those with poorer psychosocial relationships in the family.
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An Exploratory Study of Augmented Reality and Mobile Games Examining <i>Ingress</i> Player Motivation and Potential Educational ValueStraight, Ryan M. 25 August 2015 (has links)
No description available.
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