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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

What Are You Really Asking? Readability of Internet Gaming Disorder Measures

Collie, Christin, Peter, Samuel C, Mitchell, Hannah G, Ginley, Meredith K 18 March 2021 (has links)
When designing assessment measures to capture psychological symptoms it is essential to ensure the individual completing the measure understands what is being asked of them. In the most basic sense, readability relates to how easy it is to understand something when you read it. Understanding readability can inform clinicians and researchers about selecting appropriate measures for their clients and participants. One commonly used formula to determine a given text's readability is the Flesch Kincaid Grade Level (FKG). Newer approaches of measuring readability utilize technological programs, such as Coh-Metrix and Question Understanding Aid (QUAID), that analyze text characteristics to determine the impact on comprehension. The current project investigated the readability of seven measures of Internet Gaming Disorder (IGD). Assessments of IGD have been largely adapted from validated measures of other constructs (i.e., gambling disorder, internet addiction) or created based directly on the proposed criteria of IGD. Prior to the current study, researchers had not yet critically examined the readability of measures of IGD. Assessment of readability is of critical importance given IGD is most likely to impact adolescents, a population that has lower levels of literacy because critical reading skills are developing throughout adolescence. It was hypothesized that measures of IGD may be difficult to read for adolescents. Items within seven measures of IGD were examined utilizing FKG, Coh-Metrix, and QUAID formulas for calculating readability and potential problematic question characteristics. Results found that the mean FKG ranged from 5.40 to 12.28 and indicated six of the seven measures contained at least one item written above an 8th-grade reading level. Coh-Metrix analysis found all measures contained at least one and up to eight items that were written at a below average level of syntactic simplicity (z =
2

Video- och datorspelsberoende ur ett elevhälsoperspektiv

Gotthardsson, Adam January 2019 (has links)
The development of video and computer games has been rapid and has received a large number of users among children and young people. Gaming online makes it a social place where users can do common activities in the game. For some users, gaming has had negative consequences in relation to their surroundings. There may be lost control over time played, social isolation, deteriorated school results or problems at work. The World Health Organization chose in its eleventh edition of the International Statistical Classification of Diseases and Related Health Problems to introduce the diagnosis of Gaming Disorder while the American Psychiatric Association chose to investigate the matter further to possibly introduce it into the Diagnostics and Statistics Manual for Psychiatric Disorders V. This study investigates from a pupil health perspective what consequences gaming can have for pupils in elementary school. In the study, ten respondents who work in elementary school F-9 are interviewed. The respondents consist of teachers and curators from all parts of the elementary school and a resource staff working in the primary school. To analyze the study, research is used based on Internet Gaming disorder and Gaming disorder as well as theory of risk and protection factors to develop norm-breaking behavior. The conclusions of the study are that all of the respondents had experienced some form of problems and consequences among pupils linked to gambling. It could affect the students as well as individuals but also the psychosocial environment in the school The individual consequences were often linked to the students' ambition and motivation level in the school while it contributed to offensive language use and difficult-to-solve conflicts that were based on things that took place outside the school. There are no specific measures for this type of problem, but students are often noticed in other systems such as absence or school results.
3

Interventioner och interventioners effekt vid gaming disorder hos barn och unga : En beskrivande litteraturöversikt

Blid Roos, Susanne, Johannesson, Helena January 2021 (has links)
Problematiskt datorspelande är ett beteende som ökar hos våra barn och unga. Några utvecklar beroende, diagnosen är ny och benämns gaming disorder. De barn och unga som utvecklar gaming disorder lider av ohälsa både fysiskt, psykiskt och socialt. Sjuksköterskan har en betydande roll vid beroendesjukdomar och dess interventioner. Syftet var att sammanställa och beskriva det vetenskapliga underlaget gällande vilka interventioner som används och dessa interventioners effekt hos barn och unga när det gäller gaming disorder. Beskrivande litteraturöversikt har använts som metod, där 11 vetenskapliga artiklar med kvantitativ metod söktes i databaserna Cinahl, APA Psykinfo och Pubmed (n=9) och en manuell litteratursökning av referenslistor (n=2) som besvarade syftet för examensarbetet. Elva artiklar granskades och analysen resulterade i två övergripande kategorier; interventioner vid gaming disorder och interventioners effekt, med tillhörande underkategorier. Interventioner som användes vid gaming disorder var olika former av kognitiv beteendeterapi (KBT) samt behandling med farmaka eller mindfulness. Resultatet visade att dessa interventioners effekt gav olika grad av symtomreducering vilket ledde till ökad hälsa. Slutsatsen av litteraturstudien är att den intervention som främst användes vid gaming disorder var KBT. Den viktigaste effekten av interventionerna var att få symtomreducering av svårighetsgraden. Även familjemedverkan spelade en viktig roll för interventionsresultatet. Denna studie kommer att kunna användas av sjuksköterskor som arbetar dels preventivt med barn och unga samt inom primärvård och barnpsykiatrisk vård. Studien kommer att ge dem en överblick över vilka interventioner som finns och vilka effekter som kan förväntas av initierad intervention.
4

Time Spent Gaming, Depression, and Behavioral Activation: A Longitudinal Mediation Study on Predictors of Gaming Disorder

Jin, Jackson 07 June 2023 (has links)
No description available.
5

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 review

Gyllsten, 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.
6

Datorspelsberoende och skolans roll - en framtida utmaning : En kvalitativ intervjustudie om synen på datorspelsberoende som diagnos och framtida utmaningar bland behandlare och skolkuratorer

Micheal, Cijade, Skantz, Ludwig January 2019 (has links)
The study aims to investigate therapists and school counselors' views on gaming disorder as a future diagnosis and how gaming problems affects the Swedish secondary school from an intersectional perspective. The qualitative study involves three therapists and two school counselors who have come into contact with problematic gaming. The theories used are social constructivism, intersectionality and social learning. The results showed a positive attitude regarding the launching of gaming disorder as a diagnosis, such as an increase accessibility to treatment and more demands on research regarding gaming disorder. However, they expressed concern that the diagnosis could contribute to stigmatization. Further, the result showed an awareness that some groups such as people with functional variation, lower socioeconomic position and people who are of male gender, could be more exposed for and effected by gaming disorders. Finally, the study provides a knowledge base for the possible upcoming diagnosis and how the Swedish school and therapist could work with it. / <p>2019-01-17</p>
7

Duration of Time Spent Playing Online Video Games, Interpersonal Skills, and Introversion Personality Traits as Predictors for Social Anxiety Symptoms

Bender, James D 01 July 2016 (has links)
This study sought to determine if time spent engaging in online gaming, interpersonal communication skills, and introvert personality traits are predictors of an individual’s likelihood of experiencing symptoms of social anxiety. A sample of 128 participants (82 males and 46 females) completed measures of demographics, interpersonal communication skills, problematic online gaming, social anxiety, and introversion. Participants were recruited through Amazon Mechanical Turk. There were significant correlations among social anxiety and interpersonal communication skills, problematic online gaming, and introversion. There was no significant correlation among social anxiety and time spent playing Massively Multiplayer Online Role-Playing Games (MMORPG), a specific form of online video game. It was also found that interpersonal communication skills, problematic online gaming, and introversion were all significant predictors of social anxiety. However, time spent playing MMORPGs was not a significant predictor of social anxiety.
8

Concurrent Gaming Disorder/Internet Gaming Disorder and Electronic Nicotine Delivery Systems Dependency in Emerging Adults

Mitchell, Hannah G., Kromash, Rachelle, Holt, Laura J., Ginley, Meredith K. 01 January 2021 (has links)
A growing proportion of young adults report regularly playing video games and using electronic nicotine delivery systems (ENDS). Although video gaming is often normative and adaptive, excessive gaming is associated with adverse health outcomes and dependency, as seen in gaming disorder/internet gaming disorder (GD/IGD). Possible additive detrimental effects of ENDS use on the physical outcomes of GD/IGD lend particular concern to these concurrent behaviors. The present study explored group differences in concurrent ENDS and GD/IGD dependency by demographic factors, including age, sex, gender, sexual orientation, racial identity, relationship status, and year in school. The interaction effect of symptoms of attention-deficit hyperactivity disorder (ADHD) on the association between ENDS dependency and GD/IGD was also examined. Lastly, group differences in ADHD symptoms for individuals who endorse (1) neither GD/IGD nor ENDS dependency, (2) either GD/IGD or ENDS dependency, or (3) both GD/IGD and ENDS dependency were explored. Data were collected in a large, multi-university sample of college students (N = 1,054). Higher symptoms of GD/IGD were positively associated with greater symptoms of ENDS dependency. Men and individuals with significant symptoms of ADHD were at an increased risk of concurrent GD/IGD and ENDS dependency. These results may be used to identify demographic and psychological associations linked to these comorbidities, ultimately informing future prevention strategies.
9

Gaming Disorder : En kritisk diskursanalys över debatten kring konceptualiseringen av en diagnos för problematiskt digitalt spelande (PDS) mellan åren 2011 och 2021.

Lindeberg, Johan, Brantedal, Evelina January 2021 (has links)
Syfte: Syftet med studien är att lyfta maktperspektivet genom en kritisk diskursanalys av debatten kring konceptualiseringen av en diagnos för problematiskt digitalt spelande (PDS). Som professionella inom socialt arbete är PDS ett högaktuellt problem som nyligen har fått en ny officiell diagnos; Gaming Disorder, som ett nytt verktyg i praktiken. Teori: Studiens teoretiska förankring ligger i socialkonstruktionism, maktteori och diskursteori, som samtliga fokuserade på konceptualisering av diagnoser och diagnosens makt i samhället. Metod: Metoden för studien är främst kvalitativ genom en kritisk diskursanalys, men nyttjar även ett mer kvantitativt redskap genom korpuslingvistik. Korpuslingvistiken användes för att identifiera diskurser i debatten som sedan genomgick en tematiserad indelning inför den kritiska diskursanalysen. Resultat: Studiens resultat fokuserar främst på den diskursiva och sociala praktiken i en kritisk diskursanalys, detta då maktperspektivet uppfattades som starkast i dessa nivåer. Resultatet tyder på en fördelning mellan två oeniga fält av experter i debatten. där ena fältet har en stark koppling till WHO, vilket diskuteras i denna studie. / Aim: The aim with the study is to lift the power perspective through a critical discourse analysis of the debate about the conceptualization of a diagnosis for problematic digital gaming (PDS). For professionals in social work, PDS is a highly topical problem which recently gained a new official diagnosis, Gaming Disorder, as a new tool in social work. Theory: The study's theoretical grounding is in social constructionism, power theory and discourse theory, which all have been focused on the conceptualization of diagnoses and the power of diagnoses in society. Method: The method for the study is mainly qualitative through a critical discourse analysis but uses also a more quantitative tool through corpus linguistics. The corpus linguistics was used to identify discourses in the debate which later went through a thematization before the critical discourse analysis. Result: The study's result mainly focuses on discourse practice and social practice; due to that this was where the power perspective was perceived the strongest. The result indicates a division between two fields of discordant experts in the debate, where one field has a strong connection to WHO, which is discussed in this study.
10

Problematic gaming habits, perceived stigma and help-seeking behavior among gamers / Problematiska spelvanor, upplevt stigma och hjälpsökande beteende hos datorspelare

Kato, Brigitta Andrea, Derman, Lisa January 2020 (has links)
Exaggerated gaming is a rising issue both in Sweden and internationally that has a negative effect on many lives. It can be a cause of isolation which leads to various social consequences. It can cause economic problems due to large amounts of money being spent on games or in-game purchases or because of prioritizing gaming before going to work or studying. Excessive gaming has been categorized as a disorder/addiction since mid-2018 by the World Health Organisation based on reviews done on the available evidence and consensus among experts from different disciplines. However, there are not a lot of studies regarding the kind of help that is available as well as how likely those that have gaming disorder seek help nor are there many studies about stigma around the phenomenon. The aim of our study was to investigate if perceived stigma has any effect on whether or not and to what extent people who have problematic gaming habits decide to seek help as well as where they turn, should they have gaming disorder. We also want to see if problematic gaming habits increase the level of perceived stigma. Our hypotheses were therefore the following: H1: the more someone’s gaming habits are close to those of someone with a gaming disorder, the higher the perceived stigma becomes around the phenomenon. H2: the greater the perceived stigma is, the less likely a person is to seek help for their problem H3: the greater the perceived stigma, the less likely a person is to turn to professionals for help. We constructed a survey and distributed it on forums that discuss gaming related issues hoping to reach as many gamers as possible and we got a total of 177 responses. After having done the analysis in SPSS, our result showed that there was a weak positive correlation between problematic gaming habits and perceived stigma. We also found that the level of perceived stigma did not influence whether they would seek help or not. When it came to seeking help from professionals, we found statistically significant data relating to stigma and seeking professional help in that the higher the perceived stigma was, the more likely the individual was to seek professional help.

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