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Moderating Factors of Co-occurring GD/IGD and ENDS Use among College StudentsMitchell, Hannah G., Kromash, Rachelle H., Ginley, Meredith K. 01 April 2021 (has links)
Introduction: Research has found extensive similarities between symptoms of gaming disorder/Internet gaming disorder (GD/IGD) and symptoms of other addictive disorders, including the presence of cravings, tolerance, and inability to stop despite adverse consequences (Müller & Montag, 2017). Significant associations between GD/IGD and financial strain, occupational difficulties, sleep deprivation, malnutrition, obesity, and the development and/or exacerbation of other mental illness have been found, contributing to growing concern over the detrimental impact of GD/IGD (Kohorst et al., 2018). Video gaming is also associated with increased use of substances, including nicotine as found in electronic nicotine delivery systems (ENDS; Cranwell et al., 2016). The harmful consequences of ENDS use may exacerbate the health risks associated with GD/IGD, especially in connection to sleep, nutrition, and mental health. There is extensive overlap between the demographic and psychosocial characteristics of typical video gamers and typical users of ENDS, including being young, male, highly impulsive, sensation-seeking, and having a diagnosis of attention-deficit hyperactivity disorder (ADHD), which may account for the rates of concurrent dependence (Von der Heiden et al., 2019; Mathews, 2019). However, definitive characteristics of individuals demonstrating symptoms of both GD/IGD and ENDS dependency remain unknown. The present study aims to explore the demographic and psychological associations of co-occurring symptoms of GD/IGD and ENDS dependency.
Method:Participants (n = 2,174) were college students age 18-24 (M=19.25) recruited as part of a multi-university study examining psychological variables within young adults. Participants completed a battery of self-report questions assessing for demographic characteristics, symptoms of ADHD, and level of impulsivity and sensation seeking as measured by the Adult ADHD Self-Report Scale, Brief Sensation Seeking Scale, and Barratt Impulsiveness Scale Version 11, respectively. ENDS dependency was evaluated through the PROMIS E-cigarette Dependence Scale, and GD/IGD was measured by the Video Game Dependency Scale. Pearson correlations, chi-square tests, MANCOVAS, and moderation analyses were used to evaluate this data.
Results:Results found that 7.3% of the sample met criteria for probable ENDS dependency, 4.7% of the sample endorsed symptoms of GD/IGD dependency, and 1.4% of the sample endorsed both dependencies. Age, gender, and race/ethnicity were all associated with increased risk of concurrent GD/IGD and ENDS dependency. The moderating effect of ADHD symptoms on the relation between GD/IGD and ENDS dependency was significant, ΔR2 = .067, F(1, 1036) = 24.75, p < .001, indicating that the relation between GD/IGD and ENDS dependency was stronger when participants endorsed more symptoms of ADHD. Impulsivity and sensation seeking also had significant interaction effects on the relation between ENDS dependency and GD/IGD.
Conclusion:Ultimately, there is ample evidence that ENDS dependency and GD/IGD occur at significant levels on college campuses. Heightened impulsivity and sensation seeking and the diagnosis of ADHD significantly correspond with increased rates of GD/IGD and ENDS dependency. These results are supported by prior research findings that impulsivity and sensation seeking are risk factors for many behavioral health concerns, including engagement in risky sexual behaviors and substance addiction. Future research examining protective factors and treatment of co-occurring GD/IGD and ENDS dependency is warranted.
References:
Cranwell, J., Whittamore, K., Britton, J., & Leonardi-Bee, J. (2016). Alcohol and tobacco content in UK video games and their association with alcohol and tobacco use among young people. Cyberpsychology, Behavior and Social Networking, 19(7), 426-434. https://doi.org/10.1089/cyber.2016.0093
Kohorst, M. A., Warad, D. M., Nageswara Rao, A. A., & Rodriguez, V. (2018). Obesity, sedentary lifestyle, and video games: The new thrombophilia cocktail in adolescents. Pediatric Blood & Cancer, 65(7), e27041.
Mathews, C. L., Morrell, H. E. R., & Molle, J. L. (2019). Video game addiction, ADHD symptomatology, and video game reinforcement. The American Journal of Drug and Alcohol Abuse, 45(1), 67-76. https://doi.org/10.1080/00952990.2018.1472269
Müller, M., & Montag, C. (2017). The relationship between internet addiction and alcohol consumption is influenced by the smoking status in male online video gamers. Clinical Neuropsychiatry: Journal of Treatment Evaluation, 14(1), 34–43.
Von der Heiden, J. M., Braun, B., Müller, K. W., & Egloff, B. (2019). The association between video gaming and psychological functioning. Frontiers in Psychology, 10, 17-31. https://doi.org/10.3389/fpsyg.2019.01731
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Validating an Internet Gaming Disorder Measure During COVID-19: Video Game Use, Distance Learning, and Impacts of COVID-19 on Gaming BehaviorCollie, Christin 01 December 2022 (has links)
For most students, playing video games is a popular, enjoyable activity to do in their leisure time. While many people play video games for fun, some do develop problems associated with their play. Excessive engagement in video game play can lead to significant impairment and clinically significant levels of harm. However, there are several important gaps in the research literature which limit understanding of potential harm. First, little is known about the gaming behavior of students, ranging from middle-school to graduate school, specifically as it relates to their reasons for playing video games and their time spent playing. Second, concerns regarding the readability of measures of Internet Gaming Disorder (IGD) have been identified in past research that informed the creation of an enhanced literacy assessment of IGD. Third, given the novel COVID-19 pandemic significantly altering day-to-day life and directly decreasing the amount of time individuals were able to spend outside their home, it was not yet known how gaming behavior may have been fundamentally altered. Via a three-study design, the current project addressed gaps in the literature regarding video game use of students, established the reliability and validity of a measure of IGD with enhanced literacy, and provided summative data regarding perceptions of distance learning and potential changes in gaming behavior during the COVID-19 pandemic.
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Desempenho dos municípios na gestão do Programa Bolsa Família: o impacto das características da burocracia localPizzolato, Bruna 20 March 2014 (has links)
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Previous issue date: 2014-03-20 / O intuito desta dissertação é analisar o gerenciamento pelas burocracias municipais das novas atribuições advindas da descentralização, a partir da Constituição de 1988. De maneira breve, a pesquisa focou na qualidade das burocracias entre os diferentes níveis subnacionais – lacuna da literatura da área –, e para tanto, analisou o impacto das características do funcionalismo local no desempenho dos municípios, no ano de 2010. Como medida de desempenho dos governos utilizou-se um indicador do Ministério do Desenvolvimento Social, o Índice de Gestão Descentralizada (IGD-M) que mede o desempenho da burocracia municipal no gerenciamento do Programa Bolsa Família. O Programa Bolsa Família foi escolhido como proxy para o desempenho municipal pela sua simplicidade. Em outras palavras, se a burocracia municipal falha em administrar um programa simples espera-se resultado pior no gerenciamento de programas mais complexos. Os resultados encontrados apontam que uma burocracia mais qualificada – isto é, com maior número médio de anos de estudo – e com mais experiência, possuí melhor desempenho no IGD-M.
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Regulace času u dospělých hráčů počítačových her - současné strategie a retrospektivní vnímání rodičovské kontroly / The regulation of time in adult computer games players - strategies and retrospective perception of parental controlWidláková, Kateřina January 2021 (has links)
This diploma thesis deals with the regulation of time in adult computer game players, especially how players are able to regulate their own time spent playing computer games, what strategies they use for this, or how they are regulated by people around them, and whether self-regulation has been affected by family education and regulation of gaming by parents. It was also examined whether self-regulation or parental regulation affects the development of Internet Gaming Disorder (IGD), or whether personality traits have a part to do with it. The research group consisted of 40 respondents of young adult players who started playing computer games as early as childhood or adolescence. The data collection took the form of an online questionnaire in the Google environment, therefore it was sent to players electrationally. The questionnaire survey consisted of four separate parts which followed each other continuously. In the first part, anamnestic data of players was collected in the form of an Anamnestic questionnaire, the second part followed the IGDT rate with the IGDT-10 questionnaire, in other parts personality traits were examined by the BFI-2-S questionnaire and the educational style in the family using the EMBU-A questionnaire. Based on the research, it was found that 5 % of respondents reported...
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Womanists Leading White People in Intergroup Dialogue to End Anti-Black Racism: An Interpretive Phenomenological AnalysisDavis, Tawana Angela 16 December 2021 (has links)
No description available.
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