Spelling suggestions: "subject:"1nternet gaming"" "subject:"centernet gaming""
1 |
What Are You Really Asking? Readability of Internet Gaming Disorder MeasuresCollie, 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 elevhälsoperspektivGotthardsson, 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 |
Man skola spela! : En enkätstudie om hur gymnasieelevers onlinespelsvanor samvarierar med skolprestation och socialt umgänge / School's out for gaming! : A survey study about the correlation between upper secondary school student's online gaming habbits, studying effort and social lifeWiberg, Magnus, Lundblad, Victor January 2014 (has links)
I det moderna samhället har internet och spelande av olika slag som sker genom internet blivit alltmer populära aktiviteter. I takt med den explosionsartade utvecklingen har även problematiskt beteende följt i form av onlinespelsmissbruk, som blivit ett så pass omfattande problem att det idag omnämns som diagnosen ”Internet Gaming Disorder”, IGD. Företeelsen har dock inte enbart blivit mer framträdande vad gäller aktiviteten i sig utan också gällande mängden forskning som görs inom området. Den population som studeras flitigast och där onlinespelandet är som mest framträdande är bland yngre människor och främst bland pojkar och män. Mycket av den forskning som genomförts har behandlat onlinespelandets påverkan på individen samt dess inverkan på skola och utbildning. Syftet med denna studie är därför att undersöka huruvida onlinespelandet hos tredjeårselever på gymnasiet samvarierar med dennes självupplevda sociala umgänge samt skolprestation. Studien är genomförd utifrån en kvantitativ metod där en enkätundersökning utfördes inom åtta olika program på fyra av Norrköpings gymnasieskolor. Totalt besvarade 99 gymnasieelever enkäten. Studien analyseras med ett socialkonstruktivistiskt perspektiv för att söka förstå bakomliggande aspekter av onlinespelandet genom att diskutera sociala grupperingar och kategoriseringar som sker genom social interaktion. Studiens resultat stämmer ur flera avseenden överens med tidigare forskning där det tydligt går att se att killar spelar mer än tjejer. Studien visar även ett samband mellan onlinespelande och skola på så sätt att individer engagerade i spel bland annat visar en tendens till minskat intresse för studier.
|
4 |
Duration of Time Spent Playing Online Video Games, Interpersonal Skills, and Introversion Personality Traits as Predictors for Social Anxiety SymptomsBender, 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.
|
5 |
Domestic Bliss, or Technological Diss? Problematic Media Use, Attachment, and Relationship OutcomesBooth, McCall A. 27 July 2020 (has links)
The purpose of this study was to examine how problematic media use (technoference, internet gaming disorder symptoms, and pornography use) predicted later partner relationship outcomes, operating through the mediator of attachment behaviors. Participants (N = 1039) were from Waves II–IV of the Couple Relationships and Transition Experiences (CREATE) study, a nationally representative quantitative study on marriage relationships across the United States. Both spouses completed surveys reporting problematic media use, attachment behaviors, and relationship outcomes at three separate time points each spaced a year apart. In order to test the hypotheses, three longitudinal actor-partner interdependence models with indirect paths were estimated, with each model corresponding to one type of problematic media use. Results indicated that at the cross-sectional level, all three types of problematic media use had significant indirect actor and partner effects, where problematic media use predicted relationship outcomes through the intervening variable of attachment behaviors. Longitudinally, wife technoference directly negatively predicted later partner attachment behaviors, but there were no full indirect paths of Wave II problematic media to Wave IV relationship outcomes through the intervening variable of Wave III attachment behaviors. Implications of these findings and future directions are discussed.
|
6 |
Gaming Behaviors in Day-to-Day Life: Exploring a Problematic Gaming Behavior ScaleCollie, Christin 01 December 2018 (has links) (PDF)
Growing concern for the problematic use of video games has prompted new research in a now growing field of literature. Internet Gaming Disorder (IGD) is a proposed behavioral addiction in the Diagnostic and Statistical Manual of Mental Disorders, fifth edition (DSM-5). To examine the proposed criteria for IGD, a self-report problematic gaming behavior scale (PGBS) was developed for adults residing in the United States. One hundred eighty-nine participants completed an online questionnaire comprised of demographic items, general gaming information, the PGBS, and the Internet Gaming Disorder-20 Test (IGD-20 Test). Statistical analyses conducted at the conclusion of the study were consistent with previous research on the PGBS. Cronbach’s alpha was .908 for the 19-item PGBS, one item was removed to improve reliability. Exploratory factor analysis strongly indicated a 1-factor structure to the PGBS. Logistic regression models were fit to analyze the predictive value of the PGBS total score. The PBGS total score did not predict positive endorsement of any of the four outcome items.
|
7 |
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.
|
8 |
Unga individers upplevelser av hur gaming påverkar deras hälsa : En litteraturöversiktFluur, Kajsa, Kaveh, Maria January 2023 (has links)
Gaming, eller datorspelande, är en global hobby som växer sig allt starkare bland ungdomar och unga vuxna. År 2013 ingick Internet gaming disorder som en egen benämning i American Psychiatric Associations diagnosmanual DSM-5 och även WHO har valt att inkludera Gaming disorder i ICD-11. Gaming kan ses som en oskyldig hobby men forskning tyder på att det även kan övergå till ett beroendeliknande tillstånd med flertalet negativa konsekvenser. Syftet med denna kandidatuppsats var att belysa unga individers upplevelser av hur gaming påverkar deras hälsa. Vald metod för att svara på syftet var att utföra en litteraturöversikt med ett strukturerat analysförfarande där både kvantitativa och kvalitativa artiklar analyserades. Litteraturöversikten utgick från ett induktivt förhållningssätt. Resultatet visade på att individer upplevde att det fanns både positiva och negativa aspekter av gaming. Delvis så upplevde de att spelandet gav dem ett syfte och var ett sätt att skapa sociala sammanhang på. Samtidigt upplevde vissa att nära relationer kunde påverkas negativt av spelandet och somliga menade även att det fanns ett samband mellan psykisk ohälsa och gaming. Under diskussionen fördjupar sig och reflekterar författarna till denna litteraturöversikt kring vald metod och resultatets huvudfynd i relation till etik och hållbar utveckling.
|
9 |
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.
|
10 |
Socialsekreterares arbete med dataspelsberoende ungdomar / Social workers work with adolescence with gaming addictionFrost, Mattias, Johansson, Andreas January 2019 (has links)
Dataspelsberoende är ett relativt nytt och växande problem bland barn och ungdomar, som kan innebära negativa konsekvenser för deras familjerelationer samt skolgång. Syftet med denna studie är att undersöka hur socialsekreterare arbetar med och resonerar kring ungdomar som lever med dataspelsberoende. För att uppnå syftet har vi tillämpat en kvalitativ ansats med semistrukturerade intervjuer som metod. Sex intervjuer genomfördes. Det insamlade materialet har analyserats med en kroppsorienterad respektive en handlingsorienterad förklaringsmodell för drogbruk och beroende, ett teoretiskt ramverk baserat på konflikter mellan sociala roller och institutioner, samt tidigare forskning om dataspelsberoende. Resultatet av vår studie är att socialsekreterare i stor utsträckning likställer dataspelsberoende med andra typer av beroendeproblematik. Orsaken till dataspelsberoende beskrivs som komplicerat och innefattar en kombination av sociala, psykologiska och biologiska faktorer. Behandling riktas främst mot de dataspelsberoende ungdomarnas föräldrar i form av stöd i föräldraförmåga och gränssättning av ungdomen. Socialsekreterarna uppger att de saknar kunskap om dataspelsberoende. / The purpose of this study is to examine how social workers work with adolescents with gaming addiction, and how the social workers talks about the adolescents. We have applied a qualitative approach with semi-structured interviews as a method. Six interviews were held. The material has been analyzed using a body oriented model of explanation regarding drug use and addiction, an action oriented model of explanation regarding drug use and addiction, a theoretic framework based on conflict between social roles and social institutions, and former research. The result of our study is that social workers tend to equate gaming addiction with other types of addiction. The cause of internet gaming disorder is described as complicated, with a combination of social, psychological and biological factors. Treatment is mostly aimed towards parents, in order to support parental ability and boundaries. Social workers describe a lack of knowledge regarding gaming addiction.
|
Page generated in 0.0817 seconds