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Time Spent Gaming, Depression, and Behavioral Activation: A Longitudinal Mediation Study on Predictors of Gaming DisorderJin, Jackson 07 June 2023 (has links)
No description available.
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Vnímání prožitku hraní online her v souvislosti se závislostním chováním / Perception of experience of online gaming in connection with addictive behaviourHrdinová, Petra January 2018 (has links)
Introduction: the playing of massively multiplayer online role - playing games (MMORPG) has been connected with computer technologies for few years. Despite the fact that the addiction on online role playing game is not officially in MKN - 10, it takes after gaming disorder following place within behavioral addictions. Aim: the main aim of the work was to describe the perception of subjective experience of gamers playing online games. Research questions regarded types of experience of gamers, incidence of addiction behavior, gamers differences in experience with and without addiction symptoms. Final question concerned gamers ability to be aware of addiction behavior. Methods and sample: the intentional sampling was used to obtain participants, including snow ball method through informants. Subsequently semistructured interviews were carried out. All participants filled out the record sheet showing sociodemographic data and questionairre of online gaming addiction. The research group consist of 9 participants, their mean gaming time was 15 hours per week, the participants ranged in age from 17 to 40 years. Results: from the interviews taken a few themes emerged. Subjective gamer's experience were positive and negative, positive dominated by most of gamers. In context of experience, the majority...
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Partnerské vztahy mladých dospělých mužů s poruchou hraní internetových her / Relationship of young adult mens with Internet gaming disorderVáhalová, Martina January 2021 (has links)
Background: Internet gaming disorder is a relatively new diagnosis. Research in this area is developing dynamically, and the number of studies conducted is growing, focusing not only on the disorder in general, but also on its impact on the lives of addicted gamers. Laical and professional public debate on the potential impact of non-substance addictions on social relations. Aim of the research: The research focuses on the perception of partnerships by players who meet criteria for an online gaming disorder and a subjective assessment of the impact of the disorder on the partners themselves. Set and selection methods: The research file was created by combining simple purposeful selection with criteria and method of a snowball. Two scales were used as criteria for inclusion in the file - diagnostic criteria for Internet gaming disorder according to DSM-V. and Abbreviated versions of the gambling addiction questionnaire (Lemmens et al., 2009), as well as male gender and age 20-35 years. The sample consists of 9 men who meet the criteria. Methods of working with data: Data were obtained by semi-structured interview using online video call or chat. The data was transcribed. Systematization was performed by open coding. A combination of interpretative-phenomenological and narrative analysis was used to...
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El nivel de estrés como factor asociado al Trastorno de Juegos en Internet en adolescentes peruanos de primero a quinto de secundaria en un colegio público de Lima norte en el año 2019 / The stress level as a factor associated with Internet Gaming Disorder in Peruvian adolescents from first to fifth year of high school in 2019Gratelli Frisancho, Jose Antonio, Silva Melgarejo, Grace Antonella 24 February 2022 (has links)
ANTECEDENTES: Existen pocos estudios que relacionen al nivel de estrés como un factor asociado al Trastorno de juegos en internet (IGD) en América Latina y en el Perú, especialmente en adolescentes. OBJETIVOS: Establecer la asociación entre el nivel de estrés y el IGD en adolescentes peruanos de primero a quinto de secundaria. MÉTODOS: Se realizó un estudio transversal analítico. Se encuestó a adolescentes peruanos de un colegio público secundario en Lima (N=614). La encuesta comprendía la Prueba IGD-20 y la Perceived Stress Scale (PSS) validadas al español. Se realizó regresión de Poisson para identificar razón de prevalencia (PR) con intervalo de confianza del 95% (p<0,05). RESULTADOS: Se encontró que los adolescentes con IGD tenían mayor nivel de estrés percibido 41(41;44) en comparación con los que no tenían IGD 26(22;30). En el análisis de regresión se encontró que, por cada punto de incremento en la escala de estrés, la probabilidad de presentar IGD es 20% mayor (p<0,001). La prevalencia de IGD en fue de 8.0% y la mediana del nivel de estrés, en la población de estudio, fue de 27(22;32). CONCLUSIONES: El nivel es estrés percibido fue un factor asociado al IGD en adolescentes en un colegio público de Lima. Los participantes con mayor nivel de estrés tuvieron mayor probabilidad de presentar IGD. Además, se identificó otros factores asociados al IGD, como pertenecer al sexo masculino y tener una familia gravemente disfuncional. Estos hallazgos en el estudio sirven para desarrollar investigaciones futuras en el ámbito de la salud pública. / BACKGROUND: The stress level is considered a factor associated with the presence of Internet Gaming Disorder (IGD), however there are few studies in Latin America and Peru that clarify this association, most seen on adolescents. OBJECTIVES: this study evaluated the association between the stress level and IGD in Peruvian from first to fifth year of high school. METHODS: An analytical cross-sectional study was carried out. Peruvian adolescents from a public high school in Lima were surveyed (N=614). The survey included the IGD-20 Test and the Perceived Stress Scale (PSS) validated in Spanish. “Poisson regression” was performed to identify the prevalence ratio (PR) with a 95% confidence interval (p <0.05). FINDING: Adolescents with IGD were found to have a higher perceived stress 41 (41; 44), as compared to those without IGD 26 (22; 30). In the regression analysis, it was found that, for each point of increase in the stress scale, the probability of presenting internet gaming disorder is 20% higher (p <0.001). The prevalence of IGD in the sample was 8.0% and the median stress level was 27 (22; 32). CONCLUSION: The level of perceived stress was a factor associated with IGD in adolescents in a public high school in Lima. Participants with higher stress were more likely to present IGD. In addition, other factors associated with IGD were identified, such as being male and having a severely dysfunctional family. These findings serve to develop future research in the field of public health / Tesis
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Habitudes et addiction à internet chez les adolescents italiens : impact sur la fonction visuelle d'un protocole de dramathérapieDenti, Elisabetta 18 September 2017 (has links)
En 2017, il n'est plus nécessaire de se rappeler un numéro de téléphone par cœur, de patienter gentiment pour goûter les fruits et légumes de saison ou d'attendre quelqu’un à la gare avec impatience sans avoir eu de ses nouvelles : les émotions sont d'avantage liées à des moyens de communication bien plus immédiats. Le rythme naturel du temps qui passe dans nos vies semble s’apparenter pour l'homme (et pour la femme) du nouveau millénaire, davantage à une accélération effrénée et constante, une course contre le temps, dans l'illusion d'un monde instantané, hyper-rapide, super efficace : un monde « smart ». De cette manière, plutôt que d'écouter et de respecter le rythme naturel de notre respiration, de notre corps, nous choisissons à chaque instant de courir toujours plus vite, dans l'illusion omnipotente de gagner la course contre le temps, l'infaillible gardien de notre existence. Nous exprimons le désir d'être constamment connecté, créant l'illusion de l'hyper-présence. L'évolution technologique a radicalement transformé notre style de vie, notre manière de communiquer, notre propre expérience humaine et émotive. Si d'un côté la révolution technologique à laquelle nous appartenons, et dont nous continuons à en être les acteurs a permis la transformation globale des processus de communication de masse, celle-ci a en même temps permis l'émergence de nouvelles fragilités et la manifestation évidente de psychopathologies en relation à Internet. C’est à partir de la consultation de plus de 240 articles scientifiques internationaux et avec les données fournies sur la prévalence de ces nouvelles formes d’addiction en Asie (le continent technologiquement plus avancé et concerné à ce sujet), que le comité scientifique APA (American Psychiatric Association – Société Américaine de Psychiatrie) a décidé d’introduire l’Internet Gaming Disorder dans la dernière version du DSM, en Mai 2013. Le domaine de l’addiction à Internet est une frontière extrêmement emmêlée et complexe qui représente un nœud névralgique des discussions d'une partie de la communauté scientifique internationale. Voraces et habiles consommatrices des nouvelles technologies, les nouvelles générations sont particulièrement exposées au risque de développer ces nouvelles formes de dépendance. Il est nécessaire que la communauté scientifique internationale s'interroge sur de nouvelles stratégies d'intervention pour pouvoir intercepter et accueillir ces formes de malaise juvénile, qu’elle sache les définir pour les identifier et les soigner grâce à des protocoles d'intervention pour répondre de manière toujours plus efficace aux besoins réels des ces jeunes consommateurs. D'où l’intérêt de développer des projets de recherche portant sur ce sujet. Cette thèse, décrit donc un problème en émergence et la proposition d’une approche thérapeutique possible face à ces nouvelles formes d’addiction avec les arts thérapies, plus précisément avec la dramathérapie. Le cadre expérimental de cette thèse s’articule en deux parties : la première partie correspond à l’étude des répercussions physiologiques notamment sur la variation des compétences visuelles par rapport à un usage abusif ou addictif des écrans. Cette étude, qui constitue la principale expérience psychopédagogique de prévention de cette thèse, a été adressée à 250 adolescents italiens sains. La deuxième partie est une expérience clinique de prise en charge des addictions à Internet, auprès d’un public de 13 adolescents et jeunes adultes atteints du syndrome d’Asperger, addictifs aux jeux vidéo. Un dernier projet de dramathérapie adressé à des adolescents et des jeunes adultes, souffrant d’addiction aux substances constitue l’ouverture du regard clinique face aux comorbidités possibles qui caractérisent la pratique clinique de notre champ d’étude. (...) / In 2017, there is no longer a need to remember a phone number by heart, wait for the right time to taste seasonal fruit or vegetables, or wait for someone at the station without having news briefly before hugging him on the train quay Emotions are more closely related to much more immediate communication flows. The natural rhythm of time flowing in our lives seems to be synonymous for the man (and the woman) of the new millennium of a frantic and constant acceleration against time, in the illusion of a flashy world, super-fast, super-efficient: a smart world. In this way, instead of listening to and respecting the natural rhythm of our breath, our body, we choose at any time to run faster and faster, in the omnipotent illusion of winning the race against time, the unreliable guardian of our existence. We express the desire to be constantly connected, creating the illusion of hyper-presence. Technological development has radically changed our lifestyle, our way of communicating, our human and emotional, individual and collective experience. On the one hand, the technological revolution has allowed the global transformation of the mass communication process and is an inexhaustible source of knowledge and discovery; not to be demonized but to be explored with intelligence and curiosity; it has at the same time led to the emergence of new vulnerabilities and manifestations of Internet-related psychopathological discomfort. It is through the consultation of over 240 international scientific articles and data on the prevalence of these new forms of dependence in Asia (the continent most technologically advanced and involved in this regard), that the American Psychiatric Association (APA) decided to introduce the Internet Gaming Disorder in its latest version of the DSM (Diagnostic and Statistical Manual of Mental Disorders) in May 2013. The field of Internet addiction is an extremely tangled and complex border that represents a nerve node discussion in part of the international scientific community. Voracious consumers and clever users of new technologies, that is the new generations, seem to be particularly at risk of developing these dependencies. This is why it is important to develop research projects and it is urgent to propose psycho-educational prevention projects for the adolescent population. This thesis describes an emergency problem and the proposal of a possible approach facing these new addiction forms through arts therapies, more precisely through dramatherapy. The experimental part of this thesis is articulated in two parts: the first one corresponds to the study of physiological repercussion on variations of visual skills related to the use or abuse of screen use.This study, that represents the psycho pedagogical and prevention experience of this thesis, was addressed to 250 Italian sound teenagers. The second part consists of a clinical experience of cure of Internet addiction addressed to 13 video games addicted adolescents and young adults with Asperger syndrome. A further project of dramatherapy addressed to drugs addicted adolescents and young adults represents a clinical perspective in front of possible comorbidities that characterize the clinical practice in our field of study. The dramatherapy approach in the field of prevention and cure of web related addictions is considered regarding two important aspects: the recovery and reclamation of the body and sensory experience (size altered in the virtual experience facing the monitors) and the possibility to expose the person to a gaming experience through a shared transitional space. The body dimension, completely abandoned or altered in the virtual experience, is recovered and exalted through dramatherapy. The therapeutical approach is born, grows and develops in the body. In our view the stage represents the appropriate mediation between the virtual space of the abuse and real space of existence. (...)
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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.
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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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TDAH et usage addictif des jeux vidéo chez les enfantsMasi, Laura 10 1900 (has links)
Les symptômes du TDAH et l’addiction aux jeux vidéo semblent partager une relation
bidirectionnelle que nous avons voulu explorer davantage en présentant un état des
connaissances actuelles de la littérature puis une étude sous forme d’article actuellement soumis.
L' étude TDAH et usage addictif des jeux vidéo chez les enfants a pour objectifs de mieux
comprendre la relation constatée en clinique et dans la littérature scientifique entre
l’usage/addiction aux jeux vidéo et le TDAH chez les enfants de 4 à 12 ans : en comparant les
modalités d'utilisation des jeux vidéo (temps de jeu, score de dépendance et utilisation par âge)
entre des enfants TDAH et des enfants sans TDAH; en examinant les associations entre
l’addiction aux jeux vidéo et les symptômes du TDAH; en explorant l’impact du genre dans
l'utilisation des jeux vidéo et le type de jeux vidéo joués par les enfants. L’étude comprend 280
enfants, 135 d’un groupe clinique et 145 d’un groupe communautaire.L’étude est transversale,
multicentrique (CHU Sainte-Justine et CIUSSS NIM), exploratoire, descriptive et ouverte. La
méthodologie consiste en la passation de 3 questionnaires remplis par l’un des parents en une
fois : questionnaire socio-démographique avec des spécifications concernant l’usage des jeux
vidéo et des questions sur l’usage des parents et leur perception; Strenghs and Difficulties
Questionnaire (SDQ); et le questionnaire sur l’attention et l’ordinateur (QUATTORD). Notre étude
souligne la vulnérabilité des enfants TDAH pour l’usage excessif des jeux vidéo et les
conséquences sur leur symptomatologie. Associées à ces résultats, nous avons procédé à des
analyses complémentaires sur les caractéristiques de la population, et l’usage et perception des
jeux vidéo chez les parents. Ces données semblent corroborer l’idée d’une relation multifactorielle
à l’origine des comportements d’addiction aux jeux vidéo. / ADHD symptoms and video game addiction seem to share a two-way relationship that we intended to explore further by describing the current state of knowledge of the literature and conducting a study presented in the form of a currently submitted article. The objectives of this project are to better understand the relationship between video game use / addiction and ADHD in children aged 4 to 12: by comparing the methods of using video games (playtime, dependence score and use by age) between ADHD children and children without ADHD; examining the associations between video game addiction and ADHD symptoms; exploring the impact of gender in the use of video games and the type of video games played by children. The study is transversal, multicentric (CHU Sainte-Justine and CIUSSS NIM), exploratory, descriptive and open. The methodology consists of taking 3 questionnaires completed by one of the parents at once: socio-demographic questionnaire with specifications concerning the use of video games and questions on the use of parents and their perception; Strengths and Difficulties Questionnaire (SDQ); and the Attention and Computer Questionnaire (QUATTORD). Our study highlights the vulnerability of ADHD children to excessive use of video games and the consequences on their symptoms. Associated with these results, we carried out additional analyzes on the characteristics of the population, and the use and perception of video games among parents. Our data seem to support the idea of a multifactorial relationship at the root of video game addiction behaviors.
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