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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 Video Game Addiction Measures

Collie, Christin N., Ginley, Meredith K. 01 April 2020 (has links)
No description available.
2

Internet gaming disorder :its assessment and interplay with need satisfaction, maladaptive cognitions, and cognitive-behavioral skills

Yu, Shu January 2018 (has links)
University of Macau / Faculty of Social Sciences. / Department of Psychology
3

Correlates of Video Game Addiction

Langley, Alex 12 1900 (has links)
Video game addiction often leads to a tremendous burden on those afflicted with the condition, draining their time, resources, and life away until they have nothing left. To further elucidate the problem of video game addiction, the current research examines the level of video game addiction of 111 participants, along with their motivation for their addictive behaviors, the quality of life of addicted individuals, and possible relations between video game addiction and other forms of addiction. Results of the current research indicate a correlation between addictive video game use and depression, alcohol use, a desire for escapism, a need for social interaction, and lack of self-control. The results of a multiple regression indicate that, amongst the various research factors, depression is the factor with the most significant link to addictive video game use, implying a dangerous correlation between mental health and an addictive behavior that some erroneously disqualify as a true addiction.
4

Assessment and Treatment of Internet Gaming Disorder

Peter, Samuel C., Ginley, Meredith K., Pfund, Rory A. 10 February 2020 (has links)
Among both youth and adults, video gaming is a rapidly growing recreational activity. The American Psychiatric Association and the World Health Organization have identified problematic video gaming behavior as a clinical concern in need of further research and have conceptualized this condition as a behavioral addiction. Empirically validated assessment tools may aid in case conceptualization, and cognitive-behavioral techniques have accrued some evidence supporting their efficacy when targeting internet gaming disorder. Clinicians should consider employing goal setting, behavior tracking, and functional analyses, and should consider increasing alternative pleasurable activities, incentivizing specific behavior changes, and integrating caregivers into treatment when working with adolescents.
5

An Online Investigation Into Internet Gaming Disorder (IGD), Comorbidity, and Psychosocial Issues: a Comparison of American and Chinese Gamers—and Predictors of Meeting Criteria for a Formal Diagnosis of IGD

Torez, Miguel January 2019 (has links)
The problem that this study addressed is the rise of internet gaming disorder (IGD) globally, including within the United States and countries such as China—and, the resultant need for more data on the prevalence of adult men and women meeting criteria for a diagnosis of IGD, as well as data on related comorbidities and psychosocial issues. A global sample (N=231) met the study inclusion criteria (i.e., play video games at least once a week at a minimum, consider themselves involved in Internet gaming, and have been gaming for the past six months—while of interest were findings with an English Speaking (ES) sample, and a Chinese Mandarin Speaking (CMS) sample. The study sample of convenience recruited via a social media campaign was 62.4% (n=63) male in the ES sample, and 55.4% (n=72) male in the CMS sample. The ES sample had a mean age of 29.34 (SD=8.396, Min=18, Max=52), and the CMS sample had mean age of 25.65 (SD=7.514, Min=18, Max=57). While the CMS sample indicated they were Asian (99.2%, n=129), the ES sample was diverse: 58% White (n=59), 17.8% (n=59) Asian, and 11.9% (n=12) Black. The main study findings reveal a prevalence of Internet Gaming Disorder (IGD of 0% (n=101) for the ES sample, and .8% (n=1) for the CMS sample. As another main study finding, for the CMS sample, participants met more DSM-5 criteria for IGD (out of the 9 total criteria), when they were male, experienced anxiety in the past year, and were engaged in more violence due to gaming. For the ES sample, study participants met more DSM-5 criteria for IGD (out of the 9 total criteria), when they did not have a partner, had a higher income, were engaged in more violence due to gaming, engaged in a higher level of help seeking for personal/emotional support, and had a lower level of perceived social support. In essence, this constitutes the provision of risk profiles and descriptions of those most vulnerable to IGD. This study contributes to those efforts to conduct research on the DSM-5 criteria for IGD (APA, 2013).
6

Losing Control to the Controller: MMORPG Video Game Addiction and Mediating Roles of Player Motivations

Speed, Abbie 30 March 2023 (has links) (PDF)
Using a quantitative survey distributed to regular players of MMORPGs (Massively Multiplayer Online Role-Playing Games) (N = 777), the current study employed a correlation matrix and a parallel mediation model to assess the relationship between play frequency, motivating factors, and video game addiction. The results demonstrated that each of these elements were related to one another to varying degrees (p < .001). The motivating factors identified by Yee (2006) included achievement, immersion, and social interaction, which were tested as mediators and indicated that achievement (a1 = 0.2817, p < 0.001; b1 = 0.4073, p < 0.001) and immersion (a2 = 0.3217, p < 0.001; b2 = 0.2574, p < 0.001) are mediators in the relationship of play frequency and addiction. Social interaction was not significant as a mediator (a3 = 0.3217, p < 0.001; b3 = -0.0235, p = 0.6753). Higher levels of addiction were present for those who were motivated by achievement (rewards) and immersion (storyline/diversion) to play more frequently per week. However, those who were motivated by social interaction to play frequently did not demonstrate a statistically significant relationship with higher levels of addiction. Findings suggest that motivating factors of gameplay may have a mediating effect on the relationship between play frequency and addiction.
7

Video Games Addiction : POSITIVE AND NEGATIVE EFFECTS OF PLAYING VIDEO GAMES ON YOUTH AND CHILDREN

Ahmed, Usman, Ullah, Inam January 2013 (has links)
Mankind has developed a lot in the field of Information Technology (IT), Computer Science and Media entertainment. Video games are also the most popular form of media entertainment and gaming environment. It has been popular long before the new generation video games idea was ever thought by the video game designers. Through our research we tried to investigate the positive and negative effects of video games on youth and children. This form of entertainment is more designed attracted among the people, due to the high sophisticated music and environment, which catches every eye. We not only analyzed the previous attempts in this area, but also tried to add some contribution to it. The excessive use of video games makes it more damaging effects on a young mind. Parents and teachers should keep a check on youngsters, and also the companies who design such violent games should keep in account that, what they show through these video games must have some logical or educational value. Many children and youngsters we found through our survey like to play video games because they do not have any other entertaining options. Violent video games are the most appreciated one among children and young people because of the detailed high quality graphics, more realistic images, use of artificial intelligence, complex game strategies, intelligent game inference engines and human-machine interaction. Parents should keep check on their children and select such video games for them which teach their children some useful things and beneficial for them in studies and near future. The teachers in school should also talk more about the advantages of educative games or physical games to develop the young minds more professional and realistic, rather than creating fantasy and fake imaginations. Our survey and research showed us that due to the high attraction of the video games, positive and negative effects are going side by side. Many youth and children do not take the video games seriously and just play them as any another game, while some video game players have disturbed their studies and health by playing the video games for many hours. Many children and young generation denied calling it as an addiction or bad habit. If violence and killing a life is entertainment then human beings will consider it, as a fun and modern society cannot be defined as civilized. This is what we found from our research and survey. / Program: Magisterutbildning i informatik
8

Treatments of Internet Gaming Disorder: a Systematic Review of the Evidence

Zajac, Kristyn, Ginley, Meredith K., Chang, Rocio 02 January 2020 (has links)
Introduction: The American Psychiatric Association included Internet gaming disorder (IGD) in the 5th Edition of the Diagnostic and Statistical Manual of Mental Disorders, and the World Health Organization included gaming disorder in the 11th revision of the International Classification of Diseases. These recent updates suggest significant concern related to the harms of excessive gaming. Areas covered: This systematic review provides an updated summary of the scientific literature on treatments for IGD. Inclusion criteria were that studies: 1) evaluate the effectiveness of an intervention for IGD or excessive gaming; 2) use an experimental design (i.e. multi-armed [randomized or nonrandomized] or pretest-posttest); 3) include at least 10 participants per group; and 4) include an outcome measure of IGD symptoms or gaming duration. The review identified 22 studies evaluating treatments for IGD: 8 evaluating medication, 7 evaluating cognitive behavioral psychotherapy, and 7 evaluating other interventions and psychosocial treatments. Expert opinion: Even with the recent uptick in publication of such clinical trials, methodological flaws prevent strong conclusions about the efficacy of any treatment for IGD. Additional well-designed clinical trials using common metrics for assessing IGD symptoms are needed to advance the field.
9

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.
10

'It was never about the games' : A Critical Discourse Analysis of the Construction of "Video Game Addiction" in Swedish News 1991-2017

Benjaminsson, Ulf, Unéus, Danielle January 2023 (has links)
This theoretical thesis employs critical discourse analysis to scrutinise the construction of video game addiction in Swedish press from 1991 to 2017, and examines its potential contribution to a moral panic. Our research is based on the assumption that media discourse influences societal norms, which in turn, can profoundly affect individuals and groups. Our primary results suggest that a small group of moral entrepreneurs, mainly treatment providers for gambling disorders, were given an ideological near-monopoly over the conceptualization of video game addiction in the Swedish press. They popularised diagnostic criteria and screening tools by paraphrasing those developed for substance addiction, thus implying that this new disorder was just like substance addiction and therefore warranted similarly aggressive interventions and possibly clinical treatment. Additionally, we found that the often alarmist concerns over players' health, education, social life and other presumed harms of video game addiction were not primarily rooted in the games themselves. Our sample shows that the discourse seamlessly expanded to incorporate new sources of addiction, treating video games, the Internet, computers, social media, smart phones, and, most recently, screens as functional synonyms.  Our analysis suggests that the moral panic might be a manifestation of deeper societal factors, including traditional patriarchal family values, prejudice against youth, expectations of neuro-normativity, and conservative views on digital media. Recognizing the influence of these underlying factors may help parents, teachers, social workers and gamers themselves navigate the still-ongoing media trend of using pop psychology and amateur neuroscience to justify patriarchal and capitalist morality tales.

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