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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.
11

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.
12

Typologies of Helicopter Parenting in American and Chinese Young-Adults’ Game and Social Media Addictive Behaviors

Hwang, Woosang, Jung, Eunjoo, Fu, Xiaoyu, Zhang, Yue, Ko, Kwangman, Lee, Sun A., Lee, Youn Mi, Lee, Soyoung, You, Hyun Kyung, Kang, Youngjin 01 January 2022 (has links)
Helicopter parenting has emerged as a prevalent phenomenon in families with adult children. Due to its developmentally inappropriate nature, helicopter parenting sometimes serves as a risk factor for children. In addition, culture and parents’ gender shape parenting and adult children’s outcomes. The purpose of the present study was to identify multidimensional constructs of helicopter parenting among college students and describe how latent classes of helicopter parenting of mothers and fathers are related to college students’ game and social media addictive behaviors in the United States and China. Using a three-step latent class approach, data from 1402 mother and young-adult child (MC) and 1225 father and young-adult child (FC) pairs in the United States and 527 MC and 426 FC pairs in China were analyzed. Four helicopter parenting latent classes (strong, strong but weak direct intervention, weak but strong academic management, and weak) were identified among MC and FC pairs in the United States, but three latent classes (strong, strong but weak direct intervention, and weak) were identified in China. In addition, college students whose parents were in the strong helicopter parenting class reported a higher level of game and social media addictive behaviors than those in weak and weak but strong academic management classes in the United States, but not in China. These findings indicate that helicopter parenting is multidimensional in nature in both American and Chinese families, but the impact of helicopter parenting on college students’ game and social media addictive behaviors differs between the two countries.
13

Vi kallar personlighetstypen för kreativa dagdrömmare : En kvalitativ studie av professionellas erfarenheter och åsikter kring ungas dataspelsproblematik

Krogestad, Sara, Larsson, Emma January 2013 (has links)
Dataspelsproblematik är ett eskalerande problem som har visat sig påverka många unga människors utveckling och välbefinnande. Syftet med denna studie var därför att undersöka ungas dataspelsproblematik, vilka konsekvenser ett överdrivet dataspelande medför samt vilken behandling som ges till unga med dataspelsproblematik. Empirin erhölls genom kvalitativa intervjuer med professionella som arbetar med denna typ av problematik vid verksamheterna Game Over och Theory in Action. Resultatet visade att dataspelsproblematik idag inte har en bestämd definition och att det är ett problem som inte är tillräckligt uppmärksammat. Synen på orsaker till dataspelsproblematik hos unga är komplext då det kan tänkas bero på många olika faktorer. Konsekvenserna av ett problematiskt dataspelande är många och allvarliga och kan påverka den unges hela livssituation. Behandling av unga med dataspelsproblematik har visats sig ske på varierande sätt med olika utgångspunkter beroende på vad man anser är orsaken till problematiken. / Computer game related problems are an escalating problem that has been shown to affect many young people's development and well-being. The purpose of this study was to investigate young people's computer game problems, the consequences of excessive computer game playing and the treatment that is given to young people with computer game related problems. The empirical data were obtained through interviews with professionals who work with this type of problem in the institutions Game Over and Theory in Action. The results showed that computer game related problems do not today have a specific definition, as well as it is a problem that is not sufficiently recognized. The view of the causes of young people’s computer game related problems is complex as it may be caused by many different factors. The consequences of a problematic computer game playing are many and serious, which can affect a young person's entire life situation. Treatment of young people with computer game related problems have been shown to occur in various ways with different starting points depending on what you believe is the cause of the problem.
14

When real life is error : En kvalitativ studie om hur omgivningen påverkar utvecklingen av datorspelsberoende / När det verkliga livet känns fel : En kvalitativ studie om hur omgivningen påverkar utvecklingen av datorspelsberoende

Rittwage, Andreas, Pettersson, Daniel January 2011 (has links)
Studiens syfte är att studera de bakomliggande sociala faktorerna som kan bidra till utvecklingen av datorspelsberoende. Studien genomfördes kvalitativt genom att intervjua fem personer som själva ansett sig vara datorspelsberoende. Tidigare forskning som berört detta ämne har handlat om hur användare påverkas av spelet, och inte vad som lett fram tillatt det intensiva spelandet påbörjades. Som teoretisk utgångspunkt för studien valdes den utvecklingsekologiska modellen som användes för att studera individen utifrån ett mikro-,meso-, exo-, makroperspektiv. Våra data visar resultat främst på en mikronivå där vi fann att en problematik på denna nivå fanns genomgående för samtliga informanter. Vi fann också att datorspelsberoende passar in på de kriterier för beroende som satts upp av American Psychiatric Association trots att datorspelsberoende inte ingår i de erkända beroendena.
15

Facebook社群遊戲與社會連結的關係: 反思遊戲成癮之人格特質 / The relationship between social game and social connectedness: a reflection on game addictive personality

洪嘉蓮, Hung, Chia Lien Unknown Date (has links)
Facebook在台灣的流行及使用習慣皆與社群遊戲功能息息相關,社群遊戲整合、複製真實人際網絡至線上,藉由遊戲互動增強線下的人際關係,社群遊戲使用行為與社會連結的關係,「真實與虛擬人際關係的相互增強」成為本研究關注的焦點。基於社群遊戲的特殊性質,使用者是否透過遊戲行為同時滿足社交需求,以及給予「沉迷」於線上遊戲者大多疏於發展真實人際網絡此刻板印象翻轉的契機,藉本研究一探其互動關係。 本研究以網路問卷調查的方式於PTT的熱門版發放,問卷發放日期自2012年5月9日至5月18日,為期十天,回收問卷共計666份。研究結果發現: (1)使用社群遊戲可滿足「娛樂」與「社交」需求,並且可實際提升與朋友之間的「親密感」,藉由社群遊戲的互動,使用者會更了解他們原本不是很熟的朋友,社群遊戲對於發展「弱繫」的人際關係有顯著的功能。(2)「過與不及」的社群遊戲使用行為,對於增強社會連結不會產生實質幫助。社群遊戲使用者若長時間投入於遊戲使用行為,對於發展實質社交關係並沒有幫助,導致社會連結程度下降;但若是每天持續使用社群遊戲,將其當作一種與朋友聯繫感情的社交工具,而非沉迷於遊戲中,則對「主動建立關係」仍有實質幫助。(3)人格特質「嚴謹性」程度較低者與「神經質」程度越高者,較容易產生社群遊戲成癮;人格特質「外傾性」特質愈明顯者,愈傾向社群遊戲「習慣成癮」。 Facebook社群遊戲的使用有助於發展社交網絡,達到社會連結的調節作用,積極、主動與他人建立關係,若從中得到社交滿足感,便會持續地使用社群遊戲,強化人格特質、遊戲行為與社會連結的相互作用關係,但使用者若過度沉迷其中則會達到反效果。 / The popularity of Facebook in Taiwan is said to be closely linked with social games features. Because social games carry certain characteristics, users may meet their social needs by playing social games. Also wonder if the assumption of online game players who addicted to playing games may neglect to develop the interpersonal relationship in real world. Social games integrate and copy the interpersonal networks in real world to online games. Furthermore, the interaction in social games may enhance the offline relationships. This study adopted online questionnaire survey via the Facebook board on PTT. With a total of 666 valid questionnaires, the results showed that (1) playing social games could not only satisfy the needs for entertaining and social contact, but also increase the sense of intimacy with friends. Through interactions via social games, users could understand more about the acquaintances. Therefore, playing social games will help develop weak ties;(2)an excessive use of social games makes little differences on enhancing the relationships, in terms of social connectedness. However, instead of addicting to the social games, if players use social game as a tool for communicating with others, then the social games can be seen as constructive on relationship building; and(3)users who have lower degree of conscientiousness or higher degree of neuroticism of personality trait may be more likely to be addicted to social games. People with higher degrees of extraversion are more likely to addict habitually to social games. Playing social games shows an impact on developing people’s social network. If players meet their social needs, it would reinforce the relations between personality, game use and social connectedness. In conclusion, the social game on Facebook can still contribute to the development of social network, but over-indulgence may cause the opposite effect.
16

'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.
17

Impacts of Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) on Individuals’ Subjective Sense of Feeling Connected with Others

Weissman, Dustin R. 23 June 2017 (has links)
No description available.
18

Tvångsvård på grund av problematiskt datorspelande : En rättsvetenskaplig studie av <em>annat socialt nedbrytande beteend</em>e i 3 § LVU

Gustavsson, Cecilia, Lundqvist, Petra January 2010 (has links)
<p>This paper has focused on specific aspects of the law concerning the 3rd paragraph of The Care of Young Persons Act (1990:52), LVU. The purpose of this study was to examine the prerequisite <em>other social destructive behaviour</em> in four cases where youths has been under compulsory institutional care because of their computer gaming. The study was composed on a legal dogmatic method and a legal sociologist perspective. The legal dogmatic method implies to examine the law and its elaboration, the legal sociologist perspective focus on the consequences and causes of the court of law. The study shows that problematic computer gaming is an increasing problem in society and that <em>other social destructive behaviour</em> is a wide prerequisite that need new amendment in order to ensure citizens certainty.</p>
19

Tvångsvård på grund av problematiskt datorspelande : En rättsvetenskaplig studie av annat socialt nedbrytande beteende i 3 § LVU

Gustavsson, Cecilia, Lundqvist, Petra January 2010 (has links)
This paper has focused on specific aspects of the law concerning the 3rd paragraph of The Care of Young Persons Act (1990:52), LVU. The purpose of this study was to examine the prerequisite other social destructive behaviour in four cases where youths has been under compulsory institutional care because of their computer gaming. The study was composed on a legal dogmatic method and a legal sociologist perspective. The legal dogmatic method implies to examine the law and its elaboration, the legal sociologist perspective focus on the consequences and causes of the court of law. The study shows that problematic computer gaming is an increasing problem in society and that other social destructive behaviour is a wide prerequisite that need new amendment in order to ensure citizens certainty.
20

NEGATIVT TV- OCH DATASPELSBRUK BLAND GYMNASIEELEVER

Frederiksen, Richard January 2014 (has links)
Arbetet har sin bakgrund i att Malmö stad under de senaste åren delar ut datorer till bland annat eleverna i de kommunala gymnasieskolorna. Arbetet har även sin grund i forskningen kring TV- och dataspelsbruk. Arbetet syftar till att undersöka hur Malmös kommunala gymnasieskolor arbetar för att uppmärksamma negativt bruk av TV- och dataspel bland sina elever. Vidare att undersöka hur de kommunala gymnasieskolorna i Malmö arbetar för att stödja de elever som fastnar i ett negativt bruk av TV- och dataspel. Arbetet syftar även till att undersöka hur yrkesverksamma inom kommunala gymnasieskolor, definierar ett negativt bruk av TV- och dataspel. I studien användes en kvalitativa design med semistrukturerade intervjuer. Intervjuer har genomförts med fyra kuratorer som arbetar vid olika kommunala gymnasieskolor i Malmö. Resultatet i detta arbete har analyserats utifrån teorin kring socialkonstruktivism och diskuterats med tidigare forskning inom ämnesområdet TV- och dataspelsbruk. Arbetet visar bland annat att de kommunala gymnasieskolorna inte har något specifikt arbete kring frågan om negativt TV- och dataspelsbruk, utan utgår från ett generellt förhållningssätt för att uppmärksamma negativa förändringar bland sina elever. Vidare erbjuder skolorna stöd i form av samtalskontakt till de elever som har ett negativt bruk av TV- och dataspel. Resultatet visar även att de intervjuade definierar ett negativt bruk av TV- och dataspel utifrån de eventuella konsekvenser som drabbar individen av dennes spelande. / This work has its origin in that the city of Malmö in recent years, have been handing out computers to e.g. students in the municipal high schools. The work also has its basis in research on TV- and computer game use. This work aims to investigate how Malmo's municipal high schools work to pay attention to negative use of TV- and computer games among their students. Furthermore, to investigate how the local high schools in Malmö work to support those students who get stuck in a negative use of TV- and computer games. The work also aims to examine how professionals in the municipal high schools, defines a negative use of the TV- and computer games. The study used a qualitative design with semi-structured interviews . Interviews were conducted with four counselors working at various municipal high schools in Malmö. The results of this work have been analyzed based on the theory of social constructivism and discussed with previous research in the subject area TV and computer game use. The work shows that the municipal high schools do not have any specific work on the issue of negative TV and computer games use, but is based on a general attitude to notice negative changes among their students. Further schools offers support in the form of dialog-contact with those students who have a negative use of the TV- and computer games. The result also shows that the respondents define a negative use of TV and computer games based on the possible consequences faced by the individual of his or her gambling.

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