Academic literature on the topic 'Problematic use of video games'

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Journal articles on the topic "Problematic use of video games"

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Argento, Amanda, Devin Mill, Victoria Carmichael, Jessica Mettler, and Nancy Heath. "Gamers and Video Games Users: What’s the Difference?" Journal of Interpersonal Relations, Intergroup Relations and Identity 10 (2017): 59–69. http://dx.doi.org/10.33921/cnsq2631.

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The term “gamer” is commonly used to refer to individuals who play video games frequently. However, building on Self- Determination theory (SDT) and the Dualistic Model of Passion (DMP), we argue that it may be more theoretically and practically useful to operationalize individuals as “gamers” versus “non- gamers” based on their identification and passion for gaming rather than based on how frequently individuals play video games. Thus, the purpose of the present study is to compare four groups, those who identify as gamers or non-gamers with those who have frequent use or not, on independent variables of gaming engagement, motivation, and problematic gaming. Participants (N = 1,050; 70.1% males; Mage = 23.74 years, SD = 6.48 years) completed measures online. Results revealed that identifying as a gamer was a stronger predictor of levels of gaming engagement, motivation, and problematic gaming compared to frequent use. Findings highlight the potential of SDT and DMP for understanding gamer characteristics.
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Zurita Ortega, Félix, Ramón Chacón Cuberos, Manuel Castro Sánchez, et al. "Problematic consumption of substances and video game use in spanish university students depending on sex and place of residence." Health and Addictions/Salud y Drogas 18, no. 1 (2018): 89–96. http://dx.doi.org/10.21134/haaj.v18i1.350.

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Aims: This study aims to identify the relationship between consumption of harmful substances and video games use with gender and place of residence in a sample of Spanish university students.Methods: The research was conducted with a sample of 490 university students (M = 22.8 years; SD = 3.63). The main instruments used were the Fagerström Test for Nicotine Dependence (ftnd), the Alcohol Use Disorders Identification Test (AUDIT), the Questionnaire of Experiences Related to Video Games (QERV) and the Questionnaire of Habits of Video games Consumption (QHVC).Findings: The results show a relatively low tobacco consumption and video game use and a high alcohol consumption. With regards to gender, women hardly ever drink alcohol and play with video games less often than men. Participants’ place of residence influenced their habits regarding video games, but not regarding tobacco and alcohol consumption. Additionally, regression analyses identified that males were five times more likely to exhibit problematic video game use.Conclusion: Spanish male students, who has grown-up with technology looming, is absorbed easily by new technologies such as social networks and video games. These habits and consumption of harmful substances can cause health problems which must be prevented and treated from educational stratum.
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Castro-Sánchez, Manuel, Ramón Chacón-Cuberos, José Ubago-Jiménez, Edson Zafra-Santos, and Félix Zurita-Ortega. "An Explanatory Model for the Relationship between Motivation in Sport, Victimization, and Video Game Use in Schoolchildren." International Journal of Environmental Research and Public Health 15, no. 9 (2018): 1866. http://dx.doi.org/10.3390/ijerph15091866.

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(1) Background: Society is changing amazingly fast, and this is bringing about changes in the way that people spend their free time. In the 21st century, free time is increasingly spent using technological devices such as video games, thus increasing levels of sedentariness. The aim of the present study was to define an explanatory model for the problematic use of video games, physical activity, motivational climate in sports, and victimization in schoolchildren, and to analyze the relationships between these variables according to gender; (2) Methods: A total of 734 schoolchildren, of both sexes, participated in this research study. They were aged from 10 to 12 and lived in the province of Granada (Spain). The main instruments used were the questionnaires PMCSQ-2, PAQ-C, QERV, and SVS. A multigroup structural equation model was used, which had an excellent fit (χ2 = 319.472; df = 72; p < 0.001; CFI = 0.962; NFI = 0.952; IFI = 0.962; RMSEA = 0.048); (3) Results: The practice of physical activity was related negatively and indirectly to the problematic use of video games ((r = −0.085, boys); (r = −0.081, girls)), and this in turn was related positively and directly to victimization ((r = 0.094, boys); (r = 0.174, girls)). Additionally, task climate was inversely related to the problematic use of video games for girls (r = −0.133), and ego climate was directly related to the use of these devices only with regard to boys (r = 0.250). (4) Conclusions: It must be noted that schoolchildren’s pathological use of video games is closely related to lower levels of physical activity. In addition, those motivational climates in sports that are oriented towards performance exacerbate this pathological behavior, which accentuates the importance of promoting motivational climates that are oriented towards tasks in schoolchildren.
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Guermazi, F., N. Halouani, K. Yaich, et al. "Video and Internet Gaming Addiction Among Young Adults." European Psychiatry 41, S1 (2017): S203—S204. http://dx.doi.org/10.1016/j.eurpsy.2017.01.2158.

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IntroductionWith the popularity of high-tech devices and Internet use in recent years, playing online or offline games has become a popular activity, among young adults (YA). However, research suggests that excessive engagement may in extreme cases lead to symptoms commonly experienced by substance addicts.AimsEstimate the prevalence of problematic use of video and Internet games (PUVIG) among YA. Determine the factors associated with it.MethodsA cross-sectional study was carried out during the first half of September 2016. A sample of 69 YA with a high education's level was randomly selected from the general population. Data were collected through a global questionnaire consisted of a sociodemographic part, the Young Internet Addiction Test, the Problem Video Game playing questionnaire, online network game scale and the Perceived Stress Scale.ResultsThe average age was 27.6 years. The majority (70%) reported using video or Internet games. The risk of dependency to online network games involved 10% of game players while the presence of video games use consequences concerning 16%. Gaming addiction was significantly more likely in boys (P = 0.001). The students had more PUVIG than employees (P = 0.036). A link was highlighted with a problematic Internet use (P = 0.008), a facebook addiction (P = 0.001) and high perceived stress level (0.014).ConclusionsPlaying video and Internet games is a widespread activity among YA. The factors potentially involved are inevitably multiple and complex. It supports the need to carefully explore these emerging practices among this vulnerable population and suggest the establishment of better prevention and better tracking of video gaming.Disclosure of interestThe authors have not supplied their declaration of competing interest.
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Castro-Sánchez, Manuel, Mercedes Rojas-Jiménez, Félix Zurita-Ortega, and Ramón Chacón-Cuberos. "Multidimensional Self-Concept and Its Association with Problematic Use of Video Games in Spanish College Students." Education Sciences 9, no. 3 (2019): 206. http://dx.doi.org/10.3390/educsci9030206.

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Background: At present, new technologies provide numerous benefits in their correct use, while the need arises to study the consumption of some technologies, in this case, videogames, due to the negative consequences that they can cause in those subjects who have not yet consolidated their personality due to their excessive use. The study aimed to determine and establish associations between the dimensions of self-concept and the problematic use of videogames and their gender differences. Methods: A total of 525 university students participated in this study, representing 44.7% of the male gender and 55.3% of the female gender, with an average age of M = 20.80 SD = 3.12 years old. The instruments used were the CESR and AF-5 questionnaires. Results: The results reveal the association (p ≤ 0.05) between the problematic use of videogames and the dimensions of self-concept, showing that students with severe or potential problems have lower levels of self-concept. In addition, it has been found that men have more problems associated with the use of video games than women. Men have a greater physical and emotional self-concept, while women have better social self-concept. Conclusions: This study highlights the inverse association between self-concept and problematic use of video games, a fact that shows the need to develop intervention programs aimed at improving self-concept and to reduce the problematic use of video games. Likewise, the levels of self-concept reveal that men have higher scores in the emotional and physical dimension, while women stand out in the social dimension.
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Charmaraman, Linda, Amanda M. Richer, and Megan A. Moreno. "Social and Behavioral Health Factors Associated with Violent and Mature Gaming in Early Adolescence." International Journal of Environmental Research and Public Health 17, no. 14 (2020): 4996. http://dx.doi.org/10.3390/ijerph17144996.

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We examined how risk level of video games, measured by maturity and violence level, was associated with behavioral health, social impacts, and online social interactions. School-based surveys in two different cohorts assessed self-reported gaming behaviors, health, and social media use. For Study 1, our 700 participants were 52% female and 48% White (mean age 12.7). Middle school students who played the high-risk games reported higher depressive symptoms and problematic internet behaviors, less sleep, more time spent playing games, and higher frequency of checking social media than non-gaming students. Those who played high-risk games were less likely to play alone and to play with strangers than those who played minimal-risk games. For Study 2, our 772 participants were 50% female and 57% White (mean age 12.6). Similar to Study 1, we found that those who played the high-risk games spent significantly more time playing games, were more interactive with other players, and had poorer sleep outcomes than non-high-risk gamers. Additionally, playing high-risk games had significantly different social impacts of gaming compared to less-risky gaming, including spending more money on games, spending less time on homework and with family or skipping meals due to gaming. Mature and violent content of video games and amount of online social interaction associated with gaming play a strong role in behavioral health and social impacts within families. These results can inform guidelines to intervene when problematic behaviors emerge.
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Cudo, Andrzej, Małgorzata Torój, Tomasz Misiuro, and Mark D. Griffiths. "Problematic Facebook Use and Problematic Video Gaming Among Female and Male Gamers." Cyberpsychology, Behavior, and Social Networking 23, no. 2 (2020): 126–33. http://dx.doi.org/10.1089/cyber.2019.0252.

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Castro-Sánchez, Manuel, Amador Jesús Lara-Sánchez, Eduardo García-Mármol, and Ramón Chacón-Cuberos. "Motivational Climate Is Associated with Use of Video Games and Violence in Schoolchildren: A Structural Equation Model According to Healthy Behaviors." International Journal of Environmental Research and Public Health 17, no. 4 (2020): 1272. http://dx.doi.org/10.3390/ijerph17041272.

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The aim of this cross-sectional study was to develop an explanatory model of motivational climate, problematic use of videogames, violent behaviour and victimisation in schoolchildren. The sample included 734 children aged between 10 and 12 years of age from the province of Granada (Spain). A multi-group structural equation model was used, with an excellent fit (CFI = 0.964; NFI = 0.954; IFI = 0.964; RMSEA = 0.048). The results showed a positive relationship between the problematic use of video games, victimisation and violent behaviors, associating negatively with the task climate. Likewise, the task-oriented motivational climate was indirectly related to victimisation situations and violent behavior, while the ego climate did so positively with special emphasis on children who did not perform physical activity. As a main conclusion it is shown that adherence to the practice of physical activity, and particularly within a task-oriented motivational climate, can act as a protective factor against the problematic use of video games.
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Bányai, Fanni, Ágnes Zsila, Zsolt Demetrovics, and Orsolya Király. "A problémás videojáték-használat újabb elméleti és gyakorlati megközelítései." Információs Társadalom 18, no. 1 (2018): 93. http://dx.doi.org/10.22503/inftars.xviii.2018.1.6.

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Napjainkban a videojátékokkal való időtöltés az egyik legnépszerűbb szabadidős tevékenység a fiatalok körében. Ennek elterjedésével párhuzamosan nőtt a tudományos érdeklődés a játékok káros hatásai, illetve azok problémás használata iránt, mely jelenség a köznyelvben csak “játékfüggőségként” ismert. A kutatások rámutattak arra, hogy a játékosok kis része jelentős pszichológiai ártalmaktól szenved számos életterületen (például családi, társas, munkahelyi/tanulmányi). Tanulmányunk célja áttekintést nyújtani a problémás játékhasználat újabb elméleti megközelítéseiről, diagnosztikai kritériumairól és méréséről. A definíciót és a kritériumokat övező tudományos viták mellett bemutatjuk a kezelési eljárásokat és programokat, valamint felvázoljuk a jövőbeli kutatási irányzatok lehetőségeit is.
 
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 Problematic video gaming: Novel approaches in theory and practice
 
 These days spending time playing video games is one of the most popular leisure-time activities among young people. With the growth of interest in video games research has begun to focus on the negative effects of usage in addition to problematic use, which is commonly known as "game addiction". Research has pointed out that a small number of gamers suffer from severe functional and psychological harm in several aspects of their lives (for instance, family, social, work/study). The aim of our study is to provide an overview of the novel theoretical approaches, diagnostic criteria and assessment of problematic gaming. Besides describing the scientific debates concerning the definition and criteria, we present the treatment methods and programs, and draw a picture of the possibilities for future directions in research.
 
 Keywords: problematic gaming, gaming disorder, addiction, Internet Gaming Disorder (IGD), interactive media
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Wartberg, Lutz, and Rudolf Kammerl. "Empirical Relationships between Problematic Alcohol Use and a Problematic Use of Video Games, Social Media and the Internet and Their Associations to Mental Health in Adolescence." International Journal of Environmental Research and Public Health 17, no. 17 (2020): 6098. http://dx.doi.org/10.3390/ijerph17176098.

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Adolescents frequently show risky behavior, and these problematic behavior patterns often do not occur in isolation, but together. Problematic alcohol use is widespread among youth, as is problematic use of the Internet and of specific online applications (video games or social media). However, there is still a lack of findings for minors regarding the relations between these behavioral patterns (particularly between problematic alcohol use and problematic gaming or problematic social media use). Standardized instruments were used to survey problematic alcohol use, problematic gaming, problematic social media use, problematic Internet use and mental health among 633 adolescents (mean age: 15.79 years). Bivariate correlation and multivariable linear regression analyses were conducted. The correlation analyses showed statistically significant positive bivariate relationships between all four behavioral patterns each. Antisocial behavior was related to all problematic behavioral patterns. Whereas, emotional distress, self-esteem problems and hyperactivity/inattention were associated with substance-unrelated problematic behavior patterns only. Anger control problems were related to problematic alcohol use and problematic gaming. In adolescence, the findings revealed small effect sizes between substance-related and substance-unrelated problematic behavior patterns, but moderate to large effect sizes within substance-unrelated behavioral patterns. Similarities and differences were found in the relations between the behavioral patterns and mental health.
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Dissertations / Theses on the topic "Problematic use of video games"

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Wolfe, Amanda. "Massively Multiplayer Online Gamers: Motivations and Risks." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/cps_diss/74.

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Massively multiplayer online games (MMOGs) are a popular type of online video game. While these games and their players have been studied previously, there is gap in the literature that examines the relationship between one’s motivation to play MMOGs and loneliness, depression, and problematic use. For this study, 440 players of World of Warcraft (WoW), a popular MMOG, completed a demographics questionnaire and four measures, including Williams, Yee, & Caplan’s (2008) motivation measure, Peter’s & Malesky’s (2008) World of Warcraft-specific Problematic Usage-Engagement Questionnaire, UCLA’s Loneliness scale, and The Depression Anxiety Stress Scales. Results from quantitative analyses suggest that MMO players who are motivated to play for reasons of achievement and immersion are more likely to experience problematic use than those persons who play for social motivations. Loneliness and depression were only positively related with immersion motivated players, and there exists a significant negative relationship between social motivation and depression. These results suggest that gamers who play WoW for immersive reasons are the most at-risk in comparison to their peers. Implications for counseling, limitations, and directions for future research are discussed.
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Weissman, Dustin R. "Impacts of Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) on Individuals’ Subjective Sense of Feeling Connected with Others." Antioch University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1496166839644501.

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Coëffec, Adélaïde. "Etude exploratoire, en population adolescente, des variables psychologiques impliquées dans l’utilisation des jeux vidéo et autres technologies numériques." Thesis, Paris 10, 2014. http://www.theses.fr/2014PA100193.

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Cette recherche avait pour objectif d’explorer les variables psychologiques impliquées dans l’Usage Problématique des Jeux Vidéo (UPJV) chez les adolescents, puis de façon secondaire les Réseaux Sociaux (RS) et le Téléphone Portable (TP). Ainsi, 1423 collégiens et lycéens d’Ile de France ont été inclus, dont 92,1% ont joué aux jeux vidéo au cours de l’année écoulée avec un sex ratio proche de 1. Les joueurs sont plus nombreux à avoir déjà consommé de l’alcool, présentent un score de symptomatologie dépressive plus faible, une « recherche de sensation » et une « émotionnalité » plus élevées que les non joueurs. Ceux avec un UPJV (17,7%) sont plus jeunes, ont joué plus précocement, jouent plus de temps, davantage sur ordinateur et dans une guilde. Ils possèdent de plus mauvais résultats scolaires, un usage excessif des Jeux d’Argent et Hasard (JAH) plus fréquent et commencent à boire plus jeunes. Leurs scores d’« urgence positive », de « manque de persévérance » sont plus élevés et celui d’« activité » plus faible. Le score à l’usage excessif des JAH est corrélé positivement au temps passé sur les jeux vidéo et au score d’UPJV. Ce dernier est corrélé positivement aux scores de symptomatologie anxio-dépressive, de « timidité » et d’impulsivité, puis négativement à ceux de satisfaction de vie, d’« activité » et de « sociabilité ». Les jeunes possédant un RS (85,9%) ou un TP (93,2%) sont plus souvent des filles et ont plus de risques liés à la consommation de substances. Malgré certaines limites de notre étude, nos résultats apportent des données nouvelles sur l’UPJV, les RS et le TP<br>The aim of this research is to explore the psychological variables primarily involved in the Problematic Use of Video Games (PUVG) in adolescents and secondarily in Social Networks (SN) and Mobile Phones (MP). Thus, 1423 high school and college children from Ile de France region were recruited of which 92.1% had played video games in the past year with a sex ratio of 1. Players are more likely to have consumed alcohol, have lower scores on depressive symptoms, and higher "sensation seeking" and "emotionality" than non-players. Those with PUVG (17.7%) are younger, started playing earlier in life and play for more time, often on computers and in a guild. They have worse academic performances, gamble excessively and frequently and start drinking younger. Their scores on “positive urgency”, and “lack of perseverance” are higher while those on “activity” are lower. Scores on excessive gambling are positively correlated to time spent playing video games and PUVG. The latter, is positively correlated with scores on anxious-depressive symptomatology, “timidity” and impulsivity while it is negatively correlated with life satisfaction, “activity” and “sociability.” Youngsters on SN (85.9%) or MP (93.2%) are more often girls and are associated with substance use. Despite some limitations of our study, our results provide new data on PUVG, SN and MP
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Bopp, Stacey-Lee. "A phenomenological study of problematic internet use with massively multiplayer online games." Thesis, Nelson Mandela University, 2017. http://hdl.handle.net/10948/13757.

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Massively multiplayer online games (MMOG’s) are a specific form of online computer games that allow for millions of people to simultaneously play online at any time. This form of online gaming has become a huge phenomenon worldwide both as a popular past time and a business endeavour for many individuals. There are more than 16 million people worldwide who subscribe to fantasy role-playing online games. Although such games can provide entertainment for many people, they can also lead to problematic Internet use (PIU). PIU has also been referred to as Internet addiction, and can cause significant problems in an individual’s functioning. The study aimed to enhance a greater understanding of the phenomenon of male adults’ experiences PIU with MMOG’s. More specifically the study aims to identify if PIU with MMOG’s can be considered a form of Internet addiction within South Africa. Furthermore, assisting in the further development of online addiction diagnosis and treatment strategies. The study utilised an interpretive phenomenological approach (IPA) and participants were purposively sampled. The data was collected using semi-structured individual interviews. Furthermore, Braun and Clarks thematic analysis was used during data analysis while incorporating the four major processes in phenomenological research, namely 1) epoche, 2) phenomenological reduction, 3) imaginative variation and, 4) synthesis. Themes that emerged from the analysis of the participants’ experiences included, initial description of use, motives for continued use of MMOG’s, consequences of PIU with MMOG’s, perceptions of PIU with MMOG’s, and treatment considerations. This study provided a thick description of South African and international literature and combines the literature with the themes that emerged from the participants experiences in order to produce discussions based on the findings of this qualitative study. Conclusions, recommendations, and limitations of this study informed future research on cyber citizenship by providing a detailed understanding of the context of South African male adults’ experiences of PIU with MMOG’s.
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Lee, Wai Yu. "Understanding problematic use of massively multiplayer online games: instrument development and theoretical model testing." HKBU Institutional Repository, 2015. https://repository.hkbu.edu.hk/etd_oa/186.

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Problematic use of massively multiplayer online games (MMOGs) is an emerging societal challenge worldwide. There are increasing numbers of incident of problematic use of MMOGs and even reported cases of death from playing MMOGs excessively. With its prevalence, problematic use of MMOGs has received increasing awareness from the scientific community, the general public, and the media. Since information systems (IS) research traditionally emphasizes the positive and productive values of system usage, relatively few published studies on problematic use of MMOGs are found in mainstream IS journals. In addition, research on problematic use of MMOGs is hindered by a lack of uniform conceptualizations, valid measurement instruments, and theory-guided study. As a step towards bridging these gaps and fostering the understanding of problematic use of MMOGs, this study aims (1) to conceptualize problematic use of MMOGs and distinguish it from its counterparts, (2) to develop and validate an instrument of it using a rigorous approach (Study 1), and (3) to propose and empirically test a theory-driven model explaining the development of problematic use of MMOGs (Study 2). Study 1 aims to conceptualize problematic use of MMOGs, and develop and validate an instrument of it. First, drawing on the literature of problematic use of MMOGs and behavioral addiction, this study distinguishes among the often interchangeably used terms of “addiction, “problematic use, “excessive use, and “dependence, suggesting that their use requires careful consideration of the research scope and context. Second, following the robust paradigm in the IS literature, the instrument development process is carried out in three stages, including item generation, scale development, and instrument testing. The instrument is empirically validated with 517 active MMOG players. The final instrument, consisting of 37 items, exhibits adequate levels of reliability, convergent validity, discriminant validity, and nomological validity. The validated instrument adds to the repertoire of rigorous research instruments available to future IS researchers, helping to establish a tradition of IS research on problematic use of MMOGs and other hedonic technologies. Study 2 aims to advance theoretical understanding of the development mechanism of problematic use of MMOGs. Drawing on the hedonic management model of addictions, this study proposes a theoretical model explaining how the duality of hedonic experiences, mood enhancement and emotional relief, derived from playing MMOGs lead to problematic use. The research model is empirically tested with 468 active MMOG players with the majority of the hypotheses supported. The findings suggest that both mood enhancement and emotional relief are important mechanisms leading to salience of gameplay, which in turn, explains the development of problematic use of MMOGs. This study adds to the growing body of knowledge on technology usage-related problems and advances theoretical understanding of development mechanism of problematic use of MMOGs. In addition, the findings provide MMOG developers, policymakers, and educators with insights on how to alleviate problematic use of MMOGs
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Niemi, Eric J. "The games men play| How community college men use video games to construct masculinity." Thesis, Northern Illinois University, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3681948.

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<p> Employing a critical discourse analysis as a methodology, the study provides information into the intersection of male student development, video games, and two-year higher education institutions. Using a sample of 13 participants, this research study examines how male students at two year higher education instructions use video games to construct their masculinity. This study provides evidence that college men construct multiple definitions of masculinity by playing video games. Further, the benefits explored include academic and workplace strategies for success. Finally, opportunities for two year institutions to further engage this student population is included.</p>
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Scantlin, Ronda Mae. "Interactive media : an analysis of children's computer and video game use /." Digital version accessible at:, 1999. http://wwwlib.umi.com/cr/utexas/main.

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Shand, Matthew. "Beginning, persisting, and ceasing to play : a stage use and gratifications approach to multiplayer video games /." Online version of thesis, 2010. http://hdl.handle.net/1850/11589.

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Sanger, Mark A. "Use of video games to increase sport knowledge and game-play performance." [Ames, Iowa : Iowa State University], 2009. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1473254.

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Silberman, Lauren (Lauren Beth). "Double play : athletes' use of sport video games to enhance athletic performance." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/59733.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, February 2010.<br>"October 2009." Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 78-94).<br>A design feature of contemporary sport video games allows elite athletes to play as themselves in life-like representations of actual sporting events. The relation between playing sport video games and actual physical performance has not yet been established. Drawing on data from interviews and observations of elite athletes playing sport video games, this thesis explores why elite athletes are playing these video games as their virtual selves, and establishes a framework for understanding how this play may enhance learning opportunities. Building on theories based in the disciplines of psychoanalysis, education, and neuroscience, this thesis argues that virtual play by athletes playing as themselves in sport video games has the potential to support and encourage physical performance.<br>by Lauren Silberman.<br>S.M.
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Books on the topic "Problematic use of video games"

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How video game designers use math. Chelsea Clubhouse, 2010.

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Egan, Jill. How video game designers use math. Chelsea Clubhouse, 2010.

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Carol, Savill-Smith, and Great Britain. Learning and Skills Development Agency., eds. The Use of computer and video games for learning: A review of the literature. LSDA, 2004.

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Micetic, Leigh Ann. Living arrangements, substance use, personality and gender as predictors of achievement and performance on video games. Laurentian University, Department of Psychology, 1998.

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United States. Congress. Senate. Committee on Governmental Affairs. Permanent Subcommittee on Investigations. Illegal use of video gambling machines: Hearing before the Permanent Subcommittee on Investigations of the Committee on Governmental Affairs, United States Senate, Ninety-eighth Congress, second session, October 1, 1984. U.S. G.P.O., 1985.

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Investigations, United States Congress Senate Committee on Governmental Affairs Permanent Subcommittee on. Illegal use of video gambling machines: Hearing before the Permanent Subcommittee on Investigations of the Committee on Governmental Affairs, United States Senate, Ninety-eighth Congress, second session, October 1, 1984. U.S. G.P.O., 1985.

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United States. Congress. Senate. Committee on Governmental Affairs. Permanent Subcommittee on Investigations. Illegal use of video gambling machines: Hearing before the Permanent Subcommittee on Investigations of the Committee on Governmental Affairs, United States Senate, Ninety-eighth Congress, second session, October 1, 1984. U.S. G.P.O., 1985.

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Auditor, Montana Legislature Office of the Legislative. Performance audit report: Controls over use of state telephones. The Office, 1986.

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Kerins, Mark. Multichannel Gaming and the Aesthetics of Interactive Surround. Edited by John Richardson, Claudia Gorbman, and Carol Vernallis. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199733866.013.014.

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This article appears in theOxford Handbook of New Audiovisual Aestheticsedited by John Richardson, Claudia Gorbman, and Carol Vernallis. This chapter examines multichannel sound—specifically 5.1-channel surround sound—in video games, using gaming genres to explore the varying ways that games structure the three-way relationship among a multichannel sound track, onscreen visuals, and the game play itself. This approach uncovers distinct strategies of multichannel usage in platformers, first-person shooters, third-person 3D games, and rhythm games, and shows how these differ from traditional cinematic multichannel uses, especially in the way they problematize the relationship between image and sound. These differing approaches to game aesthetics illustrate different ways of conceiving the relationship among players, their in-game avatars, and the game world, with the sound mixing “rules” programmed into a game revealing the type of immersion and interactivity the game can promote. For example, some strategies reinforce the player–avatar connection, whereas others increase the distance between them. The chapter concludes by considering how industrial and technical factors unique to gaming impact multichannel sound usage.
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Games, Prima. The Ultimate Code Book: Cheats and the Cheating Cheaters Who Use Them (Prima Games). Prima Games, 2003.

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Book chapters on the topic "Problematic use of video games"

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Offit, Paul A., Anne Snow, Thomas Fernandez, et al. "Video Games, Use of." In Encyclopedia of Autism Spectrum Disorders. Springer New York, 2013. http://dx.doi.org/10.1007/978-1-4419-1698-3_302.

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Shic, Frederick. "Video Games, Use of." In Encyclopedia of Autism Spectrum Disorders. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-319-91280-6_302.

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Martínez, José Luis Estrada, Abraham Sánchez López, and Miguel Angel Jara Maldonado. "On the Use of Ant Colony Optimization for Video Games." In Lecture Notes in Computer Science. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-27060-9_19.

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Kapustina, L. V., and I. A. Martynova. "Training Employees in the Digital Economy with the Use of Video Games." In Advances in Intelligent Systems and Computing. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-11367-4_44.

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Caldwell, Kyrie Eleison H., Scot Osterweil, Carole Urbano, Philip Tan, and Richard Eberhardt. "“I Just Don’t Know Where to Begin”: Designing to Facilitate the Educational Use of Commercial, Off-the-Shelf Video Games." In Serious Games and Edutainment Applications. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-51645-5_27.

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O’Neil, Owen, Christos Gatzidis, and Ian Swain. "A State of the Art Survey in the Use of Video Games for Upper Limb Stroke Rehabilitation." In Virtual, Augmented Reality and Serious Games for Healthcare 1. Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-54816-1_18.

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"Problematic Internet Use, Online Gambling, Smartphones, and Video Games." In Ethical Challenges in Digital Psychology and Cyberpsychology. Cambridge University Press, 2019. http://dx.doi.org/10.1017/9781108553384.008.

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Mills, Devin J., Jessica Mettler, Michael J. Sornberger, and Nancy L. Heath. "Adolescent Problematic Gaming and Domain-Specific Perceptions of Self." In Multigenerational Online Behavior and Media Use. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7909-0.ch077.

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Problematic video game use (PVGU) is an inability to meet personal and social responsibilities due to video gaming. It is estimated to affect 5 to 6% of adolescents. Research demonstrates greater video game engagement is associated with a poorer perception of self in several domains; however, the relation between PVGU and self-perception has not yet been examined. The present study explored this association using a sample of 758 Grade 7 adolescents (55.1% Female; Mage = 12.34 years; SD = 0.49 years). Results revealed greater PVGU to be associated with a poorer perception of self within the behavioural conduct and close friendship domains. Similar differences emerged when examining reports of self-perception across the PVGU classifications (i.e., None, Minimal, At-Risk, Problematic). Unexpectedly, two interactions between gender and PVGU classifications were observed for the behavioural conduct and self-worth domains of self-perception. The discussion addresses the implications of these findings and points to areas of future research.
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Mi Kim, Sun, and Doug Hyun Han. "Neurobiological Aspects of Problematic Internet and Video Game Use." In Mental Health in the Digital Age. Oxford University Press, 2015. http://dx.doi.org/10.1093/med/9780199380183.003.0004.

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Mehl-Schneider, Toby, and Shimon Steinmetz. "Video Games as a Form of Therapeutic Intervention for Children with Autism Spectrum Disorders." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch060.

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The use of video games as a therapeutic intervention for children with Autism Spectrum Disorders (ASD) has steadily increased over the past years. Children with ASD tend to show a great interest in and affinity for playing video games for leisure. This chapter explores how researchers have sought to determine if this inherent motivation could be utilized to assist children with autism spectrum disorders in increasing beneficial skills needed for daily life. Video games have, therefore, been used to assist these children in improving social competence for communicative purposes, improve executive functioning skills, and increase a variety of personal performance skills. Although the variety of research studies in this subject area is expanding, there continues to be a lack of empirical research in this area, and small sample numbers of participants in the majority of the existing research. A lack of longitudinal studies, moreover, is problematic as the studies cannot demonstrate if a learned and mastered skill on a video game can carryover and transfer from the video gaming setting to everyday activities.
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Conference papers on the topic "Problematic use of video games"

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Valero Solis, Susana. "Identification of phenotypes in video games addiction: a person-centered approach." In 22° Congreso de la Sociedad Española de Patología Dual (SEPD) 2020. SEPD, 2020. http://dx.doi.org/10.17579/sepd2020p093.

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Background and objectives. Video game addiction (VGA) is characterized by a pattern of impaired control gaming behavior, prioritizing gaming over other daily activities and responsibilities. The rapid increases of the VGA rates worldwide advice the urge of new studies focused on examining the existence of differences in the phenotype of patients treatment-seeking due the problematic video game use. Method. Sample comprised n=107 participants recruited at the Pathological Gambling Outpatients Unit of the Bellvitge University Hospital (Barcelona). Mean age was 24.1 yrs-old (SD=10). Most participants were men (91.6%), single (88.8%) and into mean-low to low social position indexes (84.1%). Two-step clustering analysis explored empirical latent groups based on a broad set of indicators, including sociodemographic, psychopathological state and personality traits. Results. Two exclusive groups emerged. Cluster 1 (labeled as moderate maladaptative functioning, n=72, 66.1%), was composed mainly by single, unemployed men, with the younger age of onset, the earlier onset of the video game problematic use, the shorter progression of the problems, better psychopathological state and more functional personality traits. Cluster 2 (labeled as severe maladaptative functioning, n=35, 32.7%), included a higher proportion of not-single and employed women, with an older age, a later onset and a longer duration of the video game related problems, worse psychopathological state and more dysfunctional personality profile. Conclusion. VGA is a heterogeneous group with regard to gambling phenotypes. The identification of the diverse latent classes provide empirical evidence contributing to the conceptualization of this behavioral addition, as well as for developing reliable and valid screening tools and effectiveness intervention plans focused on the precise characteristics of the patients.
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Cheng, Shuhui Sophy, Shao-Liang Chang, and Chi-Ying Chen. "Problematic Use of Live Video Streaming Services." In ICSCA '19: 2019 8th International Conference on Software and Computer Applications. ACM, 2019. http://dx.doi.org/10.1145/3316615.3316620.

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Grinblate, Elizabete. "Tiešsaistes un bezsaistes sadalījums videospēļu kopienās." In LU Studentu zinātniskā konference "Mundus et". LU Akadēmiskais apgāds, 2021. http://dx.doi.org/10.22364/lu.szk.2.rk.07.

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Early research into the digital environment pointed to a strict division between online and offline. The terms “online” and “offline” are used to distinguish between activities implemented through intermediation of different technologies, such as computers. Online environment is seen as a distinct social sphere that is disconnected from offline life events. The credibility of the online environment and the veracity of social aspects are frequently questioned, since digital communities lack a physical presence. The aim of the study is to look at and determine the peculiarities of division between online and offline in several video game communities, using Bourdieu’s concepts of capital, habitus and field. The perception of digital authenticity by members of video game communities is also examined. A variety of methodological approaches were used to determine how video game communities perceive online and offline practices: playing out a video game, semi-structured interviews, media analysis, and field notes. The results show that the traditional division between physical and digital reality is ethically complex and problematic.
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Raffe, William L., Fabio Zambetta, and Xiaodong Li. "Evolving patch-based terrains for use in video games." In the 13th annual conference. ACM Press, 2011. http://dx.doi.org/10.1145/2001576.2001627.

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Alshanbari, Hamzah, and Raja R. A. Issa. "Use of Video Games to Enhance Construction Management Education." In 2014 International Conference on Computing in Civil and Building Engineering. American Society of Civil Engineers, 2014. http://dx.doi.org/10.1061/9780784413616.265.

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Mallick, Rohit, David Slayback, Jon Touryan, Anthony J. Ries, and Brent J. Lance. "The use of eye metrics to index cognitive workload in video games." In 2016 IEEE Second Workshop on Eye Tracking and Visualization (ETVIS). IEEE, 2016. http://dx.doi.org/10.1109/etvis.2016.7851168.

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Aranda, Daniel, and Jordi Sánchez-Navarro. "Understanding the use of video games in non-formal education in Barcelona." In the 2008 International Conference in Advances. ACM Press, 2008. http://dx.doi.org/10.1145/1501750.1501840.

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Gerling, Kathrin M., Regan L. Mandryk, and Conor Linehan. "Long-Term Use of Motion-Based Video Games in Care Home Settings." In CHI '15: CHI Conference on Human Factors in Computing Systems. ACM, 2015. http://dx.doi.org/10.1145/2702123.2702125.

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Rito, Pedro Neves. "THE USE AND DEVELOPMENT OF VIDEO GAMES IN THE CLASSROOM: YOU SHOULD CONSIDER IT." In 12th International Conference on Education and New Learning Technologies. IATED, 2020. http://dx.doi.org/10.21125/edulearn.2020.0690.

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Nichol, Sophie, Elicia Lanham, and Greg Bowtell. "“Games are fun and aren’t just for boys” An Assessment of Female Game Players use and playing habits of Video Games." In 3rd Annual International Conference on Computer Games, Multimedia & Allied Technology. Global Science & Technology Forum, 2010. http://dx.doi.org/10.5176/978-981-08-5480-5_064.

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