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1

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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10

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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Gallimberti, Luigi, Alessandra Buja, Sonia Chindamo, et al. "Problematic Use of Video Games and Substance Abuse in Early Adolescence: A Cross-sectional Study." American Journal of Health Behavior 40, no. 5 (2016): 594–603. http://dx.doi.org/10.5993/ajhb.40.5.6.

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12

Cabeza-Ramírez, Luis Javier, Guzmán Antonio Muñoz-Fernández, and Luna Santos-Roldán. "Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities." Healthcare 9, no. 2 (2021): 192. http://dx.doi.org/10.3390/healthcare9020192.

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In recent years, live video streaming platforms for video games have been gaining popularity. These types of services, which enable anyone to broadcast and consume live content, are revolutionising the current video game landscape. Users approach the emergence of and participation in these platforms driven by a range of motivations. It is essential to characterise the different forms of participation in services such as Twitch to evaluate the phenomenon and reflect on its advantages and disadvantages. To that end, a survey was carried out of 580 young people and adolescents aged between 14 and 24. The aim of this study is thus to explore the uptake of these platforms, as well as identify user groups, distinguish between different motivations, and address the associated benefits and harms. Applying a methodology based on factor analysis and cluster analysis, user profiles were characterised according to their specific features, gaming/viewing hours, self-perception of their skill level as a player, devices used, and type or genre of video game. Four subgroups of gamers/viewers were thus identified: casual, social, hobby, and problematic. The results showed that older users and female users feature more prominently in the first two groups, as do those spending less time on video games and live streaming platforms. Conversely, in the hobby and problematic groups, we observe just the opposite. The existence of profiles at possible risk of addiction underlines how, at a preventive level, there is a need for more in-depth research on these types of services and greater public awareness of the dangers of uncontrolled use.
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Rothmund, Tobias, Christoph Klimmt, and Mario Gollwitzer. "Low Temporal Stability of Excessive Video Game Use in German Adolescents." Journal of Media Psychology 30, no. 2 (2018): 53–65. http://dx.doi.org/10.1027/1864-1105/a000177.

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Abstract. The popularity of digital games among adolescents has raised public and scientific concern about players drifting into excessive or pathological gaming patterns. Among the neglected issues in this area of research is the question of whether excessive gaming reflects a transient phenomenon during adolescence or a temporally stable pathological behavior that requires external intervention. In a correlational panel study with two points of measurement, we investigated the temporal stability of excessive gaming in German adolescents (N = 488; aged 12–17 years at Time 1) over a time lag of 1 year. Among the video game players in our sample, 2.8% were classified as excessive gamers at both points of measurement. The correlation of excessive gaming between T1 and T2 was found to be relatively moderate (r = .54). Detailed inspection revealed even lower stability scores for each single component of excessive gaming such as tolerance or conflict, with the most problematic elements (stealing, borrowing money because of gaming problems) displaying the lowest stabilities (r < .30). Thus, the results indicate that – at least for the large majority of adolescent players – excessive gaming is a transient and not a stable condition. Theoretical and policy implications are discussed.
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King, Daniel L., Paul H. Delfabbro, and Mark D. Griffiths. "Clinical Interventions for Technology-Based Problems: Excessive Internet and Video Game Use." Journal of Cognitive Psychotherapy 26, no. 1 (2012): 43–56. http://dx.doi.org/10.1891/0889-8391.26.1.43.

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Psychological problems arising from excessive use of digital technologies, particularly in relation to the Internet and video games, are of growing clinical concern. Although there is no consensus whether technology-based problems constitute primary psychopathologies that should be recognized as clinical disorders, a significant number of problem users have used clinical treatment services. There is therefore a growing need for the mental health community to be aware of available clinical treatments for technology-based problem behaviors and the efficacy of these treatments. This article presents an overview of the prevalence of technology-based problems in Eastern and Western countries and the known cognitive-behavioral dimensions of problematic technology use. We also consider issues related to the assessment of technology-based problems, and critically review clinical treatments for technology-based problems.
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Trépanier-Jobin, Gabrielle. "Toward a Foucauldian Genealogy of Video Game (Pre)history." International Public History 4, no. 1 (2021): 25–34. http://dx.doi.org/10.1515/iph-2021-2022.

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Abstract This paper highlights the distortive nature of narrative models that are often employed in video game historiographies to produce captivating tales. More precisely, it argues against: the search for video games’ origin(s); the “chronological-teleological” model based on linear progressions; the “chronological-organic” narrative revolving around a biological-like evolution; the “epistemic breaks” structure based on radical transformations; the “bi-polar” model involving a dialectic of oppositions; and the “cyclical” narrative revolving around postmodern tropes of return, recycling, and retrofitting. In addition to explaining why the uncritical use of these emplotment techniques is problematic, this paper argues in favor of a Foucault-inspired genealogical approach which avoids the quest for the media’s origin(s) and articulates video game history around coexistence, overlaps, interferences, synergies, networks of influences, and discontinuities. This genealogical method also restores the missing inventors, devices, and games in historical records while highlighting the power relations that led to their omission in the first place.
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U. Bicholkar, Abhishek, Amit Dias, and Von Mascarenhas. "Prevalence of problematic online gaming among undergraduate medical students and its relation to well-being, self-esteem and depressive mood in Goa, India." International Journal Of Community Medicine And Public Health 6, no. 3 (2019): 1133. http://dx.doi.org/10.18203/2394-6040.ijcmph20190598.

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Background: Online video games are one of the most popular recreational activities irrespective of age, gender and culture. Gaming disorder has been recently included in the 11th Revision of the international classification of diseases (ICD-11). Thus online video game addiction among people is a serious mental health issue and unfortunately, research on this addiction is still in its infancy. Thus the present study examines the prevalence of problematic online gaming among undergraduate medical students and its association with demographic variables, and health-related measures like well-being, self-esteem and depressive mood.Methods: The present cross-sectional study was conducted among the undergraduate students of Goa medical college using online survey method. Problematic online gaming was assessed using the problematic online gaming questionnaire short form (POGQ-SF). Additionally, well-being was assessed using the satisfaction with life scale (SWLS), self-esteem was assessed using Rosenberg’s self- esteem scale (RSES) and depressive mood was assessed using the patient health questionnaire (PHQ-9).Results: According to POGQ-SF, 8% of the study participants showed problematic online gaming. It was significantly associated with sex of the study participants, frequency of online gaming, duration of internet use per day and duration of a gaming session.Conclusions: Playing online games is a widespread activity among undergraduate medical students and a substantial proportion of these students exhibit addictive behaviours with regards to online gaming. Further research in terms of longitudinal studies involving larger samples of general population is needed to throw light on causal relationship between problematic online gaming and related factors.
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Cudo, Andrzej, Tomasz Misiuro, Mark D. Griffiths, and Małgorzata Torój. "The Relationship Between Problematic Video Gaming, Problematic Facebook Use, and Self-Control Dimensions Among Female and Male Gamers." Advances in Cognitive Psychology 16, no. 3 (2020): 248–67. http://dx.doi.org/10.5709/acp-0301-1.

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Park, Jeong Hye, and Minjung Park. "Smartphone use patterns and problematic smartphone use among preschool children." PLOS ONE 16, no. 3 (2021): e0244276. http://dx.doi.org/10.1371/journal.pone.0244276.

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Background The purpose of the present study was to identify smartphone use patterns associated with problematic smartphone use (PSU) among preschool children. Little is known about PSU patterns in younger children, although the age for first smartphone use is decreasing. Methods We applied a cross-sectional study design to analyze data obtained from a nationwide survey on smartphone overdependence conducted in 2017 by the South Korean Ministry of Science and ICT and the National Information Society Agency. Data from 1,378 preschool children were analyzed using binomial logistic regression analysis. This study was conducted in compliance with STROBE (Strengthening the Reporting of Observational Studies in Epidemiology). Results Seventeen percent of the sample met the criteria for PSU. The odds of PSU significantly increased with frequent smartphone use and in children who used a smartphone for more than two hours per day. Using smartphones to watch TV shows or videos for entertainment or fun significantly increased the odds of PSU, whereas using smartphones for education, games, and social networking did not. Conclusions The findings indicate that one of five preschool children using smartphones could experience PSU. Compared to other age groups, PSU in young children may be more associated with their caregivers. To prevent PSU in preschool children, caregivers need information about the total screen time recommended for children, smartphone use patterns associated with PSU, suggestions for other activities as possible alternatives to smartphone use, and strategies to strengthen children’s self-regulation with regards to smartphone use.
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Chacón-Cuberos, Ramón, Félix Zurita-Ortega, José Luis Ubago-Jiménez, Gabriel González-Valero, and Manuel Castro-Sánchez. "Association of Motivational Climate With Addictive Behaviors Depending on Type of Sport in University Students: Structural Equation Analysis." SAGE Open 9, no. 3 (2019): 215824401986607. http://dx.doi.org/10.1177/2158244019866079.

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This research study aims at contrasting a structural model of the associations between the alcohol consumption, tobacco dependence, and the problematic use of video games with motivational climate toward sport depending on the category of sports practiced in a sample of Physical Education university students. The sample consisted of 775 university students from the Autonomous Community of Andalusia (Spain), aged between 21 and 35 (22.22 ± 3.76) years. The instruments used were the Perceived Motivational Climate in Sport Questionnaire (PMCSQ-2), the Alcohol Use Disorders Identification Test (AUDIT), the Fagerström Test for Nicotine Dependence (FTND), and the Questionnaire of Experiences Related to Video Games (QERV) questionnaires. A path model that fitted properly in the multigroup analysis for both categories of sports was used, χ2 = 19.843; gl = 8; p = .011; comparative fit index (CFI) = 0.911; normed fit index (NFI) = 0.903; incremental fit index (IFI) = 0.912; root mean square error approximation (RMSEA) = 0.085. An inverse association was shown between task climate and tobacco consumption in individual sports, being weaker in collective sports. This association is not significant for collective sports, but it is for individual sports for ego climate. However, a positive association was found between ego climate and the use of video games in individual sports, not being significant in the case of collective sports. The importance of promoting motivational climates oriented toward tasks that are based on the practice of collective sports is established, because they could act as protective factors against the development of addictive behavior in university students.
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Scully-Blaker, Rainforest. "Working on and at Play." Digital Culture & Society 5, no. 2 (2019): 41–60. http://dx.doi.org/10.14361/dcs-2019-0204.

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Abstract As media objects, video games are imbued with values held by their makers. This is done intentionally by serious games practitioners but also occurs independently of design goals. One of the more problematic manifestations of ‘values at play’ is playbour, a putting-to-work of play that recalls Agamben’s mourning the loss of ‘menuchah’, an inoperativity that is more than a means to prepare one for more work. But is there a way to rescue leisure from its subservience to labour? Or, if not, is there a way to make the work done through play operate against the logics of late capitalism? To make sense of the conversations around player, game, power, and labour, I articulate two concepts: visibility, or the degree to which a system can account for the actions of those operating within it, and perception, a measure of an actor’s understanding of the methods through which a system understands their movements. Through several gameplay examples, I use these concepts to lay the foundation for suggesting that play is a force for critique, for laying bare a game’s operational logics so that they may be subject to our scrutiny. To conclude, the concepts of glitch and queer failure are introduced to argue for a working on and at play that interrogates not only video game machines, but the larger machines of ideology that drive them.
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Ortiz de Gortari, A. "Factors Underlying Distressful and Recurrent Hallucinations, Perceptual Distortions, Dissociations and Impulses Associated with Playing Video Games." European Psychiatry 41, S1 (2017): S263—S264. http://dx.doi.org/10.1016/j.eurpsy.2017.02.077.

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IntroductionFailures in cognitive and behavioural inhibition are the core of mental disorders, but they are also part of everyday life. Research on Game Transfer Phenomena (GTP) has shown that images, sounds and thoughts from the game manifest, and involuntary actions toward game-related cues are performed, after playing. GTP is generally not associated with psychopathology, substance use, distress or dysfunction but a small number of gamers reported severe GTP (i.e. different types and frequently).AimUnderstand the underlying factors (e.g. medical conditions, drugs, problematic/gaming addiction) associated with experiencing several episodes of particular GTP (e.g. hallucinations).MethodsA total of 1,782 participants who experienced GTP “many times” or “all the time” was extracted from a larger sample recruited via an online survey. The 20 GTP-related items were categorized into: (i) hallucinations, (ii) distorted perceptions, (iii) dissociations, and (iv) urges/impulses.ResultsPearson's Chi2 test showed that: (i) 18–22-year-olds were more prone to experience several episodes of GTP and females were more susceptible to hallucinations; (ii) all four categories were associated with mental disorders and distress/dysfunction; (iii) drugs were associated with almost all categories with the exception of distorted perceptions; (iv) visual disorders were associated with hallucinations and dissociations; and (v) problematic/gaming addiction was associated with all categories except urges/impulses.ConclusionsThe findings suggest that individuals with mental disorders are more prone to experience several episodes of GTP, which can lead to distress/dysfunction. Substance use appears relevant but not for all manifestations of recurrent GTP. The relation between gaming disorder and GTP requires further investigation.Disclosure of interestThe author has not supplied his/her declaration of competing interest.
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Bleakley, Amy, Morgan Ellithorpe, and Daniel Romer. "The Role of Parents in Problematic Internet Use among US Adolescents." Media and Communication 4, no. 3 (2016): 24–34. http://dx.doi.org/10.17645/mac.v4i3.523.

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The internet has transformed the way youth communicate, learn, and network, with implications for their broader social, psychological, and physical health and well-being. With the technological capability of accessing the internet from anywhere, at any time, paired with the enormous variety of internet activities in which youth engage—from social networking to chatting to streaming videos to playing games to watching television content—instances of problematic internet behavior have emerged. We conducted an online national survey of 629 US adolescents ages 12–17 years old and a matching survey of one of their parents. We investigated the relationship between problematic internet behavior and parental monitoring, parental mediation of internet use, and parental estimates of their adolescent’s time spent using computers. Analyses showed that problematic internet use was associated with less parental monitoring and parental mediation and poorer parental relationships. Adolescents that spent a lot of time on the computer were also more likely to engage in problematic internet use. Although we cannot determine the direction of the relationships, results support the important role of parents in adolescents’ problematic internet use.
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Rodríguez Rodríguez, Mónica, and Francisca María García Padilla. "El uso de videojuegos en adolescentes. Un problema de Salud Pública." Enfermería Global 20, no. 2 (2021): 557–91. http://dx.doi.org/10.6018/eglobal.438641.

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Introducción: El uso excesivo de videojuegos ha aumentado de manera vertiginosa y, especialmente, entre los varones con edades comprendidas entre los 10 y los 19 años. Muchos adolescentes pierden el control sobre el videojuego, lo que puede tener consecuencias negativas como el juego patológico, problemático o la adicción al videojuego.Objetivos: Conocer la producción científica existente sobre el uso problemático de videojuegos y la adicción al videojuego en los adolescentes. Metodología: Se han analizado los documentos encontrados tras una búsqueda bibliográfica en las bases de datos COCHRANE, MEDLINE, LILACS, CINAHL y CUIDEN.Resultados: Se han definido los factores predictores, la prevalencia, las características, los cuestionarios validados, la relación con otras adicciones, la relación con el TEA (Trastorno del Espectro Autista) y con el TDAH (Trastorno por Déficit de Atención e Hiperactividad) y la prevención del uso problemático y la adicción al videojuego.Conclusiones: Hay inconsistencias en los resultados debido al diseño transversal de la mayoría de los estudios, a las muestras pequeñas, a la ausencia de muestras clínicas o aleatorizadas, a la extracción de datos con cuestionarios de autorreporte, a la realización de estos en colegios, sin tener en cuenta a los adolescentes ingresados en centros de salud mental u hospitales, a la falta de estudios en el género femenino y a la falta de estandarización de los criterios diagnósticos. El tema menos estudiado es el tratamiento y la prevención, el más importante para nuestra profesión, por lo que la principal futura línea de investigación sería en este ámbito. Introduction: The excessive use of videogames has increased dramatically, especially among 10-to-19-year-old males. Many teenagers lose control over video games, which may have negative consequences such as pathological, problematic, or addictive gaming.Objectives: Knowing the existing scientific production about the problematic use of video games and video games addiction in teenagers.Methodology: Documents found after a bibliographic search in the databases COCHRANE, MEDLINE, LILACS, CINAHL and CUIDEN have been analyzed.Results: It has been defined the predictive factors, the prevalence, the characteristics, the validated questionnaires, the associations with other addictions, the relations with ASD (Autism Spectrum Disorder) and ADHD (Attention-Deficit/Hyperactivity Disorder), and prevention of problematic use and addiction to video games.Conclusions: There are inconsistencies in the results due to the transversal design of most of the studies, such as small samples, the absence of clinical or randomized samples, data extraction with self-reporting questionnaires conducted in schools, without taking into account adolescents hospitalized into mental health centers or hospitals, the gender bias in research and the lack of standardization of diagnostic criteria. The least studied subject is the treatment and prevention, the most important for nursing profession, so the future main line of research would be in this area.
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Khazaal, Yasser, Sophia Achab, Joel Billieux, et al. "Factor Structure of the Internet Addiction Test in Online Gamers and Poker Players." JMIR Mental Health 2, no. 2 (2015): e12. http://dx.doi.org/10.2196/mental.3805.

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Background The Internet Addiction Test (IAT) is the most widely used questionnaire to screen for problematic Internet use. Nevertheless, its factorial structure is still debated, which complicates comparisons among existing studies. Most previous studies were performed with students or community samples despite the probability of there being more problematic Internet use among users of specific applications, such as online gaming or gambling. Objective To assess the factorial structure of a modified version of the IAT that addresses specific applications, such as video games and online poker. Methods Two adult samples—one sample of Internet gamers (n=920) and one sample of online poker players (n=214)—were recruited and completed an online version of the modified IAT. Both samples were split into two subsamples. Two principal component analyses (PCAs) followed by two confirmatory factor analyses (CFAs) were run separately. Results The results of principal component analysis indicated that a one-factor model fit the data well across both samples. In consideration of the weakness of some IAT items, a 17-item modified version of the IAT was proposed. Conclusions This study assessed, for the first time, the factorial structure of a modified version of an Internet-administered IAT on a sample of Internet gamers and a sample of online poker players. The scale seems appropriate for the assessment of such online behaviors. Further studies on the modified 17-item IAT version are needed.
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Kircaburun, Kagan, Sabah Balta, Emrah Emirtekin, Şule Betül Tosuntas, Zsolt Demetrovics, and Mark D. Griffiths. "Compensatory Usage of the Internet: The Case of Mukbang Watching on YouTube." Psychiatry Investigation 18, no. 4 (2021): 269–76. http://dx.doi.org/10.30773/pi.2019.0340.

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Objective Accumulating empirical research has emphasized that a wide range of online activities–such as using social networking sites–can be performed in order to compensate unattained needs or to cope with negative affect and psychopathological symptoms. Although the correlates of problematic social networking use have been extensively investigated, less is known about problematic YouTube use (PYU), an umbrella term grouping a number of different activities (e.g., viewing of online video games, watching specific YouTube channels). Furthermore, nothing is known concerning increasingly popular and distinct YouTube-related activities such as mukbang watching (i.e., watching livestream “eating broadcasts” where someone eats various foods in front of the camera while interacting with viewers). The aim of the present study was to examine the mediating role of problematic mukbang watching (PMW) on the relationships between depression and loneliness with PYU.Methods An online survey that comprised assessment tools for aforementioned variables was administered to 217 mukbang viewers (mean age=20.58 years, range 18–33 years).Results Results indicated that PMW was positively related to loneliness and PYU. Depression was positively and directly associated with PYU but was not associated with PMW.Conclusion Further research is required to better understand the psychological processes underlying problematic mukbang watching and its association with other mental health conditions (e.g., addictive disorders, eating disorders).
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Schmidt, Gerald, Michelle Valdez, Maureen Farrell, Frank Bishop, Warren P. Klam, and Andrew P. Doan. "Behaviors Associated with Internet Use in Military Medical Students and Residents." Military Medicine 184, no. 11-12 (2019): 750–57. http://dx.doi.org/10.1093/milmed/usz043.

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Abstract Introduction Problematic use of video games, social media, and Internet-related activities may be associated with sleep deprivation and poor work performance. The Internet Addiction Test was given to military medical and nursing students and housestaff to assess problematic Internet use. Methods Medical and nursing students at the Uniformed Services University of the Health Sciences and residents from Naval Medical Center San Diego were contacted via email (n = 1,000) and given a survey that included the Internet Addiction Test (IAT) and questions asking about other specific lifestyle variables. Individuals who received an Internet Addiction Score (IAS) ≥50 were identified as likely experiencing harmful effects of Internet addiction (IA). Results Of 399 surveys submitted, 68 were omitted due to gross incompletion or failing to finish the entirety of the IAT. Of the participants included, 205 (61.1%) were male and 125 (37.9%) were female. The mean age was 28.6 years old (S.D. = 5.1 years). In regards to training status, completed surveys were assessed for 94 medical residents, 221 School of Medicine students, and 16 Graduate School of Nursing students. Our survey showed 5.5% of the participants (n = 18) indicated problems with Internet use that are concerning for IA. Conclusions The study results indicated that our population showed problematic Internet use in the lower range of global estimates of IA. Rates of IA further decreased between medical students and residents. Multiple lifestyle variables were significantly associated with IA score and may serve as indicators of a higher score. Interestingly, the use of social media during sleeping hours was most significantly associated with increased IAS. This paper discusses IA among military medical and nursing trainees and how problematic Internet use may affect work performance and force readiness.
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Cudo, Andrzej, Marcin Wojtasiński, Przemysław Tużnik, Mark D. Griffiths, and Emilia Zabielska-Mendyk. "Problematic Facebook use and problematic video gaming as mediators of relationship between impulsivity and life satisfaction among female and male gamers." PLOS ONE 15, no. 8 (2020): e0237610. http://dx.doi.org/10.1371/journal.pone.0237610.

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Rehbein, Florian, and Dirk Baier. "Family-, Media-, and School-Related Risk Factors of Video Game Addiction." Journal of Media Psychology 25, no. 3 (2013): 118–28. http://dx.doi.org/10.1027/1864-1105/a000093.

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In recent years, a variety of epidemiological studies have provided empirical data on the prevalence of video game addiction (GA) in different age groups. However, few studies investigated the causes of GA and could explain why video game playing as a widespread phenomenon leads to a comparatively small percentage of addicted players. Additionally, the existing longitudinal studies mainly consider psychological trait variables and neglect the possible explanatory value of predictors in socialization regarding media availability, media use, and family and everyday school life. In this paper, the results of a two-wave longitudinal study comprising a sample of students from Grades 4 to 9 (N = 406) are presented. The data show that 15-year-old video game addicts had already exhibited a number of specific risk factors at the age of 10. Students from single-parent families seem to be particularly at risk, as are students with low experienced school well-being and with a weaker social integration in class. The data also indicate that problematic use of video games in childhood increases the risk of GA in adolescence. Male students are especially vulnerable for developing GA. The results of this study are an important contribution to understanding risk factors for GA in adolescents, thereby laying the groundwork for effective prevention measures.
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George, Sanju, and Mark D. Griffiths. "Gaming disorder: what doctors need to know." British Journal of Hospital Medicine 81, no. 8 (2020): 1–6. http://dx.doi.org/10.12968/hmed.2020.0181.

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Playing video games (online or offline) is not a recent phenomenon and for most people it is a leisure activity with no adverse consequences whatsoever. However, for a small minority, gaming has the potential (akin to substance use) to lead on to problematic gaming and gaming disorder. Gaming disorder is a new entry in both the Diagnostic and Statistical Manual of Mental Disorders and the International Classification of Diseases. Given gaming's ever-growing popularity, GPs, psychiatrists and other doctors will be increasingly likely to come across individuals who present with gaming-related problems. Consequently, this article gives doctors a basic understanding of what gaming disorder is, its presentations in practice and diagnosis, and its treatment.
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De Pasquale, Concetta, Federica Sciacca, Valentina Martinelli, Matteo Chiappedi, Carmela Dinaro, and Zira Hichy. "Relationship of Internet Gaming Disorder with Psychopathology and Social Adaptation in Italian Young Adults." International Journal of Environmental Research and Public Health 17, no. 21 (2020): 8201. http://dx.doi.org/10.3390/ijerph17218201.

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Internet addiction is currently considered a worldwide problem, with a possible impact on mental health. This study aimed to investigate the prevalence of internet gaming disorder (IGD) among Italian young adults and to explore its association with psychopathological symptoms. Our sample included 566 young adults (324 males/242 females; age: 22.74 ± 4.83 years). Participants were asked to state their favorite games and complete the following questionnaires: the Internet Gaming Disorder Scale Short Form (IGD9-SF); the APA symptom checklist, based on DSM-5 diagnostic criteria for IGD; the Symptom Checklist-90 Revised (SCL-90 R); and the Social Adaptation Self Evaluation Scale (SASS). Use of video games was common among study participants (95% of the sample). Thirty subjects (5.3% of the sample) matched criteria for a clinical diagnosis of IGD. Data showed a positive correlation between higher use of online games and higher levels of depression (r = 0.501), anxiety (r = 0.361) and psychoticism (r = 0.431), and lower family and extra-family relationships (r = −0.383). At linear regression analysis, somatization (p = 0.002), depression (p = 0.001) and sleep disturbances (p = 0.003) were predictors of IGD diagnosis. IGD was significantly associated to mental health distress. Healthcare professionals should be aware of the problematic consequences of online gaming.
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Blasi, Maria Di, Alessandro Giardina, Cecilia Giordano, et al. "Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers." Journal of Behavioral Addictions 8, no. 1 (2019): 25–34. http://dx.doi.org/10.1556/2006.8.2019.02.

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Hashim, Wahidah, Marini Othman, A. Mahmoud Moamin, and Andino Maseleno. "A Gender Specific Survey Assessment of Internet Home-Use in Malaysia." Journal of Computational and Theoretical Nanoscience 17, no. 6 (2020): 2776–80. http://dx.doi.org/10.1166/jctn.2020.8940.

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This research consists of five categories which are: social media, online shopping, playing games, watching videos and reading blogs. In this research, a survey was conducted to assess the internet dependency among the young housewives in Klang Valley. Data collected from an online survey which was responded by 200 respondents is analysed for usage pattern and allowing the identification of the seriousness of internet addiction for segment. It is found that there are many problematic use of the technology which may impact life quality of the housewives, children under their care, and the family at large. Recommendation are made to towards a more appropriate use of the technology.
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Cook, Christine L. "Between a Troll and a Hard Place: The Demand Framework’s Answer to One of Gaming’s Biggest Problems." Media and Communication 7, no. 4 (2019): 176–85. http://dx.doi.org/10.17645/mac.v7i4.2347.

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The demand framework is commonly used by game scholars to develop new and innovative ways to improve the gaming experience. However, the present article aims to expand this framework and apply it to problematic gaming, also known as trolling. Although still a relatively new field, research into trolling has exploded within the past ten years. However, the vast majority of these studies are descriptive in nature. The present article marries theory and trolling research by closely examining interdisciplinary empirical evidence from a single platform—video games—and applying the various forms of demands to propose a testable, dual-route model of trolling behaviour. Within the video game context, I argue the presence of two primary causal mechanisms that can lead to trolling: 1) Demand imbalance between players and the game; and 2) demand imbalance between players. The article discusses how these two types of imbalance can lead to trolling, which kinds of demands can be imbalanced, and how future researchers can use the demand framework to expand our understanding of trolling.
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Contractor, Ateka A., Nicole H. Weiss, and Jon D. Elhai. "Examination of the Relation Between PTSD Symptoms, Smartphone Feature Uses, and Problematic Smartphone Use." Social Science Computer Review 37, no. 3 (2018): 385–403. http://dx.doi.org/10.1177/0894439318770745.

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Post-traumatic stress disorder (PTSD) symptoms are associated with addictive behaviors including problematic smartphone use (PSU). Drawing from existing theoretical models and empirical work, we examined the relation between PTSD symptoms, social/process-oriented smartphone feature uses, and PSU. Specifically, we examined the correlations between social/process-oriented smartphone feature uses with both PTSD symptom clusters (intrusions, avoidance, negative alterations in cognitions and mood, alterations in arousal and reactivity) and PSU and the mediating role of social/process-oriented smartphone feature uses in the relation between PTSD symptom clusters and PSU. The current study used data from a sample of 347 community participants recruited through Amazon’s Mechanical Turk platform. Correlation results indicated that process-oriented smartphone feature uses correlated significantly (positively) with all the PTSD symptom clusters and PSU. Further, mediation results indicated that process-oriented smartphone feature use significantly mediated the relationship between each PTSD symptom cluster and PSU. Beyond highlighting the role of process-oriented smartphone feature uses (e.g., watching videos/TV/movies, reading books/magazines, games) in the relation between PTSD symptoms and PSU, our findings suggest that efforts to reduce PSU among individuals with PTSD symptoms should integrate strategies for reducing process-oriented uses of smartphones.
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Undavalli, Vamsi Krishna, Gobburi Sudha Rani, and Jonnalagadda Ravi Kumar. "Prevalence of internet gaming disorder in India: a technological hazard among adolescents." International Journal Of Community Medicine And Public Health 7, no. 2 (2020): 688. http://dx.doi.org/10.18203/2394-6040.ijcmph20200450.

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Background: Internet gaming disorder (IGD) refers to the problematic use of on-line or off-line video games. Presently the prevalence of IGD among the adolescent group was between 1.3% to 19.9% and males reported more prevalence than females. Aims of this study was to know the prevalence and the various factors associated with the development IGD among adolescents.Methods: Settings and Design was to a cross sectional study was conducted among students of High schools for a period of 3 months from July 2018 - September 2018. Four hundred adolescent students were included in the study. English version of the DSM–5 short (9-item) dichotomous scale with cut-off point of five or more criteria was used for diagnosing the IGD.Statistical analysis used descriptive statistics were represented with frequencies and percentages. Chi-square and Fisher Exact tests were applied to find significance difference. P<0.05 was considered as statistically significant.Results: An overall prevalence estimate of IGD was 3.50% among the school children and it is higher among male students (8.8%) than female students (0.8%) and it was found statistically significant with a p value of <0.001.Conclusions: The prevalence differences between Age groups, gender, class of the student and availability of smart phone with internet facility act as an important risk factors for the occurrence of IGD among adolescents.
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Albarello, Francisco, Adriana Velasco, Mariángeles Castro Sánchez, Ángela Novoa Echaurren, Victoria Novaro, and Francisco Narbais. "Las dinámicas familiares en torno al videojuego social Fortnite." VI Congreso Internacional de las Relaciones Interpersonales "Desarrollo humano en tiempos de la (re)evolución 4.0" 1, no. 1 (2019): 176–98. http://dx.doi.org/10.26422/icf.20193cong06.alb.

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In 2017 the company Epic Games created the videogame Fortnite. This game has become the cross-platform survival and open experience with the greatest penetration worldwide. The rapid increase of use has spread alarm voices among parents and the media have echoed these concerns criticizing the game for being responsible for most afflictions suffered by children and adolescents. 178 The study is based on an understanding of the game as a key element in personal and social development. Therefore, this project aims to explore and describe the specific interactions emerging as a result of the penetration of Fortnite into family life, seeking to extend our understanding of the phenomenon and the potential effects that it may produce in the family dynamics. The research also seeks to categorize the dynamics generated, emphasizing more specifically on implications for parents in terms of educative mediation. Concerning the methodology, this is a qualitative exploratory case study, in which observations and in-depth interviews are the main sources of data collection. According to the analysis of the first interviews and observations, it is possible to provisionally hypothesize that, unlike simplistic views spread through mass media of Fortnite as a new dangerous addictive platform for young people, the diverse contexts and realities that configure each family make this type of linear interpretations highly problematic. Most technological devices affect the interaction and relational dynamics already installed in families. Throughout the last forty years, television and offline video games have been playing a significant role in shaping the family relationships. Online environments today increase such influence. The complex interrelations generated in blended social ecosystems, such as 'what is' or 'what is not' permitted, the mechanism of videogame banning or use as a form of punishment or reward, the myths, and ignorance on the part of adults concerning the ‘virtual’ socialization of youth and the relevance of this practice among young people, are some of the contributions that can be drawn from this investigation. This presentation exposes the collaborative work conducted by researchers of Universidad Austral (Argentina) and Universidad de los Andes (Chile), which has gained the first place in the award provided by the Network of Latin American University Institutes of Family (REDIFAM).
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Ramírez-Granizo, Irwin Andrés, Félix Zurita Ortega, María Sánchez-Zafra, and Ramón Chacón Cuberos. "Análisis del clima motivacional hacia el deporte y el uso problemático de videojuegos en escolares de Granada (Analysis of the motivational climate towards sport and the problematic use of video games in schoolchildren in Granada)." Retos, no. 35 (October 22, 2018): 255–60. http://dx.doi.org/10.47197/retos.v0i35.62584.

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Los videojuegos han desencadenado en lo conocido como “sedentarismo tecnológico” lo que ha generado un alto nivel de ociosidad juvenil que hay que combatir mediante la práctica de actividad física. Por esta razón es de vital importancia conocer qué motiva a los escolares a practicar deporte. Por ello, este estudio se centra en ver cómo la influencia del entorno o espacio en el que se practica la Educación Física infiere en el alumnado, a qué dimensión se acercan más, si clima tarea o clima ego y qué relación existe entre el uso de estos dispositivos electrónicos y las ganas de practicar actividad física. Para recoger los datos de las variables se utilizaron diversos instrumentos (cuestionario Ad Hoc, PMCSQ-2 y CERV). Los resultados mostraron que los estudiantes de Primaria que dedican más de tres horas semanales a la actividad física extraescolar manifiestan mayor orientación hacia el Clima Tarea, en contraste a los que no, los cuales son más propensos al Clima Ego. Igualmente se demostró que 7 de cada 10 niños no mostraron problemas a la hora de usar videojuegos y que estos pueden servir para fomentar un compromiso con la práctica física y la fomentación de estilos de vida activos.Abstract. Videogames have led to a “technological sedentary lifestyle”, which caused a sedentary style of life in children and teens that must be opposed through the practice of physical activity. Therefore, this study focuses on understanding how the influence of the environment or space in which Physical Education is practiced infers in the students, and on analyzing whether they are more prone to a task or ego climate, and what relationship exists between the use of electronic devices and the desire to practice physical activity. Several measuring instruments were used to collect the data (such as test, PMCSQ-2 and CERV). The results showed that primary school students who devote more than 3 hours per week to practice sport display greater orientation towards the Climate task. Those who do not practice sport for at least 3 hours, on the other hand, tend to adopt an ego-orientated climate. Also, the study showed that 7 out of 10 kids showed no problems when using video games, and they can be used to promote students’ motivation in physical education, to encourage a compromise with the physical practice, and to promote a healthy lifestyle.
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Wartberg, Lutz, Levente Kriston, Matthias Zieglmeier, Tania Lincoln, and Rudolf Kammerl. "A longitudinal study on psychosocial causes and consequences of Internet gaming disorder in adolescence." Psychological Medicine 49, no. 2 (2018): 287–94. http://dx.doi.org/10.1017/s003329171800082x.

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AbstractBackgroundIn 2013, Internet gaming disorder (IGD) was incorporated in the current version of the DSM-5. IGD refers to a problematic use of video games. Longitudinal studies on the etiology of IGD are lacking. Furthermore, it is currently unclear to which extent associated psychopathological problems are causes or consequences of IGD. In the present survey, longitudinal associations between IGD and adolescent and parental mental health were investigated for the first time, as well as the temporal stability of IGD.MethodsIn a cross-lagged panel design study, family dyads (adolescent with a parent each) were examined in 2016 (t1) and again 1 year later (2017, t2). Overall, 1095 family dyads were assessed at t1 and 985 dyads were re-assessed at t2 with standardized measures of IGD and several aspects of adolescent and parental mental health. Data were analyzed with structural equation modeling (SEM).ResultsMale gender, a higher level of hyperactivity/inattention, self-esteem problems and IGD at t1 were predictors of IGD at t2. IGD at t1 was a predictor for adolescent emotional distress at t2. Overall, 357 out of the 985 adolescents received a diagnosis of IGD at t1 or t2: 142 (14.4%) at t1 and t2, 100 (10.2%) only at t1, and 115 (11.7%) only at t2.ConclusionsHyperactivity/inattention and self-esteem problems seem to be important for the development of IGD. We found first empirical evidence that IGD could prospectively contribute to a deterioration of adolescent mental health. Only a subgroup of affected adolescents showed IGD consistently over 1 year.
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Patte, Karen A., Wei Qian, and Scott T. Leatherdale. "Predictors of One-Year Change in How Youth Perceive Their Weight." Journal of Obesity 2020 (May 27, 2020): 1–15. http://dx.doi.org/10.1155/2020/7396948.

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Overall, perceptions of being at “about the right weight” appear advantageous for youth physical and mental health, regardless of BMI classification, whereas perceptions at either extreme (overweight or underweight) may negatively impact health behaviours and mental health. Instead of considering weight misperceptions as problematic, some researchers have proposed that underestimations of weight status may offer resiliency among individuals with overweight or obesity. Promoting “about right” WPs and preventing change to overweight or underweight perceptions may offer an effective public health strategy for supporting youth health over time. However, limited prospective evidence exists on factors that shape perceptions of weight status over time. The current study examined modifiable predictors of one-year change in weight perception among youths. We used 2-year linked data of 18,112 grade 9–12 students from Year 3 (Y3:2014–2015) and Year 4 (Y4:2015–2016) of the COMPASS study. Generalized Estimating Equation models tested screen use, physical activity, and bullying victimization as predictors of change from perceptions of “about the right weight” to “overweight” or “underweight” perceptions, adjusting for Y3 covariates (body mass index, ethnicity, and grade) and school cluster. Results support the value of team sports among females and resistance exercise among males as protective against changes to overweight or underweight perceptions over one year. Also, various forms of bullying victimization predicted overweight perceptions in males and females. Watching TV/movies or messaging/texting for over 2 hours/day was associated with overweight and underweight perceptions, respectively, in females only. Playing video/computer games for over 2 hours/day was associated with overweight perceptions in males and underweight perceptions in females. Findings support the potential of bullying prevention, limiting certain screen use, and supporting engagement in team sports for females and resistance exercise for males as strategies to maintain perceptions of being at “about the right weight.”
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Topor, David R., Lance P. Swenson, Gina M. Liguori, Anthony Spirito, Elizabeth A. Lowenhaupt, and Jeffrey I. Hunt. "Problematic Video Game Use Scale." Journal of Clinical Psychiatry 72, no. 12 (2011): 1611–15. http://dx.doi.org/10.4088/jcp.11m07040.

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Gezgin, Deniz Mertkan, and Özlem Çakır. "Analysis of nomofobic behaviors of adolescents regarding various factors." Journal of Human Sciences 13, no. 2 (2016): 2504. http://dx.doi.org/10.14687/jhs.v13i2.3797.

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Although the developments in technology have made our lives and daily activities easier, it is believed that problematic and excessive use of technology could have some negative effects on people. One of these negative effects is the prevalence of nomophobia, which is considered as a new phobia in recent years. Nomophobia is defined as the fear and anxiety when an individual cannot access his or her mobile/smart phone or cannot have the chance to communicate online and offline via mobile devices. Nomophobic tendencies can change individuals’ daily habits. Negative emotions due to nomophobic tendencies like fear and anxiety especially in young people is thought to affect their school lives and academic achievements. The purpose of this research is to analyze the prevalence of nomophobia among high school students regarding various factors. The Nomophobia Scale (NMP-Q), which was used in this study, was developed by Yildirim and Correia (2015), and adapted into Turkish by Yildirim, Sumuer, Adnan and Yildirim (2015). The study group consists of 475 high school students attending six different schools situated in diverse socio-economic areas in Izmir and Edirne in 2015-2016 education year. The study was conducted in survey model and descriptive statistics. T-test for independent samples and one-way analysis of variance (ANOVA) techniques were used at the analysis stage. According to the findings, mean scores obtained from the scale demonstrated that the levels of nomophobic behaviors of high school students were above the average. Besides, female students have higher nomophobia levels compared to male students in terms of gender variable and a significant difference was found in terms of the duration of mobile internet usage. A significant difference could not be found in terms of the variables such as grade, parents’ education levels, and the duration of smartphone usage. Furthermore, the study has revealed that high school students use their smartphones and mobile internet largely for social networks, music, communication, photographs, education, research, games and videos.
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Viana, Ricardo B., Rodrigo L. Vancini, Wellington F. Silva, et al. "Comment on: Problematic online gaming and the COVID-19 pandemic – The role of exergames." Journal of Behavioral Addictions 10, no. 1 (2021): 1–3. http://dx.doi.org/10.1556/2006.2021.00014.

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AbstractAlthough significant increases in gaming may not always be beneficial, exergames (a new generation of video games also known as exergaming or active video games) appear as an alternative, feasible, attractive, and safe way to perform physical exercise for most clinical and nonclinical populations. Therefore, it is important to recognize that exergames can be considered a useful tool for coping with the COVID-19 outbreak and the recommended social distancing period.
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Cudo, Andrzej, Natalia Kopiś, Paweł Stróżak, and Dariusz Zapała. "Problematic Video Gaming and Problematic Internet Use Among Polish Young Adults." Cyberpsychology, Behavior, and Social Networking 21, no. 8 (2018): 523–29. http://dx.doi.org/10.1089/cyber.2018.0014.

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Treglia, Eugenia, Angela Magnanini, and Gianni Caione. "Video Games and Accessibility." International Journal of Digital Literacy and Digital Competence 10, no. 2 (2019): 29–36. http://dx.doi.org/10.4018/ijdldc.2019040103.

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This essay aims, through a hermeneutic-argumentative approach, to present some ideas for inclusive teaching, starting with an educational re-evaluation of video games, for years considered a mere form of entertainment. Their use as educational mediators is a useful response to the needs of a school that is increasingly aware of the educational needs of all pupils. Through the recovery of the recreational dimension and the Accessibility paradigm, it is possible to offer teachers guidance and design insights in order to create educational itineraries of inclusion, finding in video games a possible tool capable of engaging the class in common activities, on the basis of equal opportunities and active participation, additionally for the development of digital skills.
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James, Annabelle, and Chris Taylor. "Video Games: Some Pitfalls of Video Evidence." Journal of Criminal Law 69, no. 3 (2005): 264–76. http://dx.doi.org/10.1350/jcla.69.3.264.64783.

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CCTV evidence is regularly employed in criminal cases, yet there has been relatively little consideration of the manner in which such evidence is collected and subsequently handled. The use of CCTV evidence raises issues of disclosure, data protection and human rights, all of which have a far-reaching impact not only on the accused but also on others who find themselves recorded by surveillance systems. In addition, much of the video evidence collected during criminal investigations comes from third parties, such as shops and commercial premises, which are outside the direct control of the police. This only serves to compound the difficulty of managing such material within the investigative and trial processes.
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Ruberg, Bonnie, and Rainforest Scully-Blaker. "Making players care: The ambivalent cultural politics of care and video games." International Journal of Cultural Studies 24, no. 4 (2021): 655–72. http://dx.doi.org/10.1177/1367877920950323.

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The relationship between care and video games is fraught. While the medium has the potential to allow players to meaningfully express and receive care, the cultural rhetorics that connect video games to care are often problematic. Even among game designers and scholars committed to social justice, some view care with hope and others with concern. Here, we identify and unpack these tensions, which we refer to as the ambivalent cultural politics of care, and illustrate them through three case studies. First, we discuss “tend-and-befriend games,” coined by Brie Code, which we read through feminist theorists Sarah Sharma and Sara Ahmed. Second, we address “empathy games” and the worrisome implication that games by marginalized people must make privileged players care. Lastly, we turn to issues of care in video game development. We discuss Telltale Games’ The Walking Dead series (2012–18) and strikingly care-less fan responses to recent employee layoffs.
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Rochat, Shékina, and Jérôme Armengol. "Career Counseling Interventions for Video Game Players." Journal of Career Development 47, no. 2 (2018): 207–19. http://dx.doi.org/10.1177/0894845318793537.

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Video games are becoming ubiquitous in Western societies. However, this virtual leisure has received little attention from researchers in career counseling, leaving career counselors relatively unprepared to work with video game players. In this article, we propose three types of interventions to capitalize on the benefits of playing video games to foster the career counseling process. The first intervention aims to identify and transfer the skills that video game players develop through their leisure activity. The second intervention highlights how video game players’ narrative may reveal vocational personality types. The third intervention proposes to turn career counseling tasks into a game to increase motivation to achieve it. The strengths and limitations of these interventions are underlined, as well as the potential of career counseling sessions to help remedy problematic video game play.
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Reinecke, Leonard. "Games and Recovery." Journal of Media Psychology 21, no. 3 (2009): 126–42. http://dx.doi.org/10.1027/1864-1105.21.3.126.

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The use of video and computer games for recovery purposes was investigated in an online survey of 1614 participants. The data indicate that games are systematically used after exposure to stressful situations and strain, and that recovery experience is a significant facet of the gaming experience. Using structural equation modeling, the relationships among work-related fatigue, daily hassles, social support, coping style, recovery experience, and the use of video and computer games for recovery purposes were tested. Persons who associated stronger recovery experiences with game play used video and computer games more often after stressful and exhausting situations. In addition, participants’ level of work-related fatigue and exposure to daily hassles were both positively associated with the use of games for recovery. Participants with emotion-focused coping style showed a higher tendency to use games for recovery than participants with problem-focused coping style. The relationship between work-related fatigue and game use for recovery purposes was moderated by social support. The stress buffering function of video and computer games was more important for participants receiving less social support. These participants showed a stronger relationship between work-related fatigue and the use of games for recovery than participants receiving more social support.
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Bonnechère, Bruno, Bart Jansen, Lubos Omelina, and Serge Van Sint Jan. "The use of commercial video games in rehabilitation." International Journal of Rehabilitation Research 39, no. 4 (2016): 277–90. http://dx.doi.org/10.1097/mrr.0000000000000190.

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Quijano, Johansen. "Video Games and Writing Instruction." International Journal of Gaming and Computer-Mediated Simulations 12, no. 1 (2020): 1–27. http://dx.doi.org/10.4018/ijgcms.2020010101.

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This study measures the increase in rhetorical knowledge in two groups of first-year community college students. The control group took the course while following the standard curriculum, while the experimental group replaced a writing-intensive unit on Rogerian rhetoric with a unit on visual and procedural rhetoric where videogames were used as primary texts. The researcher analyzed the data in an attempt to establish the existence, or lack thereof, of possible connections between the use of video game texts in writing instruction and students' acquisition of rhetorical and literary skills.
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