Navigating complexities: gaming addiction, anger expression and social interaction among adolescent boys in Pakistan DOI
Amina Muazzam, Shameem Fatima, Aqsa Shabbir

et al.

Mental Health and Social Inclusion, Journal Year: 2024, Volume and Issue: unknown

Published: Dec. 18, 2024

Purpose Video gaming has become a popular leisure-time activity with two to three billion users worldwide (Newzoo, 2017; Vuong et al., 2021). Although existing knowledge shows its relationship anger and aggression, the present study aims extend this focus by assessing whether expression mediates association of addition social interaction among Pakistani adolescent boys. Design/methodology/approach A sample 300 boys (M age = 14.6, SD 1.2) from private schools was selected. The participants were assessed on Anger Expression Scale (Shafaqat, 2016), Social Interaction Technology Use Questionnaire (Henderson 1999) Game Addiction (Lemmens 2009) assess their levels expression, addiction. Findings Analysis revealed that addiction significantly negatively related interaction. Gaming positively correlated expression. Mediation analyses showed explained negative link between Originality/value highlights lack as important consequences in

Language: Английский

Longitudinal relationship between gaming disorder symptoms, hyperactivity/inattention symptoms and aggression among Chinese adolescents: Within-person and between-person effects DOI
Shuai Chen, Jinqian Liao, Xu Wang

et al.

Computers in Human Behavior, Journal Year: 2025, Volume and Issue: unknown, P. 108608 - 108608

Published: Feb. 1, 2025

Language: Английский

Citations

1

A cross-sectional descriptive analysis of technology addiction in adolescents: associations with food addiction, emotional eating, and body weight status DOI Creative Commons
Hilal Toklu, Zeynep Caferoğlu

Journal of Health Population and Nutrition, Journal Year: 2024, Volume and Issue: 43(1)

Published: Nov. 15, 2024

This cross-sectional descriptive study aimed to determine the prevalence and risk factors of technology addiction (TA) in adolescents, as well investigate association TA with food emotional eating by body weight status. Adolescents (n = 1388) completed a questionnaire that featured socio-demographic characteristics, Game Addiction Scale (GAS), Social Media Disorder (SMD), dimensional Yale Food for Children 2.0 (dYFAS‐C 2.0), Emotional Eating Adapted Use (EES-C). The mass index (BMI) Z-score was classified according World Health Organization. present one-fifth boys were four times more likely develop digital game (p < 0.001). A 1-point increase GAS score is associated 1.08-point dYFAS-C-2.0 0.5-point total EES-C SMD also related an increased 1.21 1.26, respectively All these positive associations significant adolescents overweight Given rapidly increasing among its addiction, eating, status worrisome, our findings shed light on relevance developing strategies reduce this population.

Language: Английский

Citations

1

The relationship between digital addiction and social anxiety, trait anger and anger expression style in adolescents DOI
Arzu Koçak Uyaroğlu, Esra Ünal, Alime Selçuk Tosun

et al.

Journal of Pediatric Nursing, Journal Year: 2024, Volume and Issue: unknown

Published: Dec. 1, 2024

Language: Английский

Citations

0

Navigating complexities: gaming addiction, anger expression and social interaction among adolescent boys in Pakistan DOI
Amina Muazzam, Shameem Fatima, Aqsa Shabbir

et al.

Mental Health and Social Inclusion, Journal Year: 2024, Volume and Issue: unknown

Published: Dec. 18, 2024

Purpose Video gaming has become a popular leisure-time activity with two to three billion users worldwide (Newzoo, 2017; Vuong et al., 2021). Although existing knowledge shows its relationship anger and aggression, the present study aims extend this focus by assessing whether expression mediates association of addition social interaction among Pakistani adolescent boys. Design/methodology/approach A sample 300 boys (M age = 14.6, SD 1.2) from private schools was selected. The participants were assessed on Anger Expression Scale (Shafaqat, 2016), Social Interaction Technology Use Questionnaire (Henderson 1999) Game Addiction (Lemmens 2009) assess their levels expression, addiction. Findings Analysis revealed that addiction significantly negatively related interaction. Gaming positively correlated expression. Mediation analyses showed explained negative link between Originality/value highlights lack as important consequences in

Language: Английский

Citations

0