Optimizing Attitude Change: The Inverted U-Shaped Relationship between Effort in Counter-Attitudinal Tasks and Attitude Change Toward Favorite Video Games DOI
Jingmin Lin, Ru‐De Liu, Yi Ding

et al.

Published: Jan. 1, 2023

Download This Paper Open PDF in Browser Add to My Library Share: Permalink Using these links will ensure access this page indefinitely Copy URL DOI

Language: Английский

Investigating the Effectiveness of a Virtual-Reality-Based Mindfulness Intervention on Internet Gaming Disorder DOI Creative Commons
Selma Tvrtković, Pınar Ünal‐Aydın

Behavioral Sciences, Journal Year: 2024, Volume and Issue: 14(12), P. 1137 - 1137

Published: Nov. 27, 2024

Novel treatment approaches for Internet Gaming Disorder (IGD) include the use of mindfulness and technology-based interventions. Mindfulness has been shown as a protective factor against IGD, but dropout rates are high due to long sessions duration. Pathological gamers show approach bias towards technological gadgets, inclusion Virtual Reality effective in IGD treatment. Due effectiveness attractiveness VR, combined intervention could decrease time willingness Therefore, aim this study was examine brief VR-based on symptomatology. Nine participants meeting symptom criteria, ten recreational game users, eight healthy controls without gaming history participated study. The consisted four weekly 20-min-long Attentional Focus sessions. results indicate significant reduction symptoms weekend group. Despite small sample size group (n = 9) lack randomization, findings constitute valuable starting point. As cost- time-effective intervention, reduce increase adherence, especially younger gamers. Additional studies with larger size, longitudinal needed further validate found results.

Language: Английский

Citations

0

Mental Health and the Role of New Communication Technologies DOI
Laura Orsolini, Giulio Longo, Umberto Volpe

et al.

Sustainable development goals series, Journal Year: 2024, Volume and Issue: unknown, P. 49 - 79

Published: Jan. 1, 2024

Language: Английский

Citations

0

Understanding Internet Gaming Disorder in the Technology Era DOI
Pınar Ünal‐Aydın, Selma Tvrtković, Orkun Aydın

et al.

Integrated science, Journal Year: 2024, Volume and Issue: unknown, P. 67 - 90

Published: Jan. 1, 2024

Citations

0

Cognitive Behaviour Therapy (CBT) Lowers Online Game Addiction Rates in Adolescents DOI Open Access
Hotma Roiningsih Tambunan, Kumboyono Kumboyono, Retno Lestari

et al.

Jurnal Aisyah Jurnal Ilmu Kesehatan, Journal Year: 2023, Volume and Issue: 8(S1), P. 361 - 368

Published: Jan. 26, 2023

High curiosity in adolescents is often shown by playing online games excessively. Continuous and excessive use of has many negative impacts, including reduced sleep duration, focus on learning, increased financial costs incurred. Action that can be given to overcome the impact using provision psychotherapy. Psychotherapy believed able reduce level game addiction cognitive behavior therapy (CBT). This study aims identify benefits CBT reducing adolescents. type research quasi-experimental with a nonequivalent control group design. The subjects were divided into two groups: intervention (23 people) people). was conducted at Malang National Vocational School September-November 2022. Data analyzed Wilcoxon Mann-Whitney tests. showed treatment group's average value statistically decreased p-value 0.000 (p less than 0.05). In contrast, group, there no difference 0.059. A different test for groups yielded 0.000. From these results, it seen between groups. Giving proven so improve their quality life carrying out positive activities benefit them. Abstrak: Rasa keingintahuan yang tinggi pada remaja sering ditunjukkan dengan bermain secara berlebihan. Penggunaan dilakukan terus menerus dan berlebihan memiliki banyak dampak negatif, antara lain berkurangnya durasi tidur, fokus belajar berkurang, meningkatnya biaya finansial dikeluarkan. Tindakan dapat diberikan dalam mengatasi negatif penggunaan yaitu pemberian psikoterapi. Psikoterapi dipercaya menurunkan tingkat adiksi Studi ini bertujuan mengidentifikasikan manfaat remaja. Jenis penelitian adalah rancangan Subjek dibagi menjadi dua kelompok intervensi orang) kontrol orang). Penelitian di SMK Nasional bulan tahun dianalisis menggunakan uji Mann-Whitney. Hasil menunjukan nilai rata-rata perlakuan statistik mengalami penurunan 0,000 kurang dari 0,05), sedangkan tidak terdapat perbedaan Uji beda didapatkan hasil 0.000, terlihat ada kontrol. Pemberian terbukti online, sehingga meningkatkan kualitas hidup melakukan aktivitas positif bermanfaat bagi

Language: Английский

Citations

1

Trastorno de Juego por Internet: revisión sistemática de instrumentos iberoamericanos DOI Creative Commons

Daniel Sebastián Hidalgo,

Facundo Juan Pablo Abal

Revista Iberoamericana ConCiencia., Journal Year: 2023, Volume and Issue: 8(1), P. 94 - 114

Published: Jan. 29, 2023

A pesar del carácter benigno propiciado al uso de videojuegos, ante el crecimiento exponencial la actividad gaming en población mundial, comunidad científica ha orientado sus esfuerzos análisis las posibles consecuencias negativas problemático o adictivo contexto inclusión Trastorno Juego por Internet (IGD) DSM-5. El objetivo este trabajo implicó revisión sistemática instrumentos evaluación IGD disponibles Iberoamérica. Se identificaron 11 artículos que incluyeron validaciones siete instrumentos. Estos fueron descritos a partir características generales y propiedades psicométricas. identificó nulo desarrollo herramientas región latinoamericana, presentando como desventaja no solo preponderancia mismas tienen origen continente europeo, sino además se vinculan modelos teóricos previos los criterios diagnósticos estipulados APA. Solo dos organizaron enunciados base nomenclatura IGD. Asimismo, resultaron escasas investigaciones brindaron datos sobre puntos corte consecuente sensibilidad especificidad, fin otorgar perfiles gamers con relación gravedad conducta estilo juego desplegado.

Citations

0

System for identifying the level of mobile gaming addiction in children and adolescents DOI Open Access

A. Khoziasheva

Digital models and solutions, Journal Year: 2023, Volume and Issue: 2(1)

Published: March 31, 2023

This research paper describes a system for identifying the level of mobile gaming addiction in children and adolescents using data collected from electronic devices. The includes application that collects usage on games uses neural network model based an "autoencoder" architecture to detect levels. error back propagation algorithm was trained parameters selected Chen Scale (CIAS) detection. A prototype created adequate estimates quality were obtained. Future work will involve validation with psychologists further improvement by increasing number observations adjusting architecture. results this study demonstrate potential networks technology identify monitor adolescents, which can aid early intervention prevention efforts.

Language: Английский

Citations

0

The Identification of Digital Phenotypes Associated with Internet Gaming Disorder in Adolescents (Preprint) DOI
Kwangsu Cho, Minah Kim, Youngeun Cho

et al.

Published: July 18, 2023

BACKGROUND Limited awareness, social stigma, and access to mental health professionals hinder early detection intervention of internet gaming disorder (IGD), which has emerged as a significant concern among young individuals. Prevalence estimates vary between 0.7% 15.6%, its recognition in the <i>International Classification Diseases, 11th Revision</i> <i>Diagnostic Statistical Manual Mental Disorders, 5th Edition</i> underscores impact on academic functioning, isolation, challenges. OBJECTIVE This study aimed uncover digital phenotypes for IGD adolescents learning settings. By leveraging sensor data collected from student tablets, overarching objective is incorporate these indicators into daily school activities establish markers screening tool, facilitating identification cases. METHODS A total 168 voluntary participants were engaged, consisting 85 students with 83 without IGD. There 53% (89/168) female 47% (79/168) male individuals, all within age range 13-14 years. The individual learned their Korean literature mathematics lessons personal being automatically collected. Multiple regression bootstrapping multivariate ANOVA used, prioritizing interpretability over predictability, cross-validation purposes. RESULTS negative correlation Scale (IGDS) scores outcomes (<i>r</i><sub>166</sub>=–0.15; <i>P</i>=.047), suggesting that higher IGDS associated lower outcomes. identified 5 key linked IGD, explaining 23% score variance: stroke acceleration (β=.33; <i>P</i>&lt;.001), time interval keys (β=–0.26; <i>P</i>=.01), word spacing (β=–0.25; deletion (β=–0.24; horizontal length strokes (β=–0.21; <i>P</i>=.02). Multivariate cross-validated findings, revealing differences potential non-IGD groups. average effect size, measured by Cohen <i>d</i>, across was 0.40, indicating moderate effect. Notable distinctions included faster (Cohen <i>d</i>=0.68; <i>P</i>=&lt;.001), reduced <i>d</i>=.57; decreased behavior <i>d</i>=0.33; <i>P</i>=.04), longer <i>d</i>=0.34; <i>P</i>=.03) compared counterparts CONCLUSIONS aggregated findings show performance, highlighting effectiveness detecting importance phenotyping advancing care educational As schools adopt 1-device-per-student framework, emerges promising method shift could transform clinical approaches reactive proactive measures.

Language: Английский

Citations

0

The impact of interactive digital technology exposure on generation Z students learning performance in computer graphics and simulations: A comparative study of Greece and Serbia DOI Creative Commons
Veljko Aleksić, Dionysios Politis

Inovacije u nastavi, Journal Year: 2023, Volume and Issue: 36(2), P. 1 - 16

Published: Jan. 1, 2023

As the functionality of modern digital societies is largely based on interactive technology, educational technology has inevitably gone through a process digitalization. Studying information computer science, or engineering in post-digital era makes it very hard for students to disjoin personal needs, learning necessities, and future career demands, putting them at great risk developing psychological disorders. The aim this international comparative study examine effects exposure performance graphics simulations. To conduct comparison 397 generation Z from Greece Serbia, was conducted evenly representing various geographic, economic, socio-cultural environments. research realized between October 2021 May 2022. type preferred gaming device most important predictor factors gain both Serbia. Unexpectedly, Internet disorder were not significant predictors academic success. resulting model dually provides teachers with opportunity adapt their activities more efficiently self-diagnostic tool helping improve field simulations effectively.

Language: Английский

Citations

0

Homicide, Suicide, Cyber-Victimization, and Cyber-Bullying in Persons with Internet Gaming Disorder: A Case Series DOI Creative Commons
Ranganath R. Kulkarni,

Swapna A. Pandurangi,

Aditya Pandurangi

et al.

Indian Journal of Psychological Medicine, Journal Year: 2023, Volume and Issue: 46(6), P. 593 - 597

Published: Oct. 19, 2023

Language: Английский

Citations

0

Optimizing Attitude Change: The Inverted U-Shaped Relationship between Effort in Counter-Attitudinal Tasks and Attitude Change Toward Favorite Video Games DOI
Jingmin Lin, Ru‐De Liu, Yi Ding

et al.

Published: Jan. 1, 2023

Download This Paper Open PDF in Browser Add to My Library Share: Permalink Using these links will ensure access this page indefinitely Copy URL DOI

Language: Английский

Citations

0