Published: Jan. 1, 2023
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Language: Английский
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
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
0Sustainable development goals series, Journal Year: 2024, Volume and Issue: unknown, P. 49 - 79
Published: Jan. 1, 2024
Language: Английский
Citations
0Integrated science, Journal Year: 2024, Volume and Issue: unknown, P. 67 - 90
Published: Jan. 1, 2024
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0Jurnal 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
1Revista 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
0Digital 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
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0Published: July 18, 2023
Language: Английский
Citations
0Inovacije 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
0Indian Journal of Psychological Medicine, Journal Year: 2023, Volume and Issue: 46(6), P. 593 - 597
Published: Oct. 19, 2023
Language: Английский
Citations
0Published: 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
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