European Journal of Education and Psychology,
Год журнала:
2023,
Номер
unknown, С. 1 - 23
Опубликована: Дек. 18, 2023
A
pesar
de
que
el
uso
videojuegos
no
es
intrínsecamente
negativo,
un
pequeño
porcentaje
jugadores
puede
desarrollar
patológico
los
con
características
similares
a
otros
tipos
comportamientos
adictivos.
El
trastorno
juego
por
Internet
ha
despertado
interés
creciente
durante
la
última
década.
Desde
su
inclusión
en
5ª
Edición
del
Manual
Diagnóstico
y
Estadístico
Trastornos
Mentales
(DSM-5),
numerosas
medidas
han
sido
desarrolladas
utilizando
criterios
DSM-5,
incluido
Gaming
Disorder
Test
(IGDT-10).
objetivo
este
trabajo
realizar
meta-análisis
generalización
fiabilidad
IGDT10
mediante
estimar
instrumento.
Se
realizó
una
búsqueda
PsycINFO,
PubMed,
Web
of
Science
Scopus
total
29
artículos
fueron
incluidos
meta-análisis.
La
combinada
IGDT-10
α
=.81
para
versión
tipo
Likert
=.72
puntuaciones
dicotomizadas.
Los
análisis
riesgo
sesgo
publicación
significativos.
presente
muestra
como
presenta
adecuada
propósitos
investigación.
presentan
las
limitaciones
estudio.
Journal of Research on Adolescence,
Год журнала:
2024,
Номер
unknown
Опубликована: Окт. 22, 2024
Abstract
The
widespread
use
of
video
games
among
adolescents
has
raised
concerns
about
their
impact
on
psychological
and
social
development.
This
study
aimed
to
assess
the
effects
different
types
parental
mediation
adolescents'
tendency
avoid
negative
emotions
determine
relationship
between
interpersonal
skills
reliance
online
for
escapism.
Participants
were
452
from
15
middle
high
schools.
Data
sociodemographic
information,
gaming
habits,
control
gaming,
skills,
reasons
playing
also
collected.
Hierarchical
multiple
regression
was
used
analyze
data,
with
game
escapism
as
dependent
variable.
Results
supported
study's
hypothesis
that
both
adolescent
significantly
predict
Higher
levels
monitoring
associated
a
lower
escape
emotions,
while
supporting
autonomy
showed
similar
but
weaker
protective
effect.
At
same
time,
found
be
notably
higher
impulsivity,
narcissism,
stress
in
situations.
In
addition,
impulsivity
more
likely
These
findings
highlight
importance
balanced
involvement
development
mitigate
risks
problematic
gaming.
Interventions
should
promote
effective
strategies
enhance
reduce
coping
mechanism
real‐life
challenges.
Effective
improved
are
critical
promoting
healthier
habits
reducing
Cyberpsychology Journal of Psychosocial Research on Cyberspace,
Год журнала:
2025,
Номер
19(1)
Опубликована: Янв. 30, 2025
Internet
Gaming
Disorder
(IGD)
has
emerged
as
a
significant
public
health
concern,
yet
not
enough
is
known
about
its
prevalence
among
the
general
population
well
relationship
to
well-being,
mental
health,
specifically
depression
and
anxiety,
gaming
genres.
This
study
aimed
address
these
questions.
The
research
was
conducted
on
representative
sample
of
Croatian
including
4,994
participants,
aged
between
15
64
years
(M
=
40.75,
SD
15.49).
Ten-Item
Test,
Mental
Health
Inventory-5,
Personal
Well-being
Index,
time
Game
Genres
Preferences
were
used.
IGD
in
Croatia,
15-64
years,
estimated
at
0.48%,
95%
CI
[0.30%,
1%],
video
game
players
(N
1,239)
1.63%,
[1.11%,
3%].
highest
observed
young
males.
showed
strongest
with
depression,
weaker
relationships
anxiety
well-being.
Among
individual
criteria,
negative
consequences
for
relationships,
deception
escape
had
strongest,
while
tolerance,
loss
control
withdrawal
weakest
relative
sense.
Sports
games
casual
lower
risk
IGD,
other
genres
did
differ
their
IGD.
Online
offline
shown
that
relatively
low
players,
all
criteria
are
equally
relevant.
Future
longitudinal
studies
clinical
samples
needed.
TThe
purpose
of
this
study
was
to
validate
a
proposed
theoretical
model
adolescent
internet
gaming
disorders
from
reality-virtual
perspective.
A
questionnaire
survey
conducted
using
random
stratified
cluster
sampling
on
3,058
middle
school
students
with
experience,
drawn
four
schools
in
province
northern
China.
The
research
tools
included
measures
ego
identity,
avatar
identification,
depletion,
and
the
disorder
(IGD)
scale.
study’s
results
revealed
that
identity
mediated
relationship
between
IGD,
mediation
effect
25%.
Additionally,
depletion
found
moderate
identity/avatar
IGD.
These
findings
highlight
importance
considering
virtual
self
(avatar)
future
diagnoses
or
interventions
for
Addictive Behaviors Reports,
Год журнала:
2025,
Номер
unknown, С. 100601 - 100601
Опубликована: Март 1, 2025
Models
based
on
substance
use
criteria
have
been
employed
to
classify
maladaptive
engagement
in
various
everyday
activities
as
genuine
addictions.
However,
symptom-based
models
potential
limitations,
which
includes
some
cases
reduced
clinical
utility
and
an
increased
risk
of
diagnostic
inflation.
The
current
article
presents
alternative
psychodynamic
theoretical
framework
elucidate
the
psychological
processes
underlying
development
putative
behavioral
According
this
framework,
addictions
are
conceptualized
strategies
for
regulating
overwhelming
feelings
rooted
childhood
trauma.
Exposure
trauma
may
lead
segregation
unbearable
trauma-related
mental
states
from
awareness
through
persistent
dissociative
processes.
Thus,
provide
individuals
with
illusory
sense
control
over
while
simultaneously
reinforcing
states.
compulsive
such
can
be
seen
attempt
at
self-medication,
though
it
ultimately
exacerbates
discontinuities
self-experience.
This
is
further
illustrated
a
vignette,
highlighting
its
implications
both
assessment
treatment.
Royal Society Open Science,
Год журнала:
2025,
Номер
12(4)
Опубликована: Апрель 1, 2025
Gamers
with
poor
self-concept,
high
social
anxiety
and
loneliness
are
more
at
risk
of
problematic
involvement
in
video
games,
such
as
massively
multiplayer
online
role-playing
games.
There
is
a
research
gap
concerning
treatment
approaches
to
cater
socially
anxious
gamers
patterns
gaming
involvement.
This
registered
exploratory
pilot
programme
tests
the
feasibility
initial
effect
structured
protocol
which
exposed
real-life
interactions
while
playing
an
offline
tabletop
game
(TTRPG).
Our
lasted
10
weeks
involved
sessions
organized
into
three
modules
participants
played
TTRPG
inspired
by
‘Dungeons
Dragons’.
Each
module
deployed
scenario
designed
challenge
players
terms
involve
them
story
based
on
maturing
relationships
other
characters
solving
challenges
means
investigation.
study
used
quasi-experimental
multiple
single-case
design
three-week
baseline
across
groups
(four
five
sub-clinical
use
anxiety)
three-month
follow-up.
Primary
outcomes
were
time
spent
gaming,
disorder
symptoms
symptoms.
Secondary
assertiveness/social
skills,
self-concepts
perceived
loneliness.
In
feasibility,
we
observed
that
most
completed
(two
20
dropped
out)
participation
weekly
psychometric
assessments.
Moreover,
largely
able
attain
progressively
difficult
objectives
implemented
programme.
Multiple
analyses
showed
benefited
from
intervention
through
reduction
symptoms,
although
varying
degrees.
Some
also
reduced
their
or
presented
Assertiveness
not
improved.
shows
approach
feasible
may
be
reduce
The
present
must
now
tested
clinical
participants.
Journal of Technology in Behavioral Science,
Год журнала:
2025,
Номер
unknown
Опубликована: Фев. 13, 2025
Abstract
Existing
research
on
distress
tolerance
has
focused
non-technological
addictions
and
general
Internet
addiction;
however,
none
explored
its
association
with
specific
Internet-use
addictions.
This
study
aimed
to
investigate
whether
could
be
a
risk
factor
for
three
disorders:
gaming
disorder
(IGD),
problematic
social
media
use
(PSMU),
pornography
(PPU)
guided
by
the
interaction
of
person-affect-cognition-execution
(I-PACE)
model.
As
emotional
regulation
are
related
but
distinct
constructs,
was
controlled
in
current
study.
It
hypothesized
lower
would
predict
higher
severity
IGD
(H1),
PSMU
(H2),
PPU
(H3)
after
controlling
demographics
(i.e.,
age
gender)
regulation.
Upon
ethics
approval
from
university’s
human
committee,
151
participants
(62.9%
females;
mean
=
27.35,
SD
6.41)
were
recruited.
Participants
completed
scales
tolerance,
regulation,
IGD,
PSMU,
PPU.
Hierarchical
multiple
regression
conducted
thrice
each
outcome
variable,
entered
Model
1,
subscales
2,
3.
Results
revealed
significantly
predicted
above
beyond
not
suggests
may
more
relevant
than
PSMU.
Limitations
pertain
lack
comprehensiveness
measuring
psychological
distress.
Longitudinal
studies
recommended
future
research.
Frontiers in Psychiatry,
Год журнала:
2024,
Номер
15
Опубликована: Сен. 25, 2024
In
the
realm
of
gaming-related
concerns,
relationship
between
gaming
time
(GT)
and
disorder
(GD)
remains
an
intriguing
complex
subject.
Although
increased
GT
is
not
a
reliable
predictor
GD
risk,
circumstances
under
which
this
strengthens
or
weakens
remain
relatively
unknown.
This
study
explores
roles
immersion/escapism
motive
(IEM)
in
context
among
highly
engaged
gamers
(N
=
294),
each
dedicating
minimum
20
hours
weekly
to
gaming.
The
findings
confirm
that
IEM
significantly
moderates
male
sample.
Specifically,
low
moderate
levels
result
stronger
GD.
case
women,
effect
was
significant.
These
suggest
importance
comprehensive
assessments
motivations
when
addressing
issues,
particularly
research.
Moreover,
they
emphasize
value
adopting
approach
comprehending
development
problematic
behaviors.
Journal of Services Marketing,
Год журнала:
2024,
Номер
38(9), С. 1132 - 1150
Опубликована: Окт. 21, 2024
Purpose
Drawing
from
transformative
service
research
(TSR)
and
ecosystem
perspectives,
the
author
seeks
to
provide
multi-level
insights
into
gaming
systems
call
action
how
this
knowledge
can
contribute
cultivating
socially
responsible
by
addressing
following
questions:
What
TSR
literature
help
optimise
value
co-creation
cultivate
practices
in
digital
services?
future
directions
could
advance
understanding
of
services
their
potential
develop
a
that
balances
social
well-being
with
commercial
success?
Design/methodology/approach
Adopting
conceptual
approach
theory
synthesis
adaptation,
discusses
four
overarching
themes
alongside
key
gaps
crucial
for
dynamics
ecosystem.
Findings
The
central
–
“Exploring
individuals
as
game
consumers”,
“Gaming
exchange
among
meso-level
stakeholders”,
“A
macro
lens
ecosystem”
“The
complexities
multi-actor
interdependencies”
shed
light
on
be
fostered.
Research
limitations/implications
Given
absence
well-defined
scope
gaming,
should
typology
capture
its
multifaceted
aspects.
Expanding
beyond
micro-level
analysis,
conducting
consultation
interviews
industry
practitioners
policymakers
promoting
services.
Social
implications
offers
players,
designers
developers,
providers
promote
healthy
culture.
Originality/value
Through
research,
advances
illuminating
co-destruction
within
an
interconnected
through
TSR.
Such
empowers
businesses
prioritise
consumer
welfare
decision-making
practices.