Internet Gaming Disorder Test (IGDT-10): un meta-análisis de generalización de la fiabilidad DOI Open Access
Sergio Hidalgo-Fuentes

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.

Influence of parental mediation and social skills on adolescents' use of online video games for escapism: A cross‐sectional study DOI Creative Commons
Elena Commodari, Arianna Consiglio,

Martina Cannata

и другие.

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

Язык: Английский

Процитировано

6

Prevalence and impact of Internet Gaming Disorder: A population-based study DOI Creative Commons
Josip Razum, Renata Glavak Tkalić

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.

Язык: Английский

Процитировано

0

Is There a Difference Between the Real Self and the Virtual Self of Internet Game Players? The Effect of Avatar Identity DOI

Leilei Liang,

Tongshuang Yuan, Kai Liu

и другие.

Youth & Society, Год журнала: 2025, Номер unknown

Опубликована: Фев. 7, 2025

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

Язык: Английский

Процитировано

0

Self-discontinuity in behavioral addictions: A psychodynamic framework DOI Creative Commons
Gianluca Santoro, Alessandro Musetti,

Antonino Costanzo

и другие.

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.

Язык: Английский

Процитировано

0

Can playing Dungeons and Dragons be good for you? A registered exploratory pilot programme using offline tabletop role-playing games to mitigate social anxiety and reduce problematic involvement in multiplayer online video games DOI Creative Commons
Joël Billieux, Loïs Fournier, Lucien Rochat

и другие.

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.

Язык: Английский

Процитировано

0

Distress Tolerance as a Risk Factor for Specific Internet-Use Disorders DOI Creative Commons

Yuan Chong Hew,

Peter K. H. Chew

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.

Язык: Английский

Процитировано

0

The effect of individual differences on Pavlovian conditioning in specific Internet-use disorders DOI Creative Commons
Frank Lörsch, Anna M. Schmid, Tobias A. Thomas

и другие.

Behavioural Brain Research, Год журнала: 2024, Номер unknown, С. 115254 - 115254

Опубликована: Сен. 1, 2024

Язык: Английский

Процитировано

2

The predictive power of impaired control after controlling for correlates of gaming disorder DOI Creative Commons
Bartosz A. Kowalik, Paul Delfabbro, Daniel L. King

и другие.

Computers in Human Behavior Reports, Год журнала: 2024, Номер 15, С. 100472 - 100472

Опубликована: Авг. 1, 2024

Язык: Английский

Процитировано

0

High immersion/escapism motivation makes gaming disorder risk less dependent of playtime among highly engaged male gamers DOI Creative Commons
Patrycja Kiszka, Agnieszka Strojny, Paweł Strojny

и другие.

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.

Язык: Английский

Процитировано

0

Towards a responsible gaming ecosystem: a call to action DOI
Sheau Fen Yap

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.

Язык: Английский

Процитировано

0