首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 437 毫秒
1.
Affordable and accessible Internet has changed the way video games are played, allowing individuals to connect worldwide in shared gaming spaces. On the surface participation within these environments may seem socially beneficial, as these highly social, playful spaces allow players to connect, interact with, and learn from others. However, there is a growing concern that increased participation within online gaming environments comes with a wide variety of social consequences, contributing to numerous losses in ‘offline’ sociability. While considerable research has examined these claims, consistent relationships between social competence and online video game involvement have yet to be established. The current work (N = 515) aimed to examine the extent to which online video game involvement may support, or undermine, the development and maintenance of traditional social skills. The results indicate that there are unique relationships between social skills and video game involvement within online gaming populations. However, among online video game players, these links were not as negative or broad as hypothesized. The results of this assessment dispute the anecdotal attribution of a global level of social ineptitude amongst online video game players and provide insight into the potential effects of online video game play on skill development and maintenance.  相似文献   

2.
The classification of internet addiction as a distinct diagnosis in the upcoming DSM-V is currently under debate. Nevertheless, before this issue is resolved, there are important related questions in the field of internet addiction that are in need of an answer, e.g. which personality dimensions may predispose towards problematic internet use. One such factor seems to be neuroticism. However, a sole factor like neuroticism alone is not very useful with respect to generating implications for behavior therapy and treatment of afflicted patients, because it includes too many facets of negative personality traits ranging from shyness to anxiety. Therefore, in this study we aimed to measure the grade of problematic internet use with the internet addiction test (IAT); moreover, we measured personality with Eysenck’s Personality Questionnaire (EPQ-R) and with the Temperament and Character Inventory (TCI). In addition to the EPQ-R, the TCI provides further information with respect to which facets of personality are associated with problematic internet use. In N = 201 participants, we found that self-directedness is a better predictor than neuroticism for problematic internet use. Moreover, the time spent online in leisure activities was a significant predictor for a high IAT score. Implications for behavior therapy are discussed.  相似文献   

3.
This study examined problematic gaming behavior and depressive tendencies among people who play different types of online-games. Other game-related variables were investigated to determine if other differences between three game types could be established. Participants in the current research (n = 468) can be classified into three independent groups. Subjected users either solely played massive multiplayer online role-playing games (MMORPGs) or they preferred online-ego-shooters (OES) or real-time-strategy games (RTS). Results indicate that MMORPG users show more often problematic gaming behavior, depressive tendencies and lower self-esteem compared to users playing other online-games. MMORPG users reported to playing significantly more often in order to escape from real-life problems, which might be a valuable coping strategy but might also lead to problematic gaming behavior.  相似文献   

4.
As new media are becoming daily fare, Internet addiction appears as a potential problem in adolescents. From the reported negative consequences, it appears that Internet addiction can have a variety of detrimental outcomes for young people that may require professional intervention. Researchers have now identified a number of activities and personality traits associated with Internet addiction. This study aimed to synthesise previous findings by (i) assessing the prevalence of potential Internet addiction in a large sample of adolescents, and (ii) investigating the interactions between personality traits and the usage of particular Internet applications as risk factors for Internet addiction. A total of 3105 adolescents in the Netherlands filled out a self-report questionnaire including the Compulsive Internet Use Scale and the Quick Big Five Scale. Results indicate that 3.7% of the sample were classified as potentially being addicted to the Internet. The use of online gaming and social applications (online social networking sites and Twitter) increased the risk for Internet addiction, whereas extraversion and conscientiousness appeared as protective factors in high frequency online gamers. The findings support the inclusion of ‘Internet addiction’ in the DSM-V. Vulnerability and resilience appear as significant aspects that require consideration in further studies.  相似文献   

5.
This paper examines the role of trait emotional intelligence (trait EI) in gamers’ preferences for play and frequency of gaming in a sample of 1051 young adult US/European gamers, who play frequently the online massively multiplayer game, World of Warcraft (WoW). Trait EI was shown to predict social and achievement preferences for play as well as frequency of gaming. In particular, trait EI was positively correlated to a preference for social practices per se and negatively correlated to a preference for achievement-oriented, instrumental practices. These findings advocate that gamers’ preferences for play are in accordance with their emotion-related personality characteristics. Trait EI was also negatively associated with frequency of gaming suggesting that lower scorers on trait EI are more likely associated with more frequent game use.  相似文献   

6.
Antecedents and consequences of game addiction are investigated. Correlation study method is utilized; structural equation modeling is applied to analyze the data. There are eleven hypotheses generated for the model. The data is collected via numerous instruments proven as reliable and valid by the previous studies. There are 159 undergraduate students as participants of the study. Antecedent variables are socio-economic status (SES), computer-ownership, gender, smoking, online and computer gaming, mothers' employment and education level. Consequence variables are grade point average, self-esteem, and self-confidence. The results indicates that socio-economic status, smoking, online gaming, computer gaming, and mother employment status increased game addiction; whereas, gender (female) and mother education level decreased game addiction. SES, gender, online and computer gaming affect game addiction significantly; smoking, mothers’ employment status and education level do not have a significant impact. For the consequences, game addiction decreases significantly GPA and Self-Esteem; it does not influence significantly in self-confidence. Parents and educational institutions may be illuminated about prevention or monitoring of excessive online or computer game playing. Further research studies and implications are presented and discussed.  相似文献   

7.
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer game for learning computer memory concepts, which was designed according to the curricular objectives and the subject matter of the Greek high school Computer Science (CS) curriculum, as compared to a similar application, encompassing identical learning objectives and content but lacking the gaming aspect. The study also investigated potential gender differences in the game’s learning effectiveness and motivational appeal. The sample was 88 students, who were randomly assigned to two groups, one of which used the gaming application (Group A, N = 47) and the other one the non-gaming one (Group B, N = 41). A Computer Memory Knowledge Test (CMKT) was used as the pretest and posttest. Students were also observed during the interventions. Furthermore, after the interventions, students’ views on the application they had used were elicited through a feedback questionnaire. Data analyses showed that the gaming approach was both more effective in promoting students’ knowledge of computer memory concepts and more motivational than the non-gaming approach. Despite boys’ greater involvement with, liking of and experience in computer gaming, and their greater initial computer memory knowledge, the learning gains that boys and girls achieved through the use of the game did not differ significantly, and the game was found to be equally motivational for boys and girls. The results suggest that within high school CS, educational computer games can be exploited as effective and motivational learning environments, regardless of students’ gender.  相似文献   

8.
There is considerable dispute regarding the nature of excessive or problematic Internet-related behaviour and whether it constitutes a clinical addiction. Classification of excessive gaming is hindered by a lack of experimental research investigating behavioural responses from gamers and comparing these patterns to those found in established addictions. We investigated whether an attentional bias for gaming-related words existed for addicted Massively Multiplayer Online Role-Playing Gamers (MMORPGers) identified using the Addiction-Engagement Questionnaire.Forty frequent MMORPGers (15 female) and 19 non-MMORPGers (eight female) completed a computerised modified Stroop task comprised of game-related, negative and neutral word lists, Addiction-Engagement Questionnaire, Depression, Anxiety and Stress Scale 21, gaming-related variables. The results indicated that addicted MMORPGers had significantly longer reaction times to negative and MMORPG words compared to neutral words, whereas highly engaged and non-MMORPG participants showed no such bias. The presence of an attentional bias in addicted MMORPGers is comparable with research investigating this behavioural response in established addictions.  相似文献   

9.
The aim of this study was to apply the cognitive behavioral model of problematic Internet use to the context of online game use to obtain a better understanding of problematic use of online games and its negative consequences. In total, 597 online game playing adolescents aged 12–22 years participated in this study. Results showed that the cognitive behavioral model of problematic Internet use can also be used in the context of online game use. More specifically, preference for online social interaction, mood regulation and deficient self-regulation appeared to play an important role in predicting negative outcomes from problematic online game use. Together, these cognitions and behaviors explained 79% of the variance of negative outcomes scores. These findings can be used to develop strategies that aim at reducing problematic online game behavior and its negative consequences.  相似文献   

10.
Current approaches to measuring people’s everyday usage of technology-based media and other computer-related activities have proved to be problematic as they use varied outcome measures, fail to measure behavior in a broad range of technology-related domains and do not take into account recently developed types of technology including smartphones. In the present study, a wide variety of items, covering a range of up-to-date technology and media usage behaviors. Sixty-six items concerning technology and media usage, along with 18 additional items assessing attitudes toward technology, were administered to two independent samples of individuals, comprising 942 participants. Factor analyses were used to create 11 usage subscales representing smartphone usage, general social media usage, Internet searching, e-mailing, media sharing, text messaging, video gaming, online friendships, Facebook friendships, phone calling, and watching television in addition to four attitude-based subscales: positive attitudes, negative attitudes, technological anxiety/dependence, and attitudes toward task-switching. All subscales showed strong reliabilities and relationships between the subscales and pre-existing measures of daily media usage and Internet addiction were as predicted. Given the reliability and validity results, the new Media and Technology Usage and Attitudes Scale was suggested as a method of measuring media and technology involvement across a variety of types of research studies either as a single 60-item scale or any subset of the 15 subscales.  相似文献   

11.
The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology’s efficacy. This quasi-experimental study evaluated a teacher created video game on genetics in terms of its affective and cognitive impact on student users. While statistical results indicated no differences (p > .05) in student learning as measured by our instrument, there were significant differences (p < .05) found in the participants’ level of engagement while interfacing with the video game. Implications on this emerging line of inquiry are discussed.  相似文献   

12.
We use ethnographic, interview, and survey data to examine problematic play within the popular online game, World of Warcraft, or ‘WoW’ for short. Research shows that players drawn to the interpersonal dimensions of online games are more prone to experience negative outcomes associated with their computer use. Our study suggests that it is not only whether online gamers seek meaningful social interactions that determine if WoW play becomes problematic, but exactly how players interact with others in online game-worlds. Specifically, levels of problematic WoW play depend on the extent gamers play with offline or ‘real-life’ friends and relations. Our survey data reveals both a direct relationship between playing WoW with offline friends and problematic online gaming and also an indirect one mediated by ‘immersion’ (defined as the extent that players feel like they are in a virtual world and in some cases actually their character). Interpreting these results through ethnographic and interview data, we suggest that playing WoW with real-life-friends allows gamers to transfer in-game accomplishments and experiences into offline social networks. Rather than competing and conflicting with the world outside of the game, WoW played in this way tends to enhance gamers’ offline lives. Further, by keeping gamers in touch with perspectives outside of WoW, playing with real-life-friends instills critical distance and greater awareness of how excessive play can damage offline commitments and relationships, allowing gamers to better monitor, evaluate, and ultimately regulate excessive game-play.  相似文献   

13.
Playing online games can become problematic and engender adverse consequences. Several psychological factors have been shown to influence the development and the maintenance of this problematic behavior, including impulsivity traits, motives to play (immersion, achievement, social affiliation), and self-esteem. The aim of the current study is to determine whether reliable subtypes of problematic online gamers can be identified. A sample of 1057 online gamers was recruited. Validated questionnaires were used to measure established psychological risk factors (impulsivity, motives to play, self-esteem) and potential consequences of playing (addiction symptoms, positive and negative affect). Actual in-game behaviors were also monitored. Five reliable clusters of gamers were identified (three problematic and two nonproblematic clusters). Cluster comparison revealed that the psychological factors considered are differentially involved in problematic online gaming. At the theoretical level, the results emphasized that problem online gaming depends on a wide range of psychological factors. At the clinical level, the diversity of psychological profiles shown supports the development of personalized (custom-made) interventions targeting specific psychological mechanisms. Overall, our findings suggest that conceptualizing the problematic use of massively multiplayer online role-playing games as “behavioral addiction” is too restrictive and might result in the simplification of heterogeneous and multi-determined problematic behaviors.  相似文献   

14.
This qualitative study examined the psychological consequences of an 84-h Internet gaming abstinence period for young adults with and without Internet gaming disorder. Using a repeated-measures online survey methodology, participants were asked to abstain and then describe their craving for Internet games, including any coping strategies used to manage craving, and to reflect on the positive and negative aspects of gaming abstinence. A total of 155 written responses were gathered from 24 participants (Mage = 24.6 years, SD = 5.8), including 9 who met the criteria for Internet gaming disorder, recruited from online gaming communities. Participants completed a series of seven online surveys containing open-ended questions before, during, and after abstaining from Massively Multiplayer Online games. The results revealed several key themes, including: (1) internal and external cues that elicit craving for Internet games; (2) beliefs and assumptions about Internet gaming experiences; (3) negative affect related to abstinence; (4) coping strategies for managing craving; (5) beneficial outcomes in behavioral and cognitive domains, including adjustments to gaming-specific activities; and (6) negative outcomes such as unwanted emotional and cognitive states, and social isolation. Notably, participants' reactions to gaming abstinence could be broadly characterized as boredom and a drive for mental stimulation, which seemed somewhat inconsistent with the DSM-5 criterion of withdrawal. These data provide new insights to guide clinical conceptualization and interventions for problematic patterns of Internet gaming behavior.  相似文献   

15.
BackgroundPrior studies observed involvement with video games to vary between different sociodemographic strata with considerable higher gaming time in males compared to females. However, empirical evidence explaining the gender gap in gaming time is still scarce. The present study aims to evaluate if the higher gaming time can be attributed to gender specific game genre preferences.MethodsA nationwide representative survey comprising 3073 participants aged 16–93 years (M = 49.1; SD = 18.2) was conducted. Video game use and genre preferences were assessed via a written questionnaire. OLS regression and subsequent mediation analyses were used to determine significant predictors of gaming time and to evaluate the contribution of genre preferences.ResultsHigher age, high education and employment predicted lower gaming time whereas male gender and the preference of certain game genres predicted higher gaming time. Mediation analyses revealed that the higher gaming time of males is fully mediated by the higher preference of role-playing and shooter games among this gender group.ConclusionThe higher gaming time of men is fully accounted for by the male specific preference for certain game genres. Future research should address the functional connection between genre preferences and gaming behavior in further detail.  相似文献   

16.
Problematic video play has been well documented over the course of the last decade. So much so the DSM-5 (APA, 2013) has included problematic video gaming as disorder categorized as Internet Gaming Disorder. The field of applied behavior analysis has been utilizing functional assessments for the last 30 years and has showed evidence of effective results across different populations and environments. Therefore, the purpose of this investigation (comprising three studies) was to validate an indirect functional assessment entitled the Video Game Functional Assessment-Revised (VGFA-R). Using academic experts in the field of video game addiction and applied behavioral analysis (n = 6), the first study examined the content validity of the VGFA-R and was able to demonstrate the assessment exceeded the criterion for an established assessment. A second study comprising a survey of 467 gamers examined the factorability by using a confirmatory factor analysis, and found that VGFA-R had an overall variance above .60. Within the third laboratory-based study using gamers (n = 11), the VGFA-R was examined for construct validity and found the VGFA-R was able to predict 85% of the appropriate function of behavior. Implications of the study are discussed along with the strengths and limitations of the study and future research directions.  相似文献   

17.
Online gaming addiction has been increasingly recognized as a mental disorder. However, the predictive factors that lead to online gaming addiction are not well established. The aim of this study was to identify factors that may influence the development of online gaming addiction. A total of 263 patients with problematic online gaming addiction (255 males (97%) and 8 females (3%), age: mean = 20.4 ± 5.8 years) and153 healthy comparison subjects (118 males (77%) and 35 females (23%), age: 21.2 ± 5.5 years, range) were recruited for participation in the current study. Hierarchical logistic regression analyses among each set of variables were conducted. Individual factors (sex and age), cognitive factors (IQ and perseverative errors), psychopathological conditions (ADHD, depression, anxiety, and impulsivity), and social interaction factors (family environment, social anxiety, and self-esteem) were evaluated in a stepwise fashion. All four factors were associated with online gaming addiction, with psychopathological conditions being the strongest risk factors for the addiction. Individual factors, psychological factors, and social interactions were associated with the development of pure online gaming addiction. As before, psychological factors (attention, mood, anxiety and impulsivity) were the strongest risk factors for online gaming addiction in patients with pure online gaming addiction. Psychopathologies, including ADHD and depression, were the strongest factors associated with the development of online gaming addiction in individuals.  相似文献   

18.
As Internet usage has become more prevalent among youth, so too has problematic Internet use. Despite the critical role of emotion regulation in the development of adolescents’ behaviors and the role of parenting interactions on their children’s behaviors, little research has examined these links with reference to problematic and addictive Internet use for adolescents. The main goal of this study was to examine these links, based on a sample of 525 high school students (368 males; M = 15.33 years, SD = 0.47) from a predominantly middle and lower-middle socioeconomic community in Seoul, Korea. Results from structural equation modeling revealed that students’ difficulties in emotion regulation was a mediating variable between students’ perceptions of their parents’ parenting behaviors and the students’ Internet use. The findings substantiate the importance of conceptualizing addiction from a social/cognitive theoretical framework and the notion that adolescence is the onset period for many addictive behaviors and so more proactive attention needs to be given to reducing these early negative behaviors. Based on these results, interventions designed to enhance adolescents’ emotion regulatory abilities have the likelihood to mitigate problematic and even addictive Internet use among youth.  相似文献   

19.
A number of novel problematic behaviors have emerged in the information technology era, and corresponding addictions have been proposed for some of these behaviors. Scholars have speculated that a common factor may underlie these information technology addictions, but this theoretical notion has yet to be tested empirically. The present study tested this notion and also investigated the relationships of information technology addictions with other behavioral addictions as well as substance addictions. We conducted an online survey in 1001 US adults (56% female; mean age = 35.0 years, range = 18–83). Two conceptual models were formulated and tested. Moreover, correlations of the information technology addictions with both problematic gambling and alcohol use disorder were examined. The confirmatory factor analysis showed that there was a common factor underlying various types of information technology addiction. In addition, problematic gambling was more strongly correlated with information technology addiction than alcohol use disorder was. Our findings are interpreted in light of a spectrum approach, which conceptualizes information technology addiction as a cluster of disorders comprising not only shared risk factors and symptoms but also distinct characteristics. The findings further reveal that information technology addiction is more similar to other behavioral addictions than substance-related addictions. Implications for researchers and practitioners are discussed.  相似文献   

20.
Online gaming has gained millions of users around the globe, which have been shown to virtually connect, to befriend, and to accumulate online social capital. Today, as online gaming has become a major leisure time activity, it seems worthwhile asking for the underlying factors of online social capital acquisition and whether online social capital increases offline social support. In the present study, we proposed that the online game players’ physical and social proximity as well as their mutual familiarity influence bridging and bonding social capital. Physical proximity was predicted to positively influence bonding social capital online. Social proximity and familiarity were hypothesized to foster both online bridging and bonding social capital. Additionally, we hypothesized that both social capital dimensions are positively related to offline social support. The hypotheses were tested with regard to members of e-sports clans. In an online survey, participants (N = 811) were recruited via the online portal of the Electronic Sports League (ESL) in several countries. The data confirmed all hypotheses, with the path model exhibiting an excellent fit. The results complement existing research by showing that online gaming may result in strong social ties, if gamers engage in online activities that continue beyond the game and extend these with offline activities.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号