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1.
Research into problematic video gaming has increased greatly over the last decade and many screening instruments have been developed to identify such behaviour. This study re-examined the Problematic Videogame Playing [PVP] Scale. The objectives of the study were to (i) examine its psychometric properties in two European countries, (ii) estimate the prevalence of potential pathological gaming among adolescents in both countries, and (iii) assess the classification accuracy of the PVP Scale based on its symptomatology as a way of exploring its relationship with both the behavioural component model of addiction and the proposed Internet Gaming Disorder. The data were collected via a survey administered to 2356 adolescents aged between 11 and 18 years from Spain (n = 1132) and Great Britain (n = 1224). Results indicated that the reliability of both versions was adequate, and the factorial and construct validity were good. Findings also showed that the prevalence of pathological gamers estimated with a rigorous cut-off point was 7.7% for Spanish and 14.6% for British adolescents. The scale showed adequate sensitivity, specificity and classification accuracy in both countries, and was able to differentiate between social and potential pathological gamers, and from their addictive symptomatology. The implications of these findings are discussed.  相似文献   

2.
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   

3.
《Information & Management》2005,42(6):841-852
What does a high performance website look like? And how can we measure its performance? The present research develops and validates a new scale that measures Web performance as perceived by consumers. This scale discerns the formation of Web performance into the hedonic and utilitarian aspects reflecting Web users’ entertainment and information needs. Content domains for the two aspects were developed based on marketing and information systems literatures, and then tested for reliability and validity in two studies involving a total of 912 Web users. The measure was purified through exploratory and confirmatory factor analyses and MTMM models, resulting in one three-item scale for hedonic (reliability = 0.867) and one four-item scale for utilitarian (reliability = 0.850) Web performance. The scale thus developed not only has face validity, but also displays adequate construct reliability, convergent validity, discriminant validity, and nomological validity. It achieved reliability and validity using only seven items for the two aspects of Web performance making it highly feasible for implementation and particularly appealing to Web managers for tracking and improving site performance.  相似文献   

4.
Many MMORPG offer players the possibility to become a member of a guild, a hierarchical organization of characters with common objectives. Guild membership can be beneficial to game progress, and offer opportunities for social interaction. In the current study we focus on the MMORPG World of Warcraft (WoW), with the main aim to examine whether guild commitment and players’ intention to remain in their guild can be predicted by players’ satisfaction, investments, and perceptions of alternatives to their guild. To this end, 165 WoW players completed an online questionnaire and answered questions related to their guild membership. They also completed the investment model scale which was reworded so all questions pertained to their guild and their fellow guild members. Results show that satisfaction level, quality of alternatives, and investment size significantly predict commitment level (p’s < .001), which in turn predicted likelihood of participants’ staying with their current guild (p < .001) and the number of guilds they had been a member of in the past (p < .001). Moreover, high levels of guild commitment were indicative of better mental health, whereas weekly hours of game play was negatively related to mental health. In the discussion, we conclude that interdependence theory and the investment model of commitment are applicable to online gaming environments, and we argue that commitment to one’s guild is one factor that could prevent the risks associated with online game play (i.e. problematic use).  相似文献   

5.
This study investigated the extent of young adults’ (N = 393; 17–30 years old) experience of cyberbullying, from the perspectives of cyberbullies and cyber-victims using an online questionnaire survey. The overall prevalence rate shows cyberbullying is still present after the schooling years. No significant gender differences were noted, however females outnumbered males as cyberbullies and cyber-victims. Overall no significant differences were noted for age, but younger participants were found to engage more in cyberbullying activities (i.e. victims and perpetrators) than the older participants. Significant differences were noted for Internet frequency with those spending 2–5 h online daily reported being more victimized and engage in cyberbullying than those who spend less than an hour daily. Internet frequency was also found to significantly predict cyber-victimization and cyberbullying, indicating that as the time spent on Internet increases, so does the chances to be bullied and to bully someone. Finally, a positive significant association was observed between cyber-victims and cyberbullies indicating that there is a tendency for cyber-victims to become cyberbullies, and vice versa. Overall it can be concluded that cyberbullying incidences are still taking place, even though they are not as rampant as observed among the younger users.  相似文献   

6.
Problematic Internet Use (PIU) is a growing health concern among adolescents and young adults. The purpose of this mixed-methods study was to develop and refine a theoretically-grounded and psychometrically-validated assessment instrument for PIU specifically tailored to adolescents and young adults. An item pool was developed using concept mapping and a review of the literature, and administered to 714 students from two universities between 18 and 25 years of age. Exploratory and confirmatory factor analyses were used in a development subsample (n = 500) to construct the scale. A cross-validation sample (n = 214) was used to confirm the scale’s reliability. The Problematic and Risky Internet Use Screening Scale (PRIUSS) is an 18-item scale with three subscales: Social Impairment, Emotional Impairment, and Risky/Impulsive Internet Use. Based on its strong theoretical foundation and promising psychometric performance, the PRIUSS may be a valuable tool for screening and prevention efforts in this population.  相似文献   

7.
Among various interface cues, expertise, identity, and bandwagon cues have been consistently found to have significant effects on media users’ perceptions of online news content. To examine the effects of these three types of heuristic cues in the context of online news consumption, the current study involved a 2 (expertise cue: low vs. high) × 2 (identity cue: in-group vs. out-group) × 2 (bandwagon cue: low vs. high) online experiment. A total of 121 undergraduate students participated in the study. Significant two-way interaction effects between the expertise and bandwagon cues on perceived credibility suggested the positive combined effect of these two cues. Moreover, significant three-way interaction effects among expertise, identity and bandwagon cues indicated that the interaction effects between expertise and bandwagon cues tend to work as a function of the identity cue. While confirming the importance of the identity cue in users’ perceptions of online news, three-way interaction effects confirmed the co-occurrence of heuristic and systematic processing. The interaction effects also suggested that people process news systematically when the recommenders are out-group members, whereas they process news heuristically when the recommenders are in-group members. Theoretical as well as practical implications have also been discussed in this article.  相似文献   

8.
This study examined the relationship between the evaluation of risk, trust and disclosure of personal information in young peoples’ online interactions. A series of 18 focus groups were conducted with young people aged 9–19 years old. The results suggested that the majority of young people have a high level of awareness of the risks and potential outcomes associated with their online behaviour. Participants perceived disclosure of personal information to be important for the development of online relationships, and discussed associated strategies for evaluating trust and verifying identity. The study suggests that the perceived benefits associated with the disclosure of personal information and interacting with ‘strangers’ online may outweigh the perceived risks associated with these behaviours as the result of the importance of peer relationships and the exploration of identity during adolescence. Identified age-related differences and similarities in relation to the themes are explored, and areas for future research discussed.  相似文献   

9.
Online behavioural advertising (OBA) is a special form of targeted advertising. For OBA, it is necessary to collect data about online surfing behaviour, which is usually undertaken by installing ‘cookies’. The use of cookies is heavily debated by policy makers in the US and Europe. Central to this discussion is whether users should provide informed consent prior to the installation of cookies. However, to provide informed consent, it is vital that website users understand the mechanisms of OBA and cookies. This study investigates whether the existing knowledge is sufficient, whether website users are concerned about their privacy, and how they cope with OBA, cookies and the requested informed consent. An online questionnaire (N = 2022) was fielded briefly after new European cookie regulations were enacted. The results confirmed that the knowledge is still insufficient to obtain good understanding of this new advertising technique. In addition, the results showed that groups of Internet users did not differ in terms of knowledge, although they did differ in terms of privacy concerns. A comparison of privacy-concerned groups showed that a dual approach is needed in communicating about OBA, not only to inform but also to reduce worries, especially in older and less-educated groups.  相似文献   

10.
This study aimed to explore both the direct and indirect relationships between depression, loneliness, low self-control, and Internet addiction in a sample of Turkish youth, based on a cognitive-behavioral model of generalized problematic Internet use. Data for the present study were collected from 648 undergraduate students with a mean age of 22.46 years (SD = 2.45). Participants completed scales for depression, loneliness, self-control and Internet addiction. Structural equation modeling was used to test the model in which depression and loneliness predicted Internet addiction through low self-control. The findings revealed that of the two factors, only loneliness was related to Internet addiction through low self-control. The results are discussed in terms of the cognitive-behavioral model of generalized problematic Internet use, and implications for practice are considered.  相似文献   

11.
ObjectiveThe purpose of this study was to assess associations between depression and problematic internet use (PIU) among female college students, and determine whether Internet use time moderates this relationship.MethodThis cross-sectional survey included 265 female college students from four U.S. universities. Students completed the Patient Health Questionnaire-9 (PHQ-9), the Problematic and Risky Internet Use Screening Scale (PRIUSS) and self-reported daily Internet use. Analyses included multivariate analysis of variance and Poisson regression.ResultsParticipants reported mean age of 20.2 years (SD = 1.7) and were 84.9% Caucasian. The mean PHQ-9 score was 5.4 (SD = 4.6); the mean PRIUSS score was 16.4 (SD = 11.1). Participants’ risk for PIU increased by 27% with each additional 30 min spent online using a computer (RR = 1.27, 95% CI: 1.14–1.42, p < .0001). Risk for PIU was significantly increased among those who met criteria for severe depression (RR = 8.16 95% CI: 4.27–15.6, p < .0001). The PHQ-9 items describing trouble concentrating, psychomotor dysregulation and suicidal ideation were most strongly associated with PIU risk.ConclusionsThe positive relationship between depression and PIU among female college students supports screening for both conditions, particularly among students reporting particular depression symptoms.  相似文献   

12.
This research investigated the influence of parent–adolescent communication quality, as perceived by the adolescents, on the relationship between adolescents’ Internet use and verbal aggression. Adolescents (N = 363, age range 10–16, MT1 = 12.84, SD = 1.93) were examined twice with a six-month delay. Controlling for social support in general terms, moderated regression analyses showed that Internet-related communication quality with parents determined whether Internet use is associated with an increase or a decrease in adolescents’ verbal aggression scores over time. A three way interaction indicated that high Internet-related communication quality with peers can have disadvantageous effects if the communication quality with parents is low. Implications on resources and risk factors related to the effects of Internet use are discussed.  相似文献   

13.
For online consumer reviews to serve as decision-making aids, users have to first trust the reviewer. However, unlike face-to-face communication, where trust develops overtime, consumers have to rely on personal profile information to establish confidence in the reviewer in online shopping context. These personal profile characteristics may serve as cues of source credibility. This study adopts a 2 (number of trusted members: small, large) × 2 (profile picture: without, with) × 2 (review valence: negative, positive) between-participants experiment to explore how two personal profile characteristics, reputation cue and profile picture, influence cognitive trust and affective trust towards the reviewer and perceived review credibility respectively and in a combinatory manner. The findings of the study showed that reputation cue and profile picture cue contributed differently to users’ affective trust and cognitive trust towards the reviewer. Reputation cue, generated by the system, was found to influence both affective and cognitive dimensions of trust, whereas the self-generated cue of profile picture affected only affective trust. Reputation cue had a direct influence on perceived review credibility, whereas the influence of profile picture on perceived review credibility was dependent upon review valence. The implications of these findings are discussed in the paper.  相似文献   

14.
There is growing evidence that social media addiction is an evolving problem, particularly among adolescents. However, the absence of an instrument measuring social media addiction hinders further development of the research field. The present study, therefore, aimed to test the reliability and validity of a short and easy to administer Social Media Disorder (SMD) Scale that contains a clear diagnostic cut-off point to distinguish between disordered (i.e. addicted) and high-engaging non-disordered social media users.Three online surveys were conducted among a total of 2198 Dutch adolescents aged 10 to 17. The 9-item scale showed solid structural validity, appropriate internal consistency, good convergent and criterion validity, sufficient test-retest reliability, and satisfactory sensitivity and specificity. In sum, this study generated evidence that the short 9-item scale is a psychometrically sound and valid instruments to measure SMD.  相似文献   

15.
During recent years, the practice of adding game design to non-game services has gained a relatively large amount of attention. Popular discussion connects gamification to increased user engagement, service profitability, goal commitment and the overall betterment of various behavioral outcomes. However, there is still an absence of a coherent and ample body of empirical evidence that would confirm such expectations. To this end, this paper reports the results of a 2 year (1 + 1 year – between-group) field experiment in gamifying a service by implementing a game mechanic called ‘badges’. During the experiment a pre-implementation group (N = 1410) was monitored for 1 year. After the implementation, the post-implementation (the gamified condition) group (N = 1579) was monitored for another full year. Results show that users in the gamified condition were significantly more likely to post trade proposals, carry out transactions, comment on proposals and generally use the service in a more active way.  相似文献   

16.
The loss of coral reef habitats has been witnessed at a global scale including in the Florida Keys and the Caribbean. In addition to field surveys that can be spatially limited, remote sensing can provide a synoptic view of the changes occurring on coral reef habitats. Here, we utilize an 18-year time series of Landsat 5/TM and 7/ETM+ images to assess changes in eight coral reef sites in the Florida Keys National Marine Sanctuary, namely Carysfort Reef, Grecian Rocks, Molasses Reef, Conch Reef, Sombrero Reef, Looe Key Reef, Western Sambo and Sand Key Reef. Twenty-eight Landsat images (1984–2002) were used, with imagery gathered every 2 years during spring, and every 6 years during fall. The image dataset was georectified, calibrated to remote sensing reflectance and corrected for atmospheric and water-column effects. A Mahalanobis distance classification was trained for four habitat classes (‘coral’, ‘sand’, ‘bare hardbottom’ and ‘covered hardbottom’) using in situ ground-truthing data collected in 2003–2004 and using the spectral statistics from a 2002 image. The red band was considered useful only for benthic habitats in depths less than 6 m. Overall mean coral habitat loss for all sites classified by Landsat was 61% (3.4%/year), from a percentage habitat cover of 19% (1984) down to 7.6% (2002). The classification results for the eight different sites were critically reviewed. A detailed pixel by pixel examination of the spatial patterns across time suggests that the results range from ecologically plausible to unreliable due to spatial inconsistencies and/or improbable ecological successions. In situ monitoring data acquired by the Coral Reef Evaluation and Monitoring Project (CREMP) for the eight reef sites between 1996 and 2002 showed a loss in coral cover of 52% (8.7%/year), whereas the Landsat-derived coral habitat areas decreased by 37% (6.2%/year). A direct trend comparison between the entire CREMP percent coral cover data set (1996–2004) and the entire Landsat-derived coral habitat areas showed no significant difference between the two time series (ANCOVA; F-test, p = 0.303, n = 32), despite the different scales of measurements.  相似文献   

17.
It is very important for financial institutions to develop credit rating systems to help them to decide whether to grant credit to consumers before issuing loans. In literature, statistical and machine learning techniques for credit rating have been extensively studied. Recent studies focusing on hybrid models by combining different machine learning techniques have shown promising results. However, there are various types of combination methods to develop hybrid models. It is unknown that which hybrid machine learning model can perform the best in credit rating. In this paper, four different types of hybrid models are compared by ‘Classification + Classification’, ‘Classification + Clustering’, ‘Clustering + Classification’, and ‘Clustering + Clustering’ techniques, respectively. A real world dataset from a bank in Taiwan is considered for the experiment. The experimental results show that the ‘Classification + Classification’ hybrid model based on the combination of logistic regression and neural networks can provide the highest prediction accuracy and maximize the profit.  相似文献   

18.
For the purpose of developing an event-related potential (ERP) method to study the differences in the capacity for pain empathy between urban Internet-addicted left-behind children and urban left-behind children with no such addiction, thirty participants (14 years of age) were selected from two middle schools in Chongqing, China to participate in the ERP experiment carried out over ten successive days in normal status. The study used the experimental paradigm of pain empathy experiment by Jackson, and 2 × 2 two-factor mixed experimental design. The results showed that for the N1 component (autonomic processing), the effect of pain was induced in both the Internet-addicted group and non-addicted group; this supports that the two groups of participants did not have differences during autonomic processing. The interaction between Internet addiction, non-addiction and pain was significant (for P2 and N2), i.e., the effect of pain was not significant in the Internet-addicted group but was significant in the non-addicted group. This finding supports that Internet addiction influenced the cognitive processing of empathy for pain in the urban left-behind children; P2 and N2 might reflect the cognitive processing and assessment of empathy for pain. During the last 550–850 ms, a larger LPC was induced in the two groups of participants for both pain and non-pain related images. This finding suggests that Internet addiction did not influence the processing since LPC reflected the reasonable judgment of participants, based on common sense, during the last experimental period. The final conclusion from the study was that Internet addiction influenced the capacity for pain empathy among urban left-behind children; in particular, it affected cognitive processing and assessment.  相似文献   

19.
Pupillary response is a valid indicator of mental workload and is being increasingly leveraged to identify lower cost moments for interruption, evaluate complex interfaces, and develop further understanding of psychological processes. Existing tools are not sufficient for analyzing this type of data, as it typically needs to be analyzed in relation to the corresponding task’s execution. To address this emerging need, we have developed a new interactive analysis tool, TAPRAV. The primary components of the tool include; (i) a visualization of pupillary response aligned to the corresponding model of task execution, useful for exploring relationships between these two data sources; (ii) an interactive overview + detail metaphor, enabling rapid inspection of details while maintaining global context; (iii) synchronized playback of the video of the user’s screen interaction, providing awareness of the state of the task; and (iv) interaction supporting discovery driven analysis. Results from a user study showed that users are able to efficiently interact with the tool to analyze relationships between pupillary response and task execution. The primary contribution of our tool is that it demonstrates an effective visualization and interaction design for rapidly exploring pupillary response in relation to models of task execution, thereby reducing the analysis effort.  相似文献   

20.
Building online trust and understanding its relationship to online customer purchase decision making is important to e-commerce companies. We decided to investigate the moderating role of uncertainty avoidance on the relationship between subjective norms and online trust (integrity, ability, and benevolence) as well as purchase intention on a model we had developed. We generated a questionnaire and first pilot tested it (n = 116), and then modified it before performing the main test of our model (n = 209). Specifically, trust (cognition and affect based) was adapted to better understand social and cultural factors in online customer behavior. Uncertainty avoidance was found to moderate the relationships between subjective norms and two dimensions of cognition-based trust, (integrity and ability). Benevolence, however, was not found to have any relationship to cultural values or purchase intention. Normative influence on ability belief about the website was significant only when the online consumer had a high sense of uncertainty avoidance. Theoretical and practical implications of these findings are discussed.  相似文献   

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