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Hygen BW, Wendelborg C, Solstad BE, Stenseng F, Øverland MB, Skalicka V. Gaming motivation and well-being among Norwegian adult gamers: the role of gender and disability. FRONTIERS IN MEDICAL TECHNOLOGY 2024; 6:1330926. [PMID: 38666068 PMCID: PMC11043479 DOI: 10.3389/fmedt.2024.1330926] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/31/2023] [Accepted: 03/27/2024] [Indexed: 04/28/2024] Open
Abstract
Introduction Digital gaming is a popular and often social activity, also among adults. However, we need more knowledge of the social dynamics of gaming and its potential benefits for one's well-being. The current study aimed to examine gaming motivation, time spent gaming, and gaming performed together with friends, family, or romantic partner and how these aspects relate to expanded social network and well-being among men and women with and without disability. Methods Regular players of the popular game Fortnite Battle Royale (FBR; N = 278, 48.5% women, Mage = 32.38) completed an online questionnaire assessing their motivations for playing FBR (social motivation, achievement motivation, novelty motivation), time spent gaming, whom they usually play with, their psychological well-being, and FBR's impact on their life and social network. Differentiated statistical analyses on gender and disability were performed. Results and discussion The results showed that time spent gaming and social motivation to play were associated with larger social networks for all participants (strongest for women). More time spent gaming FBR was also associated with a positive impact on life for those with a disability. Social motivation to play was positively associated with a positive impact on life for men and those without a disability and increased well-being for women. Novelty motivation, which concerns experiencing new features in the game, was associated with a positive impact on life for women and with a decrease in well-being for those with a disability. This study demonstrated that gaming can be an essential social arena associated with positive outcomes for men, women and disabled people, who-when socially motivated-may expand their social networks through gaming.
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Affiliation(s)
- Beate W. Hygen
- Department of Diversity and Inclusion, NTNU Social Research, Trondheim, Norway
- Department of Sport Science and Physical Education, University of Agder, Kristiansand, Norway
| | | | - Bård Erlend Solstad
- Department of Sport Science and Physical Education, University of Agder, Kristiansand, Norway
| | - Frode Stenseng
- Department of Education and Lifelong Learning, Norwegian University of Science and Technology, Trondheim, Norway
| | - Mari Bore Øverland
- Department of Diversity and Inclusion, NTNU Social Research, Trondheim, Norway
| | - Vera Skalicka
- Department of Psychology, Norwegian University of Science and Technology, Trondheim, Norway
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2
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Ajith SJ, Narayanan G, Sharma MK, Anand N, Vishwakarma A. Online gaming motives, family relationships, and personality among Indian youth. Ind Psychiatry J 2024; 33:81-87. [PMID: 38853819 PMCID: PMC11155648 DOI: 10.4103/ipj.ipj_123_23] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/01/2023] [Revised: 07/09/2023] [Accepted: 07/24/2023] [Indexed: 06/11/2024] Open
Abstract
Background Youth involvement in gaming has become an important concern for mental health professionals due to its significant impact on functionality and relationships. However, the gaming motives and associated family relationships and personality traits in the Indian context are poorly understood. Aim The study examined problematic online gaming, including Internet gaming disorder in connection to gaming motives and personality, especially as they impact family relationships among Indian youth. Materials and Methods The study consisted of 179 participants (86 males; 93 females) with the age range of 18-25 years who were involved in Internet gaming in the last 1 year. The subjects were recruited using an online survey. Tools used were brief and included the Gaming Usage Questionnaire, Internet Gaming Disorder Scale-Short-Form, Motivation for Online Gaming Questionnaire UCLA Loneliness Scale, Sheehan Disability Scale, Brief Family Relationships Questionnaire, and MINI International Personality Item Pool. Results The mean age of the participants was 21.99 ± 2.202 years. A stepwise multivariate regression analysis indicated that escape and competition motives, low cohesion in family relationships, low level of conscientiousness, and low level of intellect/imagination contributed to problematic gaming behaviors. Conclusions The study established a relationship between gaming motives and both internal and external factors associated with problematic online gaming. Generalizing the findings across a larger youth population would help in developing informed preventive measures to reduce the risk of developing a gaming disorder.
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Affiliation(s)
- SJ Ajith
- Department of Clinical Psychology, National Institute of Mental Health and Neuro Sciences, Bengaluru, Karnataka, India
| | - Gitanjali Narayanan
- Department of Clinical Psychology, National Institute of Mental Health and Neuro Sciences, Bengaluru, Karnataka, India
| | - Manoj Kumar Sharma
- Department of Clinical Psychology, National Institute of Mental Health and Neuro Sciences, Bengaluru, Karnataka, India
| | - Nitin Anand
- Department of Clinical Psychology, National Institute of Mental Health and Neuro Sciences, Bengaluru, Karnataka, India
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Shan D, Dai Z, Ge F, Zhang Y, Zheng Y, Gao X, Han J. The Mediating Role of Positive Attitudes on the Relationship Between Esports Gaming Hours and Psychological Well-Being During the COVID-19 Pandemic. Cureus 2023; 15:e36334. [PMID: 37077609 PMCID: PMC10109217 DOI: 10.7759/cureus.36334] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 03/18/2023] [Indexed: 03/19/2023] Open
Abstract
Electronic sports game (esports) gaming has seen a surge in popularity, especially during the coronavirus disease 2019 (COVID-19) pandemic, with more young people turning to it as an alternative to physical activities. However, the impact of esports gaming on mental health is a matter of concern. Previous studies have produced inconsistent findings on the relationship between gaming hours and mental health, and the moderating factors involved remain unexplored. This study aimed to investigate the moderating effect of participants' subjective attitudes toward esports gaming on the relationship between daily gaming hours and psychological well-being (PWB) among Chinese young adults during the COVID-19 lockdown. A nationwide online survey was conducted on 550 Chinese young adults using the Credamo platform. Ryff's Psychological Well-Being Scales (42-Item version) were used to assess PWB levels. The analysis included 453 participants. Gaming hours were negatively correlated with PWB scores. However, when considering the moderating effect of subjective attitudes, the association between gaming hours and PWB scores was largely positive. Our study suggests that subjective attitudes toward esports gaming outweigh gaming hours in promoting personal psychological well-being. We propose practical recommendations for healthy esports participation patterns that prioritize positive attitudes, especially in similar future scenarios like COVID-19. Our findings may inform future psychological intervention and research in the esports domain.
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Singh P, Singh R, Sharma MK, Arya S. E-sports: What mental health professionals from low & middle-income countries must know. Trop Doct 2023; 53:9-12. [PMID: 36168287 DOI: 10.1177/00494755221122493] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
'E-sports' refers to organized videogames. As the number of online gamers and interest in esports continue to rise in low and middle-income countries, mental health professionals need to be aware of their possible psychological and clinical implications. Only a small fraction of esports players present with gaming addiction, but a relatively larger proportion with subtle impairment impacting domains such as self-esteem, performance-related issues, family conflict, sleep-related issues or physical health. An adequate knowledge of esports, its concept, origins, genre and current status should equip mental health professionals in developing a good rapport with these young clients and correctly evaluate them. This review provides an overview of esports and how it pertains to mental health professionals.
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Affiliation(s)
- Priya Singh
- Assistant Professor, Faculty of Behavioral Sciences, 389839Shree Guru Gobind Singh Tricentenary University, Budhera, Gurugram, India
| | - Rajbir Singh
- Professor and Dean, Faculty of Behavioral Sciences, 389839Shree Guru Gobind Singh Tricentenary University, Budhera, Gurugram, India
| | - Manoj Kumar Sharma
- Professor, Department of Clinical Psychology, 29148National Institute of Mental Health and Neuroscience, Bangalore, India
| | - Sidharth Arya
- Assistant Professor, State Drug Dependence Treatment Centre, Institute of Mental Health, Pt BDS University of Health Sciences, Rohtak, India
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Costes JM, Bonnaire C. Spending Money in Free-to-Play Games: Sociodemographic Characteristics, Motives, Impulsivity and Internet Gaming Disorder Specificities. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:15709. [PMID: 36497782 PMCID: PMC9737990 DOI: 10.3390/ijerph192315709] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/04/2022] [Revised: 11/22/2022] [Accepted: 11/24/2022] [Indexed: 06/17/2023]
Abstract
Free-to-Play games (F2P) have spread widely all over the world in recent years. The current economic model for these games is based on microtransactions, where gamers can purchase additional items or services inside the game. The aim of the present study was (1) to describe the profiles and gaming patterns of F2P gamers, and (2) to compare F2P gamers who spend money and those who do not, in terms of sociodemographic characteristics, gaming experience, motivations, impulsivity, and risk of Internet gaming disorder (IGD), in a representative sample of 5062 French online gamers. Among the total sample, 68.6% were past-year F2P gamers. Among the F2P gamers, 26.1% had spent money in the game. Spending in the game was strongly associated with IGD (6.9% of F2P gamers were disordered gamers). Flow (gaming experience) and escape (motivation) were strongly associated with spending in the game and IGD. Negative urgency (impulsivity) was positively associated with spending in the game while positive urgency was positively associated with IGD. Given the strong association between spending in the game and IGD, these results highlight the importance of prevention and regulation in the field.
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Affiliation(s)
- Jean-Michel Costes
- Research Chair on Gambling, Concordia University, 2070 Mackay Street, 3rd Floor, Montreal, QC H3G 2J1, Canada
| | - Céline Bonnaire
- Laboratoire de Psychopathologie et Processus de Santé, Université Paris Cité, F-92100 Boulogne-Billancourt, France
- “Consultation Jeunes Consommateurs”, Centre Pierre Nicole, Croix-Rouge Française, F-75005 Paris, France
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Pavlopoulou G, Usher C, Pearson A. 'I can actually do it without any help or someone watching over me all the time and giving me constant instruction': Autistic adolescent boys' perspectives on engagement in online video gaming. BRITISH JOURNAL OF DEVELOPMENTAL PSYCHOLOGY 2022; 40:557-571. [PMID: 35633283 DOI: 10.1111/bjdp.12424] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/30/2021] [Accepted: 05/06/2022] [Indexed: 11/02/2022]
Abstract
Research into autistic adolescents' engagement in online gaming has so far focused on time spent gaming, or characterizing problematic gaming behaviour and has relied mostly on caregiver report. In the current study, we interviewed 12 autistic adolescent boys, asking about their perspectives on their engagement in online gaming, and their motivations. We analysed the interview data using thematic analysis and identified three key themes in the data, which focused on agency and a sense of belonging, emotion regulation, and acknowledgement of the differing perceptions that the young people and their caregivers had of gaming. Our findings show the need to include the viewpoints of autistic young people in research about their interests and well-being, and provide insights that can help caregivers and professionals to support autistic young people in flourishing.
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Affiliation(s)
- Georgia Pavlopoulou
- Group for Research in Relationships and NeuroDiversity-GRRAND, Department of Psychology and Human Development, Institute of Education, University College London, London, UK.,Anna Freud National Centre for Children and Families, London, UK
| | - Claire Usher
- Group for Research in Relationships and NeuroDiversity-GRRAND, Department of Psychology and Human Development, Institute of Education, University College London, London, UK
| | - Amy Pearson
- School of Psychology, Faculty of Health and Wellbeing, University of Sunderland, Sunderland, UK
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Zsila Á, Shabahang R, Aruguete MS, Orosz G. Toxic behaviors in online multiplayer games: Prevalence, perception, risk factors of victimization, and psychological consequences. Aggress Behav 2022; 48:356-364. [PMID: 35112713 DOI: 10.1002/ab.22023] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/29/2021] [Revised: 01/20/2022] [Accepted: 01/24/2022] [Indexed: 12/25/2022]
Abstract
The rapid proliferation of online multiplayer games has opened a new avenue for aggressive behaviors such as hostile communication, sabotaging, and griefing. The present investigation explores the prevalence, perception, risk factors, and consequences of victimization in toxic behaviors. A total of 2097 Hungarian gamers (88.5% male, Mage = 26.2 years, SD = 6.8) completed an online questionnaire. Most (66%) were victims of such incidents in the past year, and gamers considered the problem of toxic behaviors as severe. Younger gamers who spent more time playing competitive videogames (especially multiplayer online battle arena and shooter games) were more likely to experience toxic behaviors from others. Repeatedly victimized gamers reported more symptoms of depression and problematic videogame use, while victim/perpetrators expressed higher anxiety and anger rumination. These results highlight the importance of cultivating prosocial group norms in gamers to improve safety of online multiplayer environments.
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Affiliation(s)
- Ágnes Zsila
- Department of Personality and Clinical Psychology, Institute of Psychology Pázmány Péter Catholic University Budapest Hungary
| | - Reza Shabahang
- Department of Psychology University of Tehran Tehran Iran
| | - Mara S. Aruguete
- Department of Social and Behavioral Sciences Lincoln University Jefferson City Missouri USA
| | - Gábor Orosz
- Unité de Recherche Pluridisciplinaire Sport Santé Société, Laboratoire Sherpas Université d'Artois Liévin France
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T’ng ST, Ho KH, Pau K. Need Frustration, Gaming Motives, and Internet Gaming Disorder in Mobile Multiplayer Online Battle Arena (MOBA) Games: Through the Lens of Self-Determination Theory. Int J Ment Health Addict 2022; 21:1-21. [PMID: 35497075 PMCID: PMC9037055 DOI: 10.1007/s11469-022-00825-x] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 04/07/2022] [Indexed: 12/28/2022] Open
Abstract
Playing mobile MOBA games has become a popular leisure activity among Malaysian youth. However, MOBA games are highly addictive and have negative impacts on adult development. Inadequate local studies investigated the risk factors of excessive MOBA gameplay. The present study examined the (1) predictive role of need frustration on Internet gaming disorder (IGD) and (2) mediating effect of gaming motives. A total of 398 mobile MOBA gamers aged 18 to 29 participated in this cross-sectional online survey study. The findings showed that need frustration positively predicted IGD. Social, escape, competition, coping, and skill motives were significant mediators for the association between need frustration and IGD. However, fantasy and recreation motives were not significant mediators. MOBA players who were frustrated while fulfilling their basic needs may succumb to uncontrollable gaming behavior. Therefore, future prevention and intervention programs should cultivate positive mental strength for youth while meeting their basic needs.
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Affiliation(s)
- Soo Ting T’ng
- Department of Psychology and Counselling, Faculty of Arts and Social Science (FAS), Universiti Tunku Abdul Rahman (UTAR), Jalan Universiti, Bandar Barat, 31900 Kampar, Perak Malaysia
| | - Khee Hoong Ho
- Department of Psychology and Counselling, Faculty of Arts and Social Science (FAS), Universiti Tunku Abdul Rahman (UTAR), Jalan Universiti, Bandar Barat, 31900 Kampar, Perak Malaysia
| | - Kee Pau
- Department of Psychology and Counselling, Faculty of Human Development, Universiti Pendidikan Sultan Idris, 35900 Tanjung Malim, Perak Malaysia
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Tiphaine DR, Céline B. Impact de la pandémie liée au COVID-19 sur la pratique des jeux vidéo selon la personnalité et le type de passion dans une population adulte. PSYCHOLOGIE FRANCAISE 2022. [PMCID: PMC9046064 DOI: 10.1016/j.psfr.2022.04.002] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/04/2022]
Abstract
Introduction La pandémie liée au COVID-19 a modifié les habitudes quotidiennes de la population. Dans ce contexte, certaines activités ont été favorisées, parfois même encouragées, telles que l’usage des jeux vidéo (JV). Objectif L’objectif de cette étude était d’investiguer l’impact de la pandémie sur la pratique des JV en tenant compte du type de passion et de la personnalité. Méthode Une méthodologie mixte a été utilisée. En sus de la quantité de pratique des JV, le Big Five Inventory a permis d’évaluer la personnalité et l’Echelle de passion de distinguer le type de passion selon le modèle dualiste. Un entretien semi-directif permettait d’évaluer l’impact des confinements sur la pratique ludique et le ressenti du joueur durant cette période. Parmi les 137 joueurs de JV (âge moyen de 30,26 ans) ayant rempli les auto-questionnaires, 10 ont participé à l’entretien semi-directif. Résultats Quel que soit le type de passion, le temps de pratique des JV a augmenté durant les confinements (en fréquence et en temps). Une relation négative a été retrouvée entre l’Ouverture et le temps de pratique des JV la semaine avant et durant la pandémie, ainsi qu’avec la passion obsessive. Les données qualitatives ont montré que le JV est apparu comme une activité occupationnelle, source de plaisir, d’évasion par rapport émotions négatives liées à la crise sanitaire, et de soutien social. Conclusion L’usage des JV a été évoqué par les participants comme une stratégie efficace pour faire face aux difficultés engendrées par la pandémie de COVID-19.
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10
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Wang L, Li J, Chen Y, Chai X, Zhang Y, Wang Z, Tan H, Gao X. Gaming Motivation and Negative Psychosocial Outcomes in Male Adolescents: An Individual-Centered 1-Year Longitudinal Study. Front Psychol 2021; 12:743273. [PMID: 34925145 PMCID: PMC8671754 DOI: 10.3389/fpsyg.2021.743273] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/18/2021] [Accepted: 10/20/2021] [Indexed: 12/03/2022] Open
Abstract
“Gaming motivation” is a useful concept to draw upon when considering inconsistencies in the effects of online gaming on psychosocial wellbeing. However, most prior studies that utilize it are cross-sectional and do not allow that individuals can be driven by multiple motives. The present study uses an individual-centered method to classify gaming motivation styles of male adolescents and longitudinally observes the relationship between gaming motivations and psychosocial outcomes. A total of 929 healthy, male, adolescent gamers were recruited in October 2019 and classified into “recreational” “achiever,” and “escaper” categories according to their baseline gaming motivations and self-esteem levels. Then, 1-year incidence rates of players and relative risks (RRs) of social withdrawal problems, anxiety/depression syndrome, and self-destructive/identity problems were assessed. Recreational players were found to have the lowest incidence of all the three psychosocial problems among the three categories, achievers only had a moderate risk of social withdrawal, compared to recreational players, while escapers showed a strong risk for social withdrawal, anxiety/depression, and self-destructive/identity problems, relative to recreational gamers. Overall, the different motivation subgroups were associated with different psychosocial problems. Both achievers and escapers were found to be maladaptive, but their psychosocial outcomes were different, a finding that provides further insight into the psychological mechanisms underlying these subgroups.
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Affiliation(s)
- Ling Wang
- Faculty of Psychology, Southwest University, Chongqing, China.,Key Laboratory of Cognition and Personality, Ministry of Education, Southwest University, Chongqing, China.,Chongqing Youth Vocational & Technical College, Chongqing, China
| | - Jialan Li
- Chongqing Lixin Vocational Education Center, Chongqing, China
| | - Yuzhou Chen
- Faculty of Psychology, Southwest University, Chongqing, China.,Key Laboratory of Cognition and Personality, Ministry of Education, Southwest University, Chongqing, China
| | - Xuemei Chai
- Faculty of Psychology, Southwest University, Chongqing, China.,Key Laboratory of Cognition and Personality, Ministry of Education, Southwest University, Chongqing, China
| | - Yuman Zhang
- Faculty of Psychology, Southwest University, Chongqing, China.,Key Laboratory of Cognition and Personality, Ministry of Education, Southwest University, Chongqing, China
| | - Zihan Wang
- Faculty of Psychology, Southwest University, Chongqing, China.,Key Laboratory of Cognition and Personality, Ministry of Education, Southwest University, Chongqing, China
| | - Hong Tan
- Chongqing Youth Vocational & Technical College, Chongqing, China
| | - Xumei Gao
- Faculty of Psychology, Southwest University, Chongqing, China.,Key Laboratory of Cognition and Personality, Ministry of Education, Southwest University, Chongqing, China
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Purwaningsih E, Nurmala I. The Impact of Online Game Addiction on Adolescent Mental Health: A Systematic Review and Meta-analysis. Open Access Maced J Med Sci 2021. [DOI: 10.3889/oamjms.2021.6234] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/17/2022] Open
Abstract
Abstract:
Introduction: The World Health Organization (WHO) in 2019 determined that Internet Gaming Disorders (IGD) were included as mental health disorders. Among adolescents, excessive online gaming has become a lifestyle and is associated with psychological symptoms (psychopathological symptoms and life satisfaction), social health (social interactions) and physical health (general health and body mass index). The IGD has now become a problem all over the world.
AIM: This study aims to analyze the impact of online game addiction on adolescents using the Preferred Reporting Items for Systematic Reviews (PRISMA) approach.
MATERIALS AND METHODS: Subjects were searched extensively from the Pubmed, Sage, Science Direct, and Scopus databases. The search used the keywords "online game addiction", "mental health", and "youth". The inclusive criteria for the included literature in this study were as follow; the literature had to be sourced from journal article, written in English, available in full text, the published between 2011-2021, and the age of the adolescent subject should be 13-18 years. We identified 81 articles of which 20 were deemed relevant for this systematic review.
RESULTS: This review study shows that problematic online gaming behavior has a strong negative correlation with various subjective health outcomes.
CONCLUSION: Early relevant prevention for adolescents from the IGD is the appropriate use of internet/ gadgets as the only option to avoid or to reduce the symptoms of internet addiction and online games.
Keywords :
Online game addiction; Mental health; Adolescents; Good Health and Wellbeing
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12
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Hartanto A, Lua VY, Quek FY, Yong JC, Ng MH. A critical review on the moderating role of contextual factors in the associations between video gaming and well-being. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2021. [DOI: 10.1016/j.chbr.2021.100135] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022] Open
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13
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The Mediating Role of Gaming Disorder in the Effect of Narcissism on Happiness in Children. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18137137. [PMID: 34281071 PMCID: PMC8297087 DOI: 10.3390/ijerph18137137] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 06/22/2021] [Revised: 06/29/2021] [Accepted: 07/01/2021] [Indexed: 02/07/2023]
Abstract
We aimed to determine the relationship between gaming disorder, narcissism, and happiness levels of children between the ages of 9 and 15. This study was based on the compensation theory. The sample consists of 461 boys who continue their education in public schools in Istanbul. In the study, a mixed research design, which nests qualitative data into quantitative, was used. In addition to the scales and sociodemographic form, the Draw-a-Person test was also used to better understand children’s inner world. According to the findings, there is a significant relationship between gaming disorder and narcissism and happiness levels in children. Accordingly, as narcissism increases in children, the gaming disorder level increases, and happiness decreases. We also found a mediation effect in the impact of narcissism on happiness through gaming disorder. According to the results, we think that the problem is not caused by the individual but by society. For a solution, we recommend making more macro-level social work interventions within the framework of system theory instead of the current medical model in combating gaming disorder.
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Raith L, Bignill J, Stavropoulos V, Millear P, Allen A, Stallman HM, Mason J, De Regt T, Wood A, Kannis-Dymand L. Massively Multiplayer Online Games and Well-Being: A Systematic Literature Review. Front Psychol 2021; 12:698799. [PMID: 34276523 PMCID: PMC8277937 DOI: 10.3389/fpsyg.2021.698799] [Citation(s) in RCA: 16] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/22/2021] [Accepted: 05/25/2021] [Indexed: 12/15/2022] Open
Abstract
Background: Massively multiplayer online games (MMOs) evolve online, whilst engaging large numbers of participants who play concurrently. Their online socialization component is a primary reason for their high popularity. Interestingly, the adverse effects of MMOs have attracted significant attention compared to their potential benefits. Methods: To address this deficit, employing PRISMA guidelines, this systematic review aimed to summarize empirical evidence regarding a range of interpersonal and intrapersonal MMO well-being outcomes for those older than 13. Results: Three databases identified 18 relevant English language studies, 13 quantitative, 4 qualitative and 1 mixed method published between January 2012 and August 2020. A narrative synthesis methodology was employed, whilst validated tools appraised risk of bias and study quality. Conclusions: A significant positive relationship between playing MMOs and social well-being was concluded, irrespective of one's age and/or their casual or immersed gaming patterns. This finding should be considered in the light of the limited: (a) game platforms investigated; (b) well-being constructs identified; and (c) research quality (i.e., modest). Nonetheless, conclusions are of relevance for game developers and health professionals, who should be cognizant of the significant MMOs-well-being association(s). Future research should focus on broadening the well-being constructs investigated, whilst enhancing the applied methodologies.
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Affiliation(s)
- Lisa Raith
- School of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, Australia
| | - Julie Bignill
- School of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, Australia
| | - Vasileios Stavropoulos
- Institute of Health and Sports, Victoria University, Melbourne, VIC, Australia.,School of Psychology, National and Kapodistrian University of Athens, Athens, Greece
| | - Prudence Millear
- School of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, Australia
| | - Andrew Allen
- School of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, Australia
| | - Helen M Stallman
- Thompson Institute, University of the Sunshine Coast, Maroochydore, QLD, Australia
| | - Jonathan Mason
- School of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, Australia
| | - Tamara De Regt
- School of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, Australia
| | - Andrew Wood
- School of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, Australia
| | - Lee Kannis-Dymand
- School of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, Australia
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15
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Yang CC, Holden SM, Ariati J. Social Media and Psychological Well-Being Among Youth: The Multidimensional Model of Social Media Use. Clin Child Fam Psychol Rev 2021; 24:631-650. [PMID: 34169391 DOI: 10.1007/s10567-021-00359-z] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 05/30/2021] [Indexed: 12/13/2022]
Abstract
Social media use is almost ubiquitous among adolescents and emerging adults. Although much has been studied about the psychological implications of social media use, there is currently no integrative model in which multiple dimensions of social media are considered. The goal of this theoretical article is to introduce the Multidimensional Model of Social Media Use (MMSMU), which aims to provide a useful framework for researchers and practitioners to study and understand young people's social media use in relation to their psychological well-being. The model attends to three major dimensions: activities performed on social media, motives for social media use, and communication partners connected through social media. We present empirical evidence showing whether each dimension is associated with better or poorer well-being and identify or propose mechanisms explaining the associations. Before concluding the article, we discuss clinical implications and possible ways to further expand the proposed model.
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Affiliation(s)
- Chia-Chen Yang
- School of Educational Foundations, Leadership and Aviation, Oklahoma State University, Stillwater, USA.
| | - Sean M Holden
- Office of Institutional Research, University of Memphis, Memphis, USA
| | - Jati Ariati
- School of Educational Foundations, Leadership and Aviation, Oklahoma State University, Stillwater, USA
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16
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Dennis MJ. Towards a Theory of Digital Well-Being: Reimagining Online Life After Lockdown. SCIENCE AND ENGINEERING ETHICS 2021; 27:32. [PMID: 34013496 PMCID: PMC8132735 DOI: 10.1007/s11948-021-00307-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/23/2020] [Accepted: 04/24/2021] [Indexed: 06/12/2023]
Abstract
Global lockdowns during the COVID-19 pandemic have offered many people first-hand experience of how their daily online activities threaten their digital well-being. This article begins by critically evaluating the current approaches to digital well-being offered by ethicists of technology, NGOs, and social media corporations. My aim is to explain why digital well-being needs to be reimagined within a new conceptual paradigm. After this, I lay the foundations for such an alternative approach, one that shows how current digital well-being initiatives can be designed in more insightful ways. This new conceptual framework aims to transform how philosophers of technology think about this topic, as well as offering social media corporations practical ways to design their technologies in ways that will improve the digital well-being of users.
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Affiliation(s)
- Matthew J Dennis
- Philosophy & Ethics Capacity Group, Eindhoven University of Technology, Eindhoven, The Netherlands.
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17
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Dennis MJ. Digital well-being under pandemic conditions: catalysing a theory of online flourishing. ETHICS AND INFORMATION TECHNOLOGY 2021; 23:435-445. [PMID: 33679213 PMCID: PMC7919629 DOI: 10.1007/s10676-021-09584-0] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Accepted: 02/17/2021] [Indexed: 06/12/2023]
Abstract
The COVID-19 pandemic has catalysed what may soon become a permanent digital transition in the domains of work, education, medicine, and leisure. This transition has also precipitated a spike in concern regarding our digital well-being. Prominent lobbying groups, such as the Center for Humane Technology (CHT), have responded to this concern. In April 2020, the CHT has offered a set of 'Digital Well-Being Guidelines during the COVID-19 Pandemic.' These guidelines offer a rule-based approach to digital well-being, one which aims to mitigate the effects of moving much of our lives online. The CHT's guidelines follow much recent interest in digital well-being in the last decade. Ethicists of technology have recently argued that character-based strategies and redesigning of online architecture have the potential to promote the digital well-being of online technology users. In this article, I evaluate (1) the CHT's rule-based approach, comparing it with (2) character-based strategies and (3) approaches to redesigning online architecture. I argue that all these approaches have some merit, but that each needs to contribute to an integrated approach to digital well-being in order to surmount the challenges of a post-COVID world in which we may well spend much of our lives online.
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18
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Ghosh L, Saha S, Konar A. Bi-directional Long Short-Term Memory model to analyze psychological effects on gamers. Appl Soft Comput 2020. [DOI: 10.1016/j.asoc.2020.106573] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
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19
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Palanichamy T, Sharma MK, Sahu M, Kanchana DM. Influence of Esports on stress: A systematic review. Ind Psychiatry J 2020; 29:191-199. [PMID: 34158701 PMCID: PMC8188925 DOI: 10.4103/ipj.ipj_195_20] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/05/2020] [Revised: 01/19/2021] [Accepted: 02/05/2021] [Indexed: 11/17/2022] Open
Abstract
Esports is an electronic sport known as competitive video gaming, which has seen tremendous growth over the past few years. Unlike traditional sports such as hockey, baseball, and soccer, Esports is an interconnection of multiple platforms, computing, gaming, and media into a sport event. A systematic review was conducted to collate and review all the research studies concerning Esports from a health perspective and analyze various physical and psychological distress regarding Esports. Relevant published papers were identified through the electronic databases Google Scholar, PubMed, and Research Gate. As a result of the systematic research review, seven articles were identified that investigated three major domains (i) Esports and physical issues, (ii) Esports and psychological distress, and (iii) Esports and addiction. The result indicated that Esports excessive play and its competitive nature lead to physical and psychological problems. Physical issues include eye fatigue, blurry vision, low back pain, tension headache, wrist pain, hand pain, and poor posture while gaming. Psychological issues include depression, anxiety, apathy, uncooperative attitude, tense, sleep disturbances, mental distress, aggressive affect and behaviors, distress in social life, and emotional disturbances. The studies also found that long hours of online gaming was associated with the presence of depression, social phobia, obsession-compulsion, interpersonal sensitivity, hostility, phobic anxiety, paranoid ideation, psychoticism attention-deficit hyperactivity disorder, and gaming addiction. This review draws insight into the problematic side of Esports and suggested that future studies must focus on the interventions to deal with the negative impact of Esports.
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Affiliation(s)
- Thamilselvan Palanichamy
- Assistant Professor, Department of Psychology, PSG College of Arts and Sciences, Coimbatore, Tamil Nadu, India
| | - Manoj Kumar Sharma
- Professor, Department of Clinical Psychology, Service for Healthy Use of Technology Clinic, NIMHANS, Bengaluru, Karnataka, India
| | - Maya Sahu
- Department of Nursing, NIMHANS, Bengaluru, Karnataka, India
| | - D M Kanchana
- Consultant Psychologist, KPS Institute of Mental Health and Psychological Sciences, Coimbatore, Tamil Nadu, India
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20
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Montag C, Schivinski B, Sariyska R, Kannen C, Demetrovics Z, Pontes HM. Psychopathological Symptoms and Gaming Motives in Disordered Gaming-A Psychometric Comparison between the WHO and APA Diagnostic Frameworks. J Clin Med 2019; 8:E1691. [PMID: 31618950 PMCID: PMC6832511 DOI: 10.3390/jcm8101691] [Citation(s) in RCA: 76] [Impact Index Per Article: 15.2] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/05/2019] [Revised: 10/08/2019] [Accepted: 10/10/2019] [Indexed: 02/07/2023] Open
Abstract
BACKGROUND 'Gaming Disorder' (GD) has received increased medical attention and official recognition from both the American Psychiatric Association (APA) and the World Health Organization (WHO). Although these two medical organizations have independently developed promising clinical diagnostic frameworks to assess disordered gaming, little is known about how these frameworks compare at different psychometric levels in terms of producing consistent outcomes in the assessment of GD. METHODS A sample of 1429 German gamers (Meanage = 29.74 years; SD = 12.37 years) completed an online survey including measures on different psychopathological symptoms (depression, loneliness and attention problems), gaming motives and disordered gaming according to the WHO and APA frameworks. RESULTS The findings suggest the existence of minor discrepancies in the estimation of prevalence rates of GD according among the two frameworks. Nevertheless, both diagnostic frameworks are fairly consistent in the psychometric prediction of GD in relation to gaming motives and psychopathological symptoms. The findings underscore the role of key gaming motives as risk factors and protective factors across both diagnostic frameworks. Finally, the study provides support for the WHO diagnostic framework for GD and its measurement with the German Gaming Disorder Test (GDT). The findings and their implications are further discussed in terms of clinical relevance.
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Affiliation(s)
- Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, 89081 Ulm, Germany.
| | - Bruno Schivinski
- School of Media and Communication, RMIT University, VIC 3000 Melbourne, Australia.
- The International Cyberpsychology and Addictions Research Laboratory (iCARL), University of Tasmania, TAS 7005 Launceston, Australia.
| | - Rayna Sariyska
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, 89081 Ulm, Germany.
| | | | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, 1064 Budapest, Hungary.
| | - Halley M Pontes
- The International Cyberpsychology and Addictions Research Laboratory (iCARL), University of Tasmania, TAS 7005 Launceston, Australia.
- Division of Psychology, School of Medicine, University of Tasmania, TAS 7005 Launceston, Australia.
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