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Zhu M, Yasseri T, Kertész J. Individual differences in knowledge network navigation. Sci Rep 2024; 14:8331. [PMID: 38594309 DOI: 10.1038/s41598-024-58305-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/04/2023] [Accepted: 03/27/2024] [Indexed: 04/11/2024] Open
Abstract
With the rapid accumulation of online information, efficient web navigation has grown vital yet challenging. To create an easily navigable cyberspace catering to diverse demographics, understanding how people navigate differently is paramount. While previous research has unveiled individual differences in spatial navigation, such differences in knowledge space navigation remain sparse. To bridge this gap, we conducted an online experiment where participants played a navigation game on Wikipedia and completed personal information questionnaires. Our analysis shows that age negatively affects knowledge space navigation performance, while multilingualism enhances it. Under time pressure, participants' performance improves across trials and males outperform females, an effect not observed in games without time pressure. In our experiment, successful route-finding is usually not related to abilities of innovative exploration of routes. Our results underline the importance of age, multilingualism and time constraint in the knowledge space navigation.
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Affiliation(s)
- Manran Zhu
- Department of Network and Data Science, Central European University, 1100, Vienna, Austria.
- Center for Collective Learning, CIAS, Corvinus University of Budapest, Budapest, 1093, Hungary.
| | - Taha Yasseri
- School of Sociology, University College Dublin, Dublin 4, D04 V1W8, Ireland
- Geary Institute for Public Policy, University College Dublin, Dublin 4, D04 V1W8, Ireland
| | - János Kertész
- Department of Network and Data Science, Central European University, 1100, Vienna, Austria
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J. Gurjar Y, Nikita S, Himalay J, Margi J, Rajveersinh J, Abhishek J, Harsh H, Jaydip J. The Prevalence of Internet Gaming Disorder and its Associated Factors Among College Students in Saurashtra Region, Gujarat, India. Addict Health 2024; 16:11-16. [PMID: 38651028 PMCID: PMC11032614 DOI: 10.34172/ahj.2024.1451] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 03/04/2023] [Accepted: 04/24/2023] [Indexed: 04/25/2024]
Abstract
Background Internet gaming has become popular in the last few decades; however, very few studies have been conducted on internet gaming in India. This study aimed to investigate internet gaming disorder (IGD), its prevalence, gaming behavior, and effects as well as multiple factors associated with its emergence among college students. Methods This cross-sectional study involved a group of 150 college students. Data were collected using a semi-structured questionnaire containing the Internet Gaming Disorder Scale-Short Form (IGDS9-SF). Statistical analysis was done using Jamovi software. Findings A total of 150 college student gamers were involved with a mean age of 18.69±0.10 years. The mean IGD score was 18.74 with a standard deviation of 0.53, while the median score was 18. The prevalence of IGD was 5.3% among the participants. The IGD prevalence was higher in male students and those whose mothers had a high school diploma or higher. Gamers who spent more than2 hours a day on games had significantly higher IGD scores (P<0.05). A significant association was also found between tingling/numbness in the hand while playing and physical pain with IGD (P<0.05). Conclusion Spending more time playing online games was significantly associated with a higher risk of IGD. One negative consequence of IGD is the development of physical health issues. It is important to raise awareness about the physical health consequences of excessive gaming among students, parents, institutions, and concerned authorities.
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Affiliation(s)
- Yamini J. Gurjar
- Department of Community medicine, Shantbaa medical College & general Hospital, Amreli, India
| | - Savani Nikita
- Department of Community medicine, Swaminarayan Institue of medical Sciences and Research, kalol, Gandhinagar, India
| | - Joshi Himalay
- Shantbaa medical College & general Hospital, Amreli, India
| | - Jani Margi
- Shantbaa medical College & general Hospital, Amreli, India
| | | | - Jani Abhishek
- Shantbaa medical College & general Hospital, Amreli, India
| | - Hirpara Harsh
- Shantbaa medical College & general Hospital, Amreli, India
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Yeh CW, Chen TY. The role of online game usage in the relationship between initial daily negative moods and subsequent positive moods: The moderating role of hedonistic motivation. Curr Psychol 2023:1-13. [PMID: 37359669 PMCID: PMC10233532 DOI: 10.1007/s12144-023-04789-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 05/18/2023] [Indexed: 06/28/2023]
Abstract
This study explores the relationship between initial daily negative mood, online game usage and subsequent positive mood; and examine the moderating roles of hedonistic motivation on the perspective of mood regulation theory. To gather data over five consecutive workdays, this study used the experience sampling method. We then obtained 800 valid daily data from 160 participants. The results of multilevel path analysis show that: (i) initial daily negative mood increases the usage of online games and further enhances subsequent positive mood; (ii) students with higher hedonic motivation will show a stronger positive correlation between initial daily negative mood and online game usage; (iii) students with higher hedonic motivation will show a stronger positive correlation between online game usage and subsequent positive mood. Theoretical and practical implications are also investigated in this study.
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Affiliation(s)
- Ching-Wen Yeh
- Department of Digital Culture Creation and Multimedia, China University of Science and Technology, No. 245, Academia Road, Section 3, Nankang, Taipei City, Taiwan
| | - Tser-Yieth Chen
- Graduate Institute of International Business, National Taipei University, No. 151, University Road, Sanhsia District, 23745 New Taipei City, Taiwan Republic of China
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Erdogan O. The mediator's role of communication skills in the effect of social skills on digital game addiction. Acta Psychol (Amst) 2023; 237:103948. [PMID: 37267879 DOI: 10.1016/j.actpsy.2023.103948] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/12/2022] [Revised: 05/19/2023] [Accepted: 05/20/2023] [Indexed: 06/04/2023] Open
Abstract
This study aimed to investigate the mediating role of communication skills, which has a decisive role in people's healthy interaction with others, between social skills that enable the construction of social networks and digital game addiction. The study was conducted as a relational survey quantitative research model. A total of 474 university students, 232 of whom were female and 242 were male, comprised the participants of the study. The Social Skills Scale, the Communication Skills Scale, and the Digital Game Addiction Scales were used in this research. The data were analyzed using the AMOS-23 program. Results of the analysis showed that social and communication skills were strongly negatively related to digital game addiction, while communication skills were a solid mediator between social skills and digital game addiction. When the results are evaluated holistically, it is thought that digital games are an important escape area for individuals with low social and communication skills.
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Affiliation(s)
- Omer Erdogan
- Department of Psychology, Kastamonu University, Faculty of Humanities and Social Sciences, Turkey.
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Turan S, Çıray RO, Tunçtürk M, Halac E, Bilgic B, Ağaç N, Ermiş Ç. Social Information Processing and Executive Functions in Male Children and Adolescents with Internet Gaming Disorder. Child Psychiatry Hum Dev 2022:10.1007/s10578-022-01468-8. [PMID: 36441375 DOI: 10.1007/s10578-022-01468-8] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 11/08/2022] [Indexed: 11/29/2022]
Abstract
In recent years, in addition to its clinical importance, interest in the social-cognitive aspect of internet gaming disorder (IGD) has increased. This study aimed to investigate autistic traits, executive functions, and self-regulation abilities of patients with IGD. Eighty-seven male patients with IGD and eighty-three male healthy controls (HC) were included in the study. All patients were diagnosed with IGD as per the diagnostic criteria of Diagnostic and Statistical Manual of Mental Disorders-5. Healthy controls without any comorbid psychiatric diagnosis were recruited from the community. The Brief Rating Inventory of Executive Function (BRIEF) and the Social Responsiveness Scale (SRS) were implemented to evaluate autistic traits, executive functions, and self-regulation skills. The Beck Depression Inventory (BDI), Screen for Child Anxiety and Related Disorders and Internet Gaming Disorder Scale-Short-Form were used to evaluate psychopathology. The effect size of the impairments in executive functions and self-regulation skills was large (Cohen's d = 1.0-2.0). IGD groups had higher levels of autistic traits compared to healthy controls (d = 1.0-1.4). The differences in BDI and BRIEF scores remained significant in logistic regression analysis. Age at illness-onset, total severity of anxiety, and autistic traits were found as significant correlates of deficits in executive functions among patients with IGD. The results of this study supported the higher autistic traits and poorer executive function skills of patients with IGD. Deficits in executive functions were associated with autistic traits and younger age-onset of the illness.
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Affiliation(s)
- Serkan Turan
- Department of Child and Adolescent Psychiatry, Bursa Uludag University Medical School, Bursa, Turkey.
| | | | - Mustafa Tunçtürk
- Neurology and Neurosurgery, Mazhar Osman Research and Training Hospital for Psychiatry, Istanbul, Turkey
| | - Eren Halac
- Department of Child and Adolescent Psychiatry, Dokuz Eylul University Medical School, Izmir, Turkey
| | | | - Nilay Ağaç
- Department of Child and Adolescent Psychiatry, Dokuz Eylul University Medical School, Izmir, Turkey
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Pornpongtechavanich P, Wuttidittachotti P, Daengsi T. QoE modeling for audiovisual associated with MOBA game using subjective approach. Multimed Tools Appl 2022; 81:37763-37779. [PMID: 35493419 PMCID: PMC9028896 DOI: 10.1007/s11042-022-12807-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 09/14/2020] [Revised: 01/27/2022] [Accepted: 03/09/2022] [Indexed: 06/14/2023]
Abstract
With the advancement of multimedia communications and information technologies, online video games have become very popular recreational activities worldwide, while Multiplayer Online Battle Arena (MOBA) games have gained immense popularity from game players in recent times. Therefore, based on quality of experience, audiovisual quality evaluation models for MOBA games have been proposed in this study. The subjective data from 210 game players (both males and females) about audio quality during conversation, the video quality, the overall quality, and the weighted percentage of video and voice have been collected from small competition events of the Garena ROV (Arena of Valor) in Hua Hin, Thailand. The data from 160 game players have been used to create the models, while the data from 50 game players have been applied for model performance evaluation. After developing the models, Mean Absolute Percentage Error (MAPE) technique has been utilized for model evaluation. On completion of this study, it was found that two thirds of the proposed models provide better performance than the other previous works. All of them, called MOSAudiovisual-MOBA1 model, MOSAudiovisual-MOBA2 model and MOSAudiovisual-MOBA3 model, show excellent performances with MAPE values of 4.95%, 5.92% and 4.75% respectively. Therefore, excellent performance of these proposed models becomes one of the contributions of this study. Also, this evidence of excellent model performance makes the proposed models ideal for utilization for assessment of audiovisual quality of the MOBA games. All audiovisual quality evaluation models provide excellent efficiencies.
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Affiliation(s)
- Phisit Pornpongtechavanich
- Department of Information Technology, Faculty of Industry and Technology, Rajamangala University of Technology Rattanakosin (Wang Klai Kangwon Campus), Prachuap Khiri Khan, Thailand
| | - Pongpisit Wuttidittachotti
- Department of Data Communication and Networking, Faculty of Information Technology and Digital Innovation, King Mongkut’s University of Technology North Bangkok, Bangkok, Thailand
| | - Therdpong Daengsi
- Department of Sustainable Industrial Management Engineering, Faculty of Engineering, Rajamangala University of Technology Phra Nakhon, Bangkok, Thailand
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Han H, Jeong H, Jo SJ, Son HJ, Yim HW. Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents. Epidemiol Health 2020; 42:e2020016. [PMID: 32272007 PMCID: PMC7285446 DOI: 10.4178/epih.e2020016] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/25/2019] [Accepted: 03/13/2020] [Indexed: 11/24/2022] Open
Abstract
OBJECTIVES This study examined the association between high risk of Internet gaming disorder (IGD) and online game genres used by adolescents. METHODS The data derived from the baseline data of the Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence. A total 1,532 middle school students who use online games included. The participants reported the names of the online games they used during the past year. Game genres were categorized into role playing games (RPGs), shooting, multiplayer online battle arena (MOBA), simulation, arcade, sports and action games. The risk of IGD was measured using the Internet Gaming Use-Elicited symptom Screen. The relationship between the experience of online game genre and high risk of IGD was analyzed using multiple logistic regression model. RESULTS The game time of a student was longer if he or she had an experience of RPGs, shooting games, MOBA games, simulation games, and action games. The direct and independent association between high risk of IGD in adolescents and the genres of RPGs, simulation games and MOBA were found to be odds ratios 1.52 (95% confidence interval [CI], 1.03 to 2.26); 1.59 (95% CI, 1.03 to 2.45); and 1.51 (95% CI, 1.03 to 2.21), respectively after adjusted the potential confounding variables and the use of other online game genres. CONCLUSIONS The present cross-sectional study has found an association between online game genres and the risk of IGD in adolescents attending a school. A cohort study should verify the causal association in future.
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Affiliation(s)
- Hyunho Han
- Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
| | - Hyunsuk Jeong
- Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
| | - Sun-Jin Jo
- Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
| | - Hye Jung Son
- Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
| | - Hyeon Woo Yim
- Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
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Király O, Sleczka P, Pontes HM, Urbán R, Griffiths MD, Demetrovics Z. Validation of the Ten-Item Internet Gaming Disorder Test (IGDT-10) and evaluation of the nine DSM-5 Internet Gaming Disorder criteria. Addict Behav 2017; 64:253-260. [PMID: 26632194 DOI: 10.1016/j.addbeh.2015.11.005] [Citation(s) in RCA: 169] [Impact Index Per Article: 24.1] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/31/2015] [Revised: 11/13/2015] [Accepted: 11/18/2015] [Indexed: 12/01/2022]
Abstract
INTRODUCTION The inclusion of Internet Gaming Disorder (IGD) in the DSM-5 (Section 3) has given rise to much scholarly debate regarding the proposed criteria and their operationalization. The present study's aim was threefold: to (i) develop and validate a brief psychometric instrument (Ten-Item Internet Gaming Disorder Test; IGDT-10) to assess IGD using definitions suggested in DSM-5, (ii) contribute to ongoing debate regards the usefulness and validity of each of the nine IGD criteria (using Item Response Theory [IRT]), and (iii) investigate the cut-off threshold suggested in the DSM-5. METHODS An online gamer sample of 4887 gamers (age range 14-64years, mean age 22.2years [SD=6.4], 92.5% male) was collected through Facebook and a gaming-related website with the cooperation of a popular Hungarian gaming magazine. A shopping voucher of approx. 300 Euros was drawn between participants to boost participation (i.e., lottery incentive). Confirmatory factor analysis and a structural regression model were used to test the psychometric properties of the IGDT-10 and IRT analysis was conducted to test the measurement performance of the nine IGD criteria. Finally, Latent Class Analysis along with sensitivity and specificity analysis were used to investigate the cut-off threshold proposed in the DSM-5. RESULTS Analysis supported IGDT-10's validity, reliability, and suitability to be used in future research. Findings of the IRT analysis suggest IGD is manifested through a different set of symptoms depending on the level of severity of the disorder. More specifically, "continuation", "preoccupation", "negative consequences" and "escape" were associated with lower severity of IGD, while "tolerance", "loss of control", "giving up other activities" and "deception" criteria were associated with more severe levels. "Preoccupation" and "escape" provided very little information to the estimation IGD severity. Finally, the DSM-5 suggested threshold appeared to be supported by our statistical analyses. CONCLUSIONS IGDT-10 is a valid and reliable instrument to assess IGD as proposed in the DSM-5. Apparently the nine criteria do not explain IGD in the same way, suggesting that additional studies are needed to assess the characteristics and intricacies of each criterion and how they account to explain IGD.
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Affiliation(s)
- Orsolya Király
- Institute of Psychology, Eötvös Loránd University, Izabella 46, Budapest 1064, Hungary.
| | - Pawel Sleczka
- IFT Institut für Therapieforschung, Parzivalstr. 25, D-80804 München, Germany
| | - Halley M Pontes
- International Gaming Research Unit, Psychology Division, Nottingham Trent University, Burton Street, NG1 4BU Nottingham, United Kingdom
| | - Róbert Urbán
- Institute of Psychology, Eötvös Loránd University, Izabella 46, Budapest 1064, Hungary
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Division, Nottingham Trent University, Burton Street, NG1 4BU Nottingham, United Kingdom
| | - Zsolt Demetrovics
- Institute of Psychology, Eötvös Loránd University, Izabella 46, Budapest 1064, Hungary
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Kim JW, Han DH, Park DB, Min KJ, Na C, Won SK, Park GN. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played. Psychiatry Investig 2010; 7:17-23. [PMID: 20396428 PMCID: PMC2848772 DOI: 10.4306/pi.2010.7.1.17] [Citation(s) in RCA: 25] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/09/2009] [Revised: 01/27/2010] [Accepted: 02/08/2010] [Indexed: 11/19/2022] Open
Abstract
OBJECTIVE Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. METHODS Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. RESULTS The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Young's Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. CONCLUSION These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance.
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Affiliation(s)
- Jun Won Kim
- Department of Psychiatry, School of Medicine, Chung Ang University, Seoul, Korea
| | - Doug Hyun Han
- Department of Psychiatry, School of Medicine, Chung Ang University, Seoul, Korea
| | - Doo Byung Park
- Department of Psychiatry, School of Medicine, Chung Ang University, Seoul, Korea
| | - Kyung Joon Min
- Department of Psychiatry, School of Medicine, Chung Ang University, Seoul, Korea
| | - Churl Na
- Department of Psychiatry, School of Medicine, Chung Ang University, Seoul, Korea
| | | | - Ga Na Park
- Department of Special Education, Graduate School, Dankook University, Jukjeon, Korea
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