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Wyszukujesz frazę "gaming addiction" wg kryterium: Temat


Wyświetlanie 1-4 z 4
Tytuł:
Unmasking a potential crisis: An exploration of gaming addiction and depression in adolescents and young adults through a cross-sectional survey
Autorzy:
Samaranada, Vimukthi Asahara
Perera, Shishanthi Anuradha
Kanchana, Koralage Tanika Gayani
Griffiths, Mark D
Powiązania:
https://bibliotekanauki.pl/articles/29432045.pdf
Data publikacji:
2023-12
Wydawca:
Towarzystwo Pomocy Doraźnej
Tematy:
Gaming disorder
gaming addiction
videogames
depression
Sri Lanka
Opis:
INTRODUCTION: Gaming disorder is defined as a pattern of gaming behaviour characterised by impaired control over gaming, prioritisation of gaming over other activities to the point where gaming takes precedence over other interests and daily activities, and persistence or escalation of gaming despite negative consequences. Given the increasing global interest in videogames, particularly among adolescents and young adults, this study investigated the prevalence of gaming disorder and its associated factors among Sri Lankan adolescents and young adults, with a focus on factors associated with gaming addiction. MATERIALS AND METHODS: A cross-sectional survey was conducted involving 401 Sri Lankan adolescents and young adults who played video games, through an anonymous online survey using snowball sampling. The survey comprised four sections: demographic data, influencing factors for game playing, the seven-item Game Addiction Scale and a validated depression scale (nine-item Patient Health Questionnaire). SPSS IBM (version 27) was used for data analysis, which includes means, standard deviations, frequencies, percentages, Pearson’s correlation and chi-square tests. RESULTS: A total of 401 gamers participated, comprising adolescents (10-18 years; 9.5%) and young adults (19-35 years; 90.5%). The majority were non-gaming addicts (71.57%), and among the gaming addicts, 8.48% were classified as monothetic gaming addicts, while 19.5% were classified polythetic gaming addicts. Slightly more males were game addicts (52.63%) than females. There was a low positive correlation between videogame addiction and depression (r=0.321). More than half of the sample believed that visual triggers (58.6%) and frequent reward systems (56.1%) influenced their gameplay. There was a significant association (p <0.05) between gaming addiction and the three observed characteristics: visual triggers, audio triggers, and frequent rewards. CONCLUSIONS: Just under one-tenth of the study population sampled was classified as having a gaming addiction, with males having a slightly higher prevalence than females. The positive correlation between gaming disorder and depression suggests a consequential and potentially life-threatening outcome, wherein depression emerges as a serious consequence of addiction to gaming. When the structural characteristics of videogames, such as auditory, visual and frequent reward systems were considered, game addicts were more influenced by them.
Źródło:
Critical Care Innovations; 2023, 6, 4; 34-47
2545-2533
Pojawia się w:
Critical Care Innovations
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Young Adults in Virtual Reality (VR). Factors Contributing to, VR Games Addiction
Autorzy:
Majewska, Kamila
Powiązania:
https://bibliotekanauki.pl/articles/45145877.pdf
Data publikacji:
2023-10-16
Wydawca:
Akademia Pedagogiki Specjalnej im. Marii Grzegorzewskiej. Wydawnictwo APS
Tematy:
young adults
gaming disorder
virtual reality (VR)
VR games
addiction
DSM-5 classification
Opis:
The article presents the results of research carried out among 1086 respondents who, according to the DSM-5 classification, qualify for the group affected by Internet gaming disorder. The aim of the survey was to collect data on the frequency and forms of VR use, as well as the factors determining the choice of virtual reality by young adults. In the course of statistical analyses, the Chi-square test, and Cramer's V interpretation were used. The collected data show that virtual reality presented with VR goggles is more attractive and absorbing than traditional computer games displayed on a monitor screen. The Chi-square test of independence and the study of the strength of the relationship showed among others that: there is a strong relationship between consciously controlling the time spent on VR games and gender (p<0.05; V = 0.514) or age (p<0.05; V = 0.611); cancelling meetings with friends to play VR games and gender (p<0.05; V = 0.673) or education (p<0.05; V = 0.567). Most respondents (50.8 per cent), classified as a group at risk of problematic use of VR games play VR games from 2 to 4 hours a day. Young adults not comply with the rules of digital hygiene, they are also characterized by low awareness of the risks arising from the use of games. Meanwhile, uncontrolled infatuation with VR can lead to addiction, which needs to be discussed and warned against. Special attention and preventive measures should be given to young men.
Źródło:
International Journal of Pedagogy, Innovation and New Technologies; 2023, 10(1); 23-32
2392-0092
Pojawia się w:
International Journal of Pedagogy, Innovation and New Technologies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Uzależnienie od gier internetowych – opis badania i propozycja korekty postaw
Internet gaming disorder – a description of the research and a proposal to correct improper attitudes
Autorzy:
Cyrklaff-Gorczyca, Magdalena
Kruszewski, Tomasz
Powiązania:
https://bibliotekanauki.pl/articles/565591.pdf
Data publikacji:
2018
Wydawca:
Akademia Bialska Nauk Stosowanych im. Jana Pawła II w Białej Podlaskiej
Tematy:
uzależnienie od gier internetowych
uzależnienie od gier
uzależnienie behawioralne
studenci
architektura informacji
zarządzanie informacją i bibliologia
biblioteki
profilaktyka uzależnień
psychologia mediów
internet gaming disorder
gaming disorder
behavioral addiction
students
information architecture
information management and bibliology
libraries
addiction prevention
media psychology
Opis:
Wstęp. Celem artykułu jest przedstawienie badań potencjalnych determinant uzależnienia od gier internetowych. Materiał i metody. Badanie przeprowadzono wśród grupy 98 studentów kierunków architektura informacji (AI) oraz zarządzanie informacją i bibliologia (ZIB) na Uniwersytecie Mikołaja Kopernika w Toruniu. Sondaż wykonano skróconym Kwestionariuszem do Badania Uzależnienia od Gier Internetowych. Następnie wskazano, jaką rolę powinny pełnić biblioteki w obliczu tego problemu. Wyniki i wnioski. Studenci AI wykazują podobne zaangażowanie w granie jak studenci ZIB. 10 respondentów odczuwało silną potrzebę codziennego grania, a 3 studentki ZIB oraz 1 studentka AI mają zawsze lub często bezskuteczne próby poradzenia sobie z ograniczeniem czasu grania. Trzy z nich wymagają wsparcia profesjonalistów w tym zakresie. Oprócz tego, pewną rolę uzupełniającą wobec pracy terapeutów zajmujących się problemem uzależnienia, posiadają instytucje usługowe, działające w obszarach kultury i edukacji, w tym biblioteki.
Introduction. The aim of the article is to present research on potential determinants of gaming disorder. Material and methods. The survey was conducted among a group of 98 students of information architecture (AI) and information management and bibliology (ZIB) in the Nicolaus Copernicus University in Toruń. Next, role the libraries in facing the problem was shown. The study was carried out using a shortened Questionnaire for Internet Addiction Research. Results and conclusions. AI students show similar involvement in playing games as students of ZIB. 10 respondents felt a strong need to play every day, and 3 ZIB students and 1 AI student have always been or often are ineffective in coping with the problem of limiting their playing time. Three of them require the support of professionals in dealing with this.
Źródło:
Rozprawy Społeczne; 2018, 12, 4; 46-55
2081-6081
Pojawia się w:
Rozprawy Społeczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Uzależnienie od gry a niezdolnośc psychiczna do zawarcia małżeństwa
Autorzy:
Kantor, Robert
Powiązania:
https://bibliotekanauki.pl/articles/669269.pdf
Data publikacji:
2012
Wydawca:
Uniwersytet Papieski Jana Pawła II w Krakowie
Tematy:
pathological gaming
pathological player
marriage
nullity of marriage
pathology
addiction
incapability
gra patologiczna
gracz patologiczny
małżeństwo
nieważność małżeństwa
patologia
uzależnienie
niezdolność psychiczna
Opis:
In the colloquial language the term ‘addiction’ is used mainly with regard to people who abuse drugs (drug addiction), medicines (pharmacomania), alcohol (alcoholism) or cigarettes. In a broader context, it may refer to numerous other behaviours, e.g. gambling games, watching television, the Internet or sex. These are addictions that are frequently less known and described, not always even specified in the official classifications of diseases, such as ICD-10 and DSM IV. This article aims at indicating a ‘new’ problem which the employees of the ecclesiastical court already face – pathological game addiction. Firstly, pathological gaming will be presented as a mental disease, then the profile of a pathological player will be outlined. Furthermore, the aspect of the mental incapacity to contract marriage will be discussed. The judgments of the ecclesiastical tribunals in the subject matter will constitute the last part of the article. The result of the analyses (in the conclusion) will be practical suggestions for a judge in his dialogue with a judicial expert.
Źródło:
Tarnowskie Studia Teologiczne; 2012, 31, 2
2391-6826
0239-4472
Pojawia się w:
Tarnowskie Studia Teologiczne
Dostawca treści:
Biblioteka Nauki
Artykuł
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