Your browser doesn't support javascript.
loading
Show: 20 | 50 | 100
Results 1 - 20 de 61
Filter
1.
Article in English | LILACS-Express | LILACS | ID: biblio-1536588

ABSTRACT

Introduction/Objectives: Gambling and gaming disorder are usually comorbid addictive behaviours in which alexithymia and emotional regulation have been proved to be of relevance. The present study aimed to analyse the relationship between those variables and their differences depending on the presence or absence of gambling and gaming behaviours. Method: The sample consisted of 1,219 people between 12 and 20 years of age (M = 15.55, SD = 2.07; 51.8% females). Results: The results showed significant differences between players and non-players in gambling disorder, alexithymia and emotional regulation. The findings also indicated that there were differences in alexithymia, emotional regulation, negative affect, gambling disorder and gaming disorder among the different profiles of video game players. The comparison of participants with gaming disorder, gambling disorder, both, or neither of them, showed differences in alexithymia, emotional regulation, negative affect, gambling disorder and gaming disorder. Furthermore, correlations between gambling disorder and age, gaming disorder, negative affect, alexithymia and emotional regulation were found. Similarly, gaming dis-order was associated with gambling disorder, negative affect, alexithymia, emotional regulation and age. Conclusions: The hierarchical regression analyses demonstrated the predictive role of alexithymia and age in gambling disorder as well as the predictive role of age, sex and negative affect in gaming disorder.


Introducción/Objetivos: Los trastornos de juego y videojuego son conductas adictivas habitualmente comórbidas en las que se ha demostrado la relevancia de la alexitimia y la regulación emocional. Este estudio analiza la relación entre dichas variables y sus diferencias en función de la presencia o ausencia de conductas de juego y videojuego. Método: La muestra estuvo formada por 1219 personas de entre 12 y 20 años (M = 15.55, SD = 2.07; 51.8 % mujeres). Resultados: Los resultados mostraron diferencias significativas entre jugadores y no jugadores en el juego patológico, la alexitimia y la regulación emocional. Los resultados también indicaron que había diferencias en alexitimia, regulación emocional, afecto negativo, trastorno de juego y videojuego entre los distintos perfiles de jugadores de videojuegos. La comparación de los participantes con trastorno de juego y videojuego, con ambos o con ninguno de ellos, mostró diferencias en la alexitimia, la regulación emocional, el afecto negativo, el trastorno de juego y videojuego. Además, se encontraron correlaciones entre el juego patológico y la edad, el trastorno por videojuego, el afecto negativo, la alexitimia y la regulación emocional. Del mismo modo, el trastorno por videojuego se asoció con el juego patológico, el afecto negativo, la alexitimia, la regulación emocional y la edad. Conclusiones: Los análisis de regresión jerárquica demostraron el papel predictivo de la alexitimia y la edad en el trastorno de juego y el papel predictivo de la edad, el sexo y el afecto negativo en el trastorno por videojuego.

2.
Article | IMSEAR | ID: sea-221462

ABSTRACT

Digital gaming addiction has become a growing concern among adolescents, with potential gender differences in prevalence, risk factors, and consequences. The aims of the study to provide an outcome of existing tools on digital gaming addiction among adolescents, focusing specifically on gender differences. By examining key tools, the study explores the prevalence of gaming addiction among male and female adolescents, gender-related risk factors, and the differential impact of gaming addiction on various domains of well-being. The findings highlight the importance of considering gender-specific factors in understanding and addressing digital gaming addiction among adolescents.

3.
Article | IMSEAR | ID: sea-218096

ABSTRACT

Background: Smartphone usage became drastically increased in the past two decades. Spending abnormally more time playing games can lead to development of internet gaming disorder (IGD) which leads to negative impact on health and lifestyle. Aim and Objectives: The aim of this study was to find out the prevalence of IGD and smartphone usage patterns in medical students. Materials and Methods: The study was held in M. P. Shah Government Medical College in Jamnagar. Total 206 1st year medical students were included for this study. Pre-validated self-made questionnaire and pre-structured IGD-20 questionnaire were used in this study. Results: The prevalence of IGD in medical students is 1.46%. In male population, the prevalence of IGD was higher (1.6%) compared to female population (1.23%). Conclusion: IGD can be a great disaster if remain unnoticed. It can change one’s lifestyle gradually. Preventive measures such as parental locking system and strong rules for mobile phone use in university hours should be implied.

4.
J. bras. psiquiatr ; 72(2): 111-117, ab.-jun. 2023. tab
Article in English | LILACS-Express | LILACS | ID: biblio-1506603

ABSTRACT

ABSTRACT Objective To investigate the prevalence of internet gaming disorder (IGD) symptoms in a sample of Brazilian adults, and its association with personality, psychiatric symptoms and psychosocial measures. Methods We evaluated 219 adults online recruited using questionnaires and psychometric scales. We evaluated the behavior and pattern of internet games using the Game Addiction Scale (GAS). We tested the association of the previous measures with the GAS scores by spearman correlations and multiple regression analysis. Results Of our sample, 74% played games online. We found correlations between IGD symptoms and most symptoms of mental disorders, with small or moderate effect sizes, as well as correlations with the personality traits of agreeableness (r = -0.272; p < 0.001), conscientiousness (r = - 0.314; p < 0.001), and neuroticism (r = 0.299; p < 0.001). Additionally, we found a negative association with psychosocial outcomes such as quality of life (r = -0.339; p < 0.001) and life satisfaction (r = - 0.202; p < 0.003). The multivariate model included the personality traits of conscientiousness and agreeableness and symptoms of dissociation and somatization as predictors. The prevalence of IGD was 9% in those who played online games. Conclusion IGD is correlated with different areas of the individual's life, such as personality, quality of life, and several common symptoms of mental disorders. The prevalence can be considered high among players (9%). Conscientiousness, agreeability, somatic symptoms, and dissociative symptoms were associated with the symptoms of IGD.


RESUMO Objetivo Investigar a prevalência de sintomas do transtorno do jogo pela internet (TJI) em uma amostra de adultos brasileiros e sua associação com personalidade, sintomas psiquiátricos e medidas psicossociais. Métodos Avaliamos 219 adultos recrutados on-line por meio de questionários e escalas psicométricas. Avaliamos o comportamento e o padrão dos jogos na internet usando a Game Addiction Scale (GAS). Testamos a associação das medidas anteriores com as pontuações na GAS por meio de correlações de Spearman e análise de regressão múltipla. Resultados De nossa amostra, 74% jogavam jogos on-line. Encontramos correlações entre sintomas do TJI e a maioria dos sintomas de transtornos mentais, com tamanhos de efeito pequenos ou moderados, bem como correlações com os traços de personalidade de amabilidade (r = -0,272; p < 0,001), conscienciosidade (r = - 0,314; p < 0,001) e neuroticismo (r = 0,299; p < 0,001). Além disso, encontramos uma associação negativa com resultados psicossociais, como qualidade de vida (r = -0,339; p < 0,001) e satisfação com a vida (r = - 0,202; p < 0,003). O modelo multivariado incluiu os traços de personalidade de conscienciosidade e amabilidade e sintomas de dissociação e somatização como preditores. A prevalência de TJI foi de 9% entre os que jogavam jogos on-line. Conclusão O TJI está correlacionado com diferentes áreas da vida do indivíduo, como personalidade, qualidade de vida e vários sintomas comuns de transtornos mentais. A prevalência pode ser considerada alta entre os jogadores (9%). Conscienciosidade, amabilidade, sintomas somáticos e sintomas dissociativos estavam associados aos sintomas do TJI.

5.
Article | IMSEAR | ID: sea-217387

ABSTRACT

As technology continues to be a part of our life, online gaming has claimed the hearts of millions of people as a favourite leisure activity. Among them online role-playing game provides people the opportunity to play a de-sired role, be it a king, princess or warrior. This article aimed to provide an insight into what role-playing game is, and why it has become so popular in recent years, with the help of existing literature. This article also attempted to point out the need to research more in the field of gaming as the existing literature is not suffi-cient to cover the vastness of the topic. The digitalization of games from physical form to online form has changed the way games has been viewed, played, and understood. Due to the popularity of online games, there is a significant change in the research around online games, especially role-playing games. There is still more research needed in Indian context about online games as it has become a popular source of entertain-ment throughout all the ages and also become a huge source of economy.

6.
Sichuan Mental Health ; (6): 1-5, 2023.
Article in Chinese | WPRIM | ID: wpr-986770

ABSTRACT

The purpose of this article is to explore the diagnosis of Internet addiction (gaming disorder) and its research hotspot. Gaming disorder is basically an addictive behavior and is reinforced by obtaining positive emotion and alleviating negative experience. By introducing a complex comorbidity clinical case, this article talked about addictive behavior, gaming disorder and other related issues, and discusses the debate of the diagnosis of gaming disorder and its possible future changes, the treatment, the current main problems and research hotspot.

7.
Sichuan Mental Health ; (6): 473-480, 2023.
Article in Chinese | WPRIM | ID: wpr-998156

ABSTRACT

There is still a lack of sufficient evidence-based basis for the treatment of simple gaming disorder. The purpose of this paper is to review the research progress of gaming disorder intervention, in order to provide references for the treatment of patients with gaming disorder. With the development and popularization of the Internet, the adverse events caused by the pathological use of online games have attracted wide attention. At present, gaming disorder has been listed in the International Classification of Diseases, eleventh edition (ICD-11) by WHO. This paper reviewed the latest interventions measures about gaming disorder at home and abroad in the past decade, including psychological, pharmacological and physical intervention methods, and analyzed and summarized these intervention measures, so as to provide references for patients with gaming disorder to formulate a reasonable intervention plan.

8.
Rev. colomb. psicol ; 31(2): 45-64, July-Dec. 2022. tab, graf
Article in English | LILACS-Express | LILACS | ID: biblio-1408059

ABSTRACT

Abstract This study aims to characterize video game use disorder in adolescents, identifying the particularities of those who present it, its effects at the brain level, related factors, and existing measurement instruments. A systematic review of the scientific publications available in Scopus was carried out, between the period 2014-2018 on video game use disorder in adolescents. Adolescents with this disorder are characterized by being mostly men, spending more time daily and weekly playing than adolescents without this disorder, showing diverse symptoms in the behavioral, affective, and cognitive areas. At brain level, it is referred that in this disorder there is an increase and decrease in the activation of specific areas of the brain. Likewise, the presence of some psychological disorder and impulsivity are considered factors that increase the risk of suffering from it. However, there are protective factors as school commitment and parental supervision, among others.


Resumen Este estudio pretende caracterizar el trastorno por uso de videojuegos en adolescentes, identificando las particularidades de quienes lo presentan, sus efectos a nivel cerebral, los factores relacionados y los instrumentos de medición existentes. Para ello, se llevó a cabo una revisión sistemática de las publicaciones científicas disponibles en Scopus, entre el periodo 2014-2018, sobre el trastorno por uso de videojuegos en adolescentes. Sus resultados describen que adolescentes con este trastorno se caracterizan por ser en su mayoría hombres, dedicar más tiempo diario y semanal de juego que adolescentes sin este trastorno, mostrando diversos síntomas en el área conductual, afectiva y cognitiva. A nivel cerebral se refiere que en este trastorno se presenta una elevación y disminución en la activación de determinadas zonas específicas del cerebro. Asimismo, la presencia de algún trastorno psicológico y la impulsividad, son considerados factores que aumentan el riesgo de padecerlo. Sin embargo, existen factores protectores como el compromiso escolar y la supervisión parental, entre otros.

9.
ARS med. (Santiago, En línea) ; 47(2): 17-24, jun. 03, 2022.
Article in Spanish | LILACS-Express | LILACS | ID: biblio-1399526

ABSTRACT

Introducción: en el contexto de la pandemia mundial por COVID-19 se incorporan nuevas metodologías de enseñanza-aprendizaje para contribuir al logro de los objetivos de aprendizaje frente al cierre de las universidades y de los campos clínicos. Esta investigación evalúa la percepción y la experiencia de los estudiantes de tercer y cuarto año de pregrado de enfermería, frente al uso de escenarios de simulación virtual como complemento de la práctica clínica. Materialesy métodos: un total de 68 estudiantes (26%) respondieron la encuesta de percepción sobre su experiencia del uso de la simulación virtual a través del softwarevSim for Nursing™. Se realizó un análisis cuantitativo y cualitativo de los datos. Resultados: un 89,7% de los estudiantes consideraron que la simulación virtual es útil para el aprendizaje y que contribuye principalmente para la comprensión de los contenidos y desarrollo de las habilidades de valoración clínica.Discusión: la experiencia en la simulación virtual es realista y útil tanto para aprender nuevos conocimientos,para reforzar los saberes previos y así también como una buena preparación para la práctica clínica. Se visualiza su incorporación desde el inicio al término de la carrera. Sin embargo, para áreas como salud mental otras metodologías podrían ser más adecuadas para mejorar las habilidades de comunicación.


Introduction: in the context of the global pandemic due to COVID-19, new teaching-learning methodologies were incorporated to contribute to learning objectives in the face of the closure of the university and clinical fields. This research assesses the perception and experience of third and fourth-year undergraduate nursing students regarding using virtual simulation scenarios as a to complement clinical practice. Materials and methods: 68 students (26%) responded to the perception survey about their experienceusing virtual simulation through the vSim for Nursing™ software. A quantitative and qualitative analysis of the data was carried out. Results: 89.7% of the students considered that virtual simulation is rewarding for learning and that it contributes mainly to the understanding of the contents and the development of clinical assessment skills. Discussion: the experience in virtual simulation is realistic and practical both to learning new knowledge, reinforce previous one and thus also as good preparation for clinical practice. Their incorporation is visualized from the beginning to the end of the degree. However, for areas such as mental health, other methodologies might be more suitable to improve communication skills.

10.
Article | IMSEAR | ID: sea-220808

ABSTRACT

Introduction: Video gaming has become a popular leisure activity especially among students. This behavior in excess can result in significant impairment in personal, social, educational or other domains of life and can affect routine functioning. Objectives : To estimate the prevalence of addiction to online video games and to identify the association of addiction to online video games with gender among the first year medical students of a college located in western India. Method : A cross sectional study was conducted among 189 first year M.B.B.S students of batch 2019. Young's online gaming addiction scale was utilized. The questionnaire was administered by using Google Form and was analyzed using Microsoft Excel 2010. st Results : The prevalence of addiction to online video games was 62.43% among1 year medical students. There was no statistically significant association seen between male and female students to addiction of video games. Conclusion: Students to be encouraged of rational use of internet for online video games to protect their physical and mental health

11.
Shanghai Journal of Preventive Medicine ; (12): 504-508, 2022.
Article in Chinese | WPRIM | ID: wpr-929603

ABSTRACT

Gaming addiction, as a main manifestation of internet addiction, is characterized by a pattern of persistent or recurrent gaming behaviors. Gaming behaviors are common among adolescents and can result in marked distress or significant impairment in personal, family, social or other important areas of functioning. Recent research on health hazards of gaming addiction is relatively scattered. This article reviews the harm of adolescent game addiction to physical and mental health.

12.
Sichuan Mental Health ; (6): 445-449, 2022.
Article in Chinese | WPRIM | ID: wpr-987378

ABSTRACT

ObjectiveTo explore the effects of anxiety and depression on Internet gaming disorder in medical students, and to evaluate the moderating effect of gender, so as to provide references for the prevention and intervention of Internet gaming disorder in medical students. MethodsIn November 2021, a total of 11 771 medical students from a medical college in Sichuan province participated in an online survey through Wenjuanxing platform. Participants completed the Self-rating Anxiety Scale (SAS), Self-rating Depression Scale (SDS) and the nine-item Internet Gaming Disorder Scale-Short Form (IGDS9-SF). Then a hierarchical multiple regression analysis was conducted to discuss the moderating role of gender in the relationships between anxiety, depression and Internet gaming disorder in medical students. Results①Males scored lower on SDS (t=-8.302, P<0.01), and higher on IGDS9-SF than females (t=33.384, P<0.01). ②SAS score of medical students was positively correlated with SDS score (r=0.735, P<0.01), SAS and SDS scores were positively correlated with IGDS9-SF score in medical students (r=0.288, 0.238, P<0.01). ③Anxiety and depression could positively predict Internet gaming disorder (β=0.245, 0.058, t=18.864, 4.444, P<0.01). ④Gender played a moderating effect between anxiety and Internet gaming disorder (β=-0.194, t=-4.518, P<0.01). ConclusionAnxiety and depression have a positive predictive effect on Internet gaming disorder in medical students. Furthermore, the effects of anxiety on Internet gaming disorder are moderated by gender, and the anxiety of male students exhibits a markedly stronger impact on Internet gaming disorder than that of female students.

13.
Rev. Pesqui. Fisioter ; 11(3): 518-527, ago.2021. ilus, tab
Article in English, Portuguese | LILACS | ID: biblio-1292400

ABSTRACT

OBJETIVOS: Jogar videogames em dispositivos móveis tem aumentado rapidamente entre estudantes universitários, mais do que antes da pandemia do COVID-19. Isso é muito preocupante, pois pode desencadear vários problemas, como dores musculoesqueléticas e distúrbios de jogo. Vários estudos semelhantes foram realizados em vários países, mas limitados na Malásia. O presente estudo tem como objetivo investigar o efeito dos videogames móveis na dor musculoesquelética entre estudantes universitários em Selangor, Malásia. PARTICIPANTES E MÉTODOS: Este estudo foi conduzido online usando um questionário online auto-relatado por meio do Formulário Google e enviado a estudantes universitários em Selangor, Malásia. O vício em jogos dos participantes foi medido por meio do questionário Ten Item Internet Gaming Disorder test (IGDT-10) e a prevalência de dor musculoesquelética foi avaliada pelo Modified Nordic Musculoskeletal Questionnaire (MNMQ). RESULTADOS: A prevalência de Transtorno de Jogos na Internet entre estudantes universitários em Selangor, Malásia, é de 1,8% (n = 3). A região do pescoço (74,2%) foi a região do corpo mais comumente relatada com dor musculoesquelética, seguida pela região dos ombros (60,7%), região lombar (55,8%) e região superior das costas (50,9%). Houve associação significativa entre a posição corporal durante o videogame móvel (p = 0,002) e a dor musculoesquelética na região lombar. CONCLUSÃO: De acordo com os resultados deste estudo, a prevalência de Transtorno de Jogos na Internet entre estudantes universitários era baixa e não viciados em jogos no bloqueio Covid-19. Também descobrimos que os participantes que se sentaram enquanto jogavam videogames para celular tinham maior probabilidade de desenvolver dor lombar.


INTRODUCTION: Mobile video gaming among university students has increased rapidly, more than before the COVID-19 pandemic. This is very concerning as this could spark various problems, such as musculoskeletal pain and gaming disorders. OBJECTIVES: The present study is to identify the predictors of mobile video gaming on musculoskeletal pain among university students in Selangor, Malaysia. PARTICIPANTS AND METHODS: This study was conducted online using a self-reported online questionnaire via Google Form and sent to university students in Selangor, Malaysia. Participants' gaming addiction was measured using the Ten Item Internet Gaming Disorder Test (IGDT-10) questionnaire, and the prevalence of musculoskeletal pain was assessed by the Modified Nordic Musculoskeletal Questionnaire (MNMQ). The data was analyzed using SPSS version 25. A descriptive and binomial linear regression test was used to predict the variables. The statistical significance was set at p < 0.05, and odds ratios were calculated with confidence intervals of 95%. RESULTS: The prevalence of Internet Gaming Disorder among university students in Selangor, Malaysia is 1.8% (n=3). The neck region (74.2%) was the most commonly reported body region with musculoskeletal pain, followed by the shoulder region (60.7 %), lower back region (55.8 %), and upper back region (50.9 %). The body position was the only predictor of mobile video gaming with musculoskeletal pain (p = 0.002) in the lower back region. CONCLUSION: According to the findings of this study, the prevalence of Internet Gaming Disorder (IGD) among university students was low and not addicted to gaming in the Covid-19 lockdown. We also found that participants who sat while playing mobile video games were more likely to develop low back pain. However, one of the limiting factors could be prolonged sitting in virtual classes during the lockdown, which causes low back pain.


Subject(s)
Humans , Male , Female , Adult , Young Adult , Students , Video Games/adverse effects , Musculoskeletal Pain/etiology , Musculoskeletal Pain/epidemiology , Prevalence , Cross-Sectional Studies , Surveys and Questionnaires , Malaysia/epidemiology
14.
Braz. J. Psychiatry (São Paulo, 1999, Impr.) ; 43(3): 289-292, May-June 2021. tab, graf
Article in English | LILACS | ID: biblio-1249187

ABSTRACT

Objective: To determine whether psychiatric and gaming pattern variables are associated with gaming disorder in a school-based sample. Methods: We analyzed data from the Brazilian High-Risk Cohort for Psychiatric Disorders, a community sample aged 10 to 18, using questionnaires on gaming use patterns. We applied the Gaming Addiction Scale to diagnose gaming disorder and the Development and Well-Being Behavior Assessment for other diagnoses. Results: Out of 407 subjects, 83 (20.4%) fulfilled the criteria for gaming disorder. More role-playing game players were diagnosed with gaming disorder that any other genre. Gaming disorder rates increased proportionally to the number of genres played. Playing online, being diagnosed with a mental disorder, and more hours of non-stop gaming were associated with higher rates of gaming disorder. When all variables (including age and gender) were considered in a logistic regression model, the number of genres played, the number of non-stop hours, the proportion of online games, and having a diagnosed mental disorder emerged as significant predictors of gaming disorder. Conclusion: Each variable seems to add further risk of gaming disorder among children and adolescents. Monitoring the length of gaming sessions, the number and type of genres played, time spent gaming online, and behavior changes may help parents or guardians identify unhealthy patterns of gaming behavior.


Subject(s)
Humans , Child , Adolescent , Behavior, Addictive/diagnosis , Behavior, Addictive/epidemiology , Video Games , Disruptive, Impulse Control, and Conduct Disorders , Schools , Brazil/epidemiology , Internet
15.
Sichuan Mental Health ; (6): 1-5, 2021.
Article in Chinese | WPRIM | ID: wpr-987556

ABSTRACT

The purpose of this article is to explore gaming disorders and intervention strategies. The prevalence of gaming disorder is 5% to 10%, which is relatively high, and it is more harmful and difficult to treat. The article discussed the mechanism of addiction, the characteristics of addiction, the concept of Internet addiction, diagnostic criteria, and intervention strategies.

16.
Malaysian Journal of Medicine and Health Sciences ; : 54-62, 2021.
Article in English | WPRIM | ID: wpr-978382

ABSTRACT

@#Introduction: Internet gaming disorder (IGD) has recently been incorporated into the Diagnostic and Statistical Manual of Mental Disorders fifth edition (DSM-5) as a disorder for future research. The primary objectives of the present study are to describe the level of IGD and to examine its correlations with sociodemographic factors and psychological comorbidities among undergraduate students in a Malaysian university. Methods: A total of 411 undergraduate students completed an online questionnaire. They were selected from a random sample of participating university faculties. The online questionnaire contained the Internet Gaming Disorder Scale-Short-Form and the Depression, Anxiety, Stress Scale. Results: The presents study reported that 52.8% of the participants had high IGH. Using hierarchical multiple regression, age (β = -0.09, p < 0.05), gender (β = -0.40, p < 0.001) and stress (β = 0.23, p < 0.05) were statistically significant predictors of IGD. Academic performance, depression and anxiety did not emerge as significant predictors. Conclusion: These findings highlight the risk factors (in particular, stress) of IGD. Further studies on interventions, particular that of preventative strategies, will be needed to combat this emerging public health problem.

17.
Trends psychiatry psychother. (Impr.) ; 42(3): 262-266, July-Sept. 2020. tab
Article in English | LILACS | ID: biblio-1139839

ABSTRACT

Abstract Introduction The Internet Gaming Disorder Scale - Short Form (IGDS9-SF) assesses the severity, harmful effects and/or consequences of excessive online and offline gaming. Its conciseness and theoretical foundations on current diagnostic criteria of gaming disorders make it a useful resource for clinical and screening settings. Objective To describe the process of cross-cultural adaptation of the IGDS9-SF to the Brazilian context. Methods The cross-cultural adaptation involved the steps of independent translation of the instrument, synthesis version, back-translation, pre-test and elaboration of the final version. Content validity assessment was conducted by a multidisciplinary committee of experts and consisted of both a quantitative analysis (calculation of content validity coefficients - CVC) and a qualitative analysis (assessment of the experts' comments and suggestions). The pre-test sample consisted of 30 gamers with variable sociodemographic characteristics. Results The cross-cultural adaptation of the scale followed the proposed protocol, and the CVC was satisfactory (≥ 0.83) for all the structures and equivalences assessed. Most of the suggestions made by the experts were accepted (mainly adjustments and language standardization). The gamers who participated in the pre-test judged the scale easy to understand and did not suggest changes. Discussion The Brazilian version of the IGDS9-SF showed adequate content validity and is available for researchers and clinicians, as well as for the investigation of additional psychometric characteristics.


Subject(s)
Adult , Humans , Psychiatric Status Rating Scales , Psychometrics/methods , Video Games , Internet Addiction Disorder/diagnosis , Psychiatric Status Rating Scales/standards , Psychometrics/standards , Brazil
18.
Psicopedagogia ; 37(112): 29-36, jan.-abr. 2020. graf, tab
Article in Portuguese | LILACS-Express | LILACS, INDEXPSI | ID: biblio-1098553

ABSTRACT

Este estudo objetivou quantificar os efeitos da inserção de exergames (Xbox 360 - Kinect Adventure) nas aulas de Educação Física Escolar sobre a coordenação motora de escolares em séries iniciais. Para isso, foram considerados dois grupos, o experimental (n=14), que praticou durante oito semanas, e o controle (n=17), os quais eram compostos por crianças de ambos os sexos, com idades entre 8 e 10 anos. Como instrumento de medida, foi utilizado o Teste de Coordenação Corporal para Crianças (Körperkoordinationstest für Kinder, KTK), sendo que o grupo experimental realizava aulas de Educação Física com emprego do Kinect Adventure, e o grupo controle fazia atividades sem o mesmo. Os resultados sugerem que o uso de exergames nas aulas de Educação Física escolar pode modificar positivamente a coordenação motora geral de jovens estudantes.


This study aimed to quantify the effects of exergames (Xbox 360- Kinect Adventure) in physical education classes on motor coordination in students from initial series. For this, two groups, the experimental group (n=14) which practiced for eight weeks, and control group (n=17) were composed of children from both genre between 8 and 10 years old. The Body Coordination Test for Children (Körperkoordinationstest für Kinder, KTK) battery was used as a measurement instrument. The experimental group performed Physical Education classes using Kinect Adventure, and the control group performed activities without it. The results suggest that the use of exergames in physical education classes can positively modify the general motor coordination of young students.

19.
An. Fac. Cienc. Méd. (Asunción) ; 53(1): 93-100, 20200401.
Article in Spanish | LILACS | ID: biblio-1095727

ABSTRACT

La evidencia para el diagnóstico y el manejo del trastorno por juego en Internet está creciendo. Factores psicológicos y biológicos están involucrados en su etiopatogenia y estos factores pueden presentar diferentes niveles de contribución al trastorno dependiendo del género del paciente. Teniendo en cuenta que la tasa de individuos masculinos en comparación con la tasa femenina en el trastorno por juego en Internet es de aproximadamente 3:1 y que la mayoría de los estudios disponibles se realizan en poblaciones predominantemente masculinas, se realizó una revisión narrativa, no sistemática, centrada en literatura primaria y seleccionada de una búsqueda en las bases de datos PubMed y SciELO. Los términos clave que se utilizaron fueron los siguientes: "Internet Gaming Disorder" y "Internet Gaming Disorder and Gender". Todos los miembros del equipo de investigación participaron en la revisión de la literatura. Todo lo anterior se realizó a fin de presentar una imagen general sobre las diferencias de género en los juegos en línea, que pueda servir para mejorar los conocimientos de los trabajadores de la salud mental sobre este desafiante grupo de pacientes.


The body of evidence for Internet Gaming Disorder is growing. Both psychological and biological factors are involved in its etiopathogenesis and these factors may present different levels of contribution to the disorder depending on the gender of the patient. Taking into account that the rate of male individuals compared with the female rate in the Internet Gaming Disorder is about 3:1 and that most of the available studies are done in predominantly male populations, a non-systematic narrative review was done, focused on primary literature and selected from a search in PubMed and SciELO databases. The key terms used were: "Internet gaming disorder" and "Internet gaming disorder and gender". All members of the research team participated in the review of the literature. All the above was done in order to present a general picture about gender differences in online games, which can be used to improve the knowledge of mental health workers about this challenging group of patients.


Subject(s)
Video Games/adverse effects , Mental Disorders , Women , Men
20.
Article | IMSEAR | ID: sea-201933

ABSTRACT

Background: Internet gaming disorder (IGD) refers to the problematic use of on-line or off-line video games. Presently the prevalence of IGD among the adolescent group was between 1.3% to 19.9% and males reported more prevalence than females. Aims of this study was to know the prevalence and the various factors associated with the development IGD among adolescents.Methods: Settings and Design was to a cross sectional study was conducted among students of High schools for a period of 3 months from July 2018 - September 2018. Four hundred adolescent students were included in the study. English version of the DSM–5 short (9-item) dichotomous scale with cut-off point of five or more criteria was used for diagnosing the IGD.Statistical analysis used descriptive statistics were represented with frequencies and percentages. Chi-square and Fisher Exact tests were applied to find significance difference. P<0.05 was considered as statistically significant.Results: An overall prevalence estimate of IGD was 3.50% among the school children and it is higher among male students (8.8%) than female students (0.8%) and it was found statistically significant with a p value of <0.001.Conclusions: The prevalence differences between Age groups, gender, class of the student and availability of smart phone with internet facility act as an important risk factors for the occurrence of IGD among adolescents.

SELECTION OF CITATIONS
SEARCH DETAIL