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1.
Psychiatry Investigation ; : 984-990, 2018.
Article in English | WPRIM | ID: wpr-717819

ABSTRACT

OBJECTIVE: Prospective data of risky online gamers in Turkey is missing. Therefore, we aimed to investigate the change in gaming behaviors and addiction rates of Travian players within two years to search diagnostic stability of internet gaming disorder and some psychosocial risk factors. METHODS: 110 responders completed the whole questionnaire package including 21-item Game Addiction Scale (GAS), Satisfaction with Life Scale (SLS), Rosenberg Self-Esteem Scale (RSES), and Multi-dimensional Scale of Perceived Social Support (MSPSS). A hierarchical linear modeling approach was followed to test the linear change in game addiction scores of the participants from 2013 to 2015. RESULTS: GAS scores of gamers significantly decreased within two years (p=0.026). MSPSS scores significantly and negatively associated with GAS scores (p < 0.001) and the negative association of time remained significant (p=0.035). Decrement in the MSPSS scores in two years was associated with increment in GAS scores. 9 (90%) of 10 participants with internet gaming disorder according to monothetic format and 26 (52%) of 50 participants with internet gaming disorder according to polythetic format were found to not to meet the diagnosis in the follow-up. 33 out of all participants reported that they were not playing any online games for at least last 6 months. CONCLUSION: Social support seems to be a protective factor for game addiction and diagnosis of internet gaming disorder has low temporal stability among Travian players in Turkey.


Subject(s)
Diagnosis , Follow-Up Studies , Internet , Linear Models , Prospective Studies , Protective Factors , Risk Factors , Turkey
2.
Psychiatry Investigation ; : 297-304, 2016.
Article in English | WPRIM | ID: wpr-19531

ABSTRACT

OBJECTIVE: Recent studies of online game addiction have suggested that social interaction and impulsivity are critical factors for the etiology and progress of online game addiction. We hypothesized that the genre of the online game is associated with impulsivity and sociality in individuals with online game addictions. METHODS: In total, 212 patients with problematic online game playing were divided into four groups by game genre: 1) massive multiplayer online role playing game (MMORPG), 2) real-time strategy (RTS), 3) first-person shooter (FPS), and 4) other. Their symptoms and characteristics were assessed using 8 scales and 2 tests to estimate self-esteem, impulsiveness, comorbidity, social interaction status, and cognitive function. RESULTS: The mean social anxiety score was highest in the MMORPG group and lowest in the FPS group. The mean self-esteem score was highest in the RTS group. Social anxiety score was positively correlated with Internet addiction score in the MMORPG group, and the self-esteem score was positively correlated with Internet addiction score in the RTS group. CONCLUSION: The genre of online game was not associated with impulsivity, but social anxiety status varied significantly with game genre, and differences in social anxiety were especially pronounced in patients playing the MMORPG (highest social anxiety) and FPS (lowest social anxiety) game genres. In addition, self-esteem was highest in the RTS game genre.


Subject(s)
Humans , Anxiety , Comorbidity , Impulsive Behavior , Internet , Interpersonal Relations , Role Playing , Weights and Measures
3.
Chinese Journal of Behavioral Medicine and Brain Science ; (12): 84-87, 2015.
Article in Chinese | WPRIM | ID: wpr-469434

ABSTRACT

Objective To develop the adolescent online game experience scale(AOGES) and tests its reliability and validity,so as to explore the component construct of the adolescents' online game experience.Methods Interviews and open questionnaire investigation as well as the existing scales were used to form the earlier version of the measurement,and the formation of test version were based on the expert group discussion,A total of 785 middle school students completed the AOGES,factor analysis method were used to form the final questionnaire.60 students participated in the retest 3 weeks later.The Online Game Addiction Scale and APIUS were used as criterions.Results The exploratory factor analysis indicated that the AOGES was composed of 40 items and six-factors; The range of factor loading was between 0.40-0.89,and explained 60.42% of the total variance.The cortfirmatory factor analyses indicated that the six-factor model had good fitting indices (x2/df =2.83,GFI =0.93,TLI =0.92,IFI =0.95,CFI=0.95,RMSEA=0.069).The scores of the AOGES were positively correlated with the scores of the Online Game Addiction Scale and APIUS (r=0.12-0.60,P<0.05).The Cronbach oα of the AOGES was 0.96 and six subscales were between 0.76-0.95.The test-retest reliabilities of the AOGES was 0.81 and six subscales were between 0.51-0.86.Conclusion It suggests that the Adolescent Online Game Experience Scale may be a sixdimension model which has good reliability and validity.The questionnaire may be suitable for measuring the adolescents' online game experience in China.

4.
Chinese Journal of Behavioral Medicine and Brain Science ; (12): 630-632, 2013.
Article in Chinese | WPRIM | ID: wpr-437611

ABSTRACT

Objective To investigate the characteristic of regional amplitude of low frequency fluctuation (ALFF) in the brain of adolescents with online game addiction during the resting state.Methods The ALFF method was employed to explore the local features of spontaneous brain activity in adolescents with online game addiction (n =26) and healthy controls (n =23) during resting-state by Resting-State fMRI Data Analysis Toolkit.Results Compared with healthy controls,adolescents with online game addiction showed increased ALFF values in the anterior cingulate cortex (ACC),left middle cingulate cortex (MCC),bilateral caudate,right pallidum,bilateral parahippocampal gyrus,and right insula.It was noteworthy that the ALFF values of the right caudate (r =0.4437,P =0.0232) and right parabippocampal gyrus (r =0.5227,P =0.0062) were positively correlated with the duration of online game addiction.Conclusion The abnormal spontaneous neuronal activity properties during the resting state were revealed in the brain regions of adolescents with online game addiction.And the abnormalities may become more significant as the disease progresses.

5.
Chinese Journal of Behavioral Medicine and Brain Science ; (12): 651-653, 2011.
Article in Chinese | WPRIM | ID: wpr-416277

ABSTRACT

Objective To discuss some characteristics of aggressive behavior of junior middle school students addicted to violence online game.Methods From Aug.to Dec.at 2009,6000 volunteers have been investigated with the self-made violence online game survey scale and the Chen's were screen out by CIAS,and in which 71 violence game addicts,and 66 entertainment game addicts.They were divided into two groups matched as age and sex(male 55 and female 11 in every group),average age was 14.36±0.81 years old.66 no-play game students served as control group.The mean value and standard deviation of aggressive behaviors in each group were compared with one way ANOVA with SPSS12.0 version.Results There were significant different inter groups in the behavioral scores expressed in physiological attack((21.59±4.36),(18.10±6.10,(14.92±5.61)),spoken language attack((21.04±3.98),(18.36±6.26),(15.66±5.23)),angry mood((21.37±4.43),(18.72±5.90),(16.56±5.70)),hostility cognition((21.69±5.77),(20.06±7.74),(16.39±6.85))and the total score((85.56±13.71),(75.28±22.36),(63.54±20.32))(F1-4=25.07,17.35,3.25,10.40,21.81);Moat severity attack behaviors were observed in the violence online game addictive group,but less done in other two groups(t1-4=3.48,2.68,2.65,10.27,P<0.01;t 1-5=6.66,5.37,4.48,5.30,22.01,P<0.01);and secondary was found in Entertainment online game addicts(t1-5:3.18,2.69,2.16,3.66,11.74,P<0.01).Conclusion Higher attack behavior scores are found in the violence online game in junior middle students,and entertainment online game also induce attack behavior,but is not so notable.

6.
Chinese Mental Health Journal ; (12)2002.
Article in Chinese | WPRIM | ID: wpr-590344

ABSTRACT

Objective:To explore the relationship between college students' online game addiction tendency and learning burnout,and find the differences between online game addicts and other types of addicts.Method:With the Learning Burnout Scale,revised Chinese Internet Addiction Scale's Revision,Questionnaire of Internet Addiction Tendency,and 420 college Students as the subjects,analysis of correlation and stepwise regression analysis were employed to analyze the related factors of learning burnout.Result:There were significant difference in the gender(?2=21.855,P

7.
Chinese Journal of Clinical Psychology ; (6)1993.
Article in Chinese | WPRIM | ID: wpr-544873

ABSTRACT

Objective:To investigate and explore the factors leading to online game addiction.Methods:Questionnaires composed of demographic information,online game addiction instrument,flow experience instrument,loneliness instrument and depression instrument were used to assess 270 university and college students.Results:①Along with different degrees of online game addiction,there was significant difference among players of different flow experiences.②Relative lonely or depressive players were easier to become addicts than non-lonely or non-depressive players on the similar of condition flow experience and repetition.③Online game addictions had linear correlation with activity repetition,flow experience and loneliness.Conclusion:Factors of leading to online game addiction include activity repetition,flow experience and loneliness of players.

8.
Chinese Journal of Clinical Psychology ; (6)1993.
Article in Chinese | WPRIM | ID: wpr-542590

ABSTRACT

Objective: To revise the Online Game Addiction Inventory(OGAI) and examine its psychometric properties.To explore the relationship between OGAI and Self Efficacy of middle school students.Methods: A sample of 1299 middle school students completed the OGAI and Self Efficacy Inventory(SEI).Results: With exploring factor analysis,4 factors were extracted,i.e.Addictive Behavior,Emotional Arousal,Shame & Dissatisfaction and Dysfunction.The reliability of the revised inventory was 0.93 and that of 4 sub-scales ranged from 0.70 to 0.92.Addictive Behavior,Shame & Dissatisfaction and Dysfunction were negatively correlated with Self Efficacy.Emotional Arousal did not correlate with OGAI.Conclusion: The revised Online Game Addiction Inventory(OGAI) is a reliable and valid measurement.OGAI and SEI are significantly related.

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