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1.
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
2.
Saude e pesqui. (Impr.) ; 14(3)jul-set 2021.
Article in Portuguese | LILACS-Express | LILACS | ID: biblio-1343886

ABSTRACT

A pesquisa teve como objetivo identificar a percepção de mulheres jogadoras online quanto às manifestações de violência no espaço virtual. Trata-se de estudo transversal, descritivo e qualitativo realizado entre julho e novembro de 2018 nos municípios de Juazeiro do Norte e Crato, Ceará, Brasil, utilizaram-se roteiros semiestruturados para as entrevistas que foram processadas pelo software IRAMUTEQ, versão 0.7 alfa 2. Participaram 13 mulheres, entre 20 e 35 anos, solteiras e estudantes. A partir dos dados coletados, se elaboraram duas categorias temáticas. A primeira aborda os tipos de violência sofrida em jogos online, com destaque para a psicológica, materializada em xingamentos e assédio sexual; e a segunda, as motivações da violência sexual em jogos online como resultado, em parte, da presença de mulheres nesse ambiente. Concluiu-se que a violência de gênero está presente em todos os espaços onde as mulheres se inserem, incluindo os virtuais. Assim, incentivar a denúncia e punição de agressores e a fiscalização desses locais pode democratizar tais ambientes.


This study aimed to identify how female players perceives manifestation of violence/abuse on the online gaming environment. It is a cross-sectional descriptive study using qualitative research, with violence in the virtual environment as a variable. It started in July 2018 and it finished in November 2018. Data were acquired in two cities: Juazeiro do Norte and Crato (State of Ceará, Brazil). It was used a semi-structured interview which has been finished with saturation. All interviews were processed by the software IRAMUTEQ, v0.7 alpha 2. During the research process 13 (thirteen) female players participated, most of them are 20 to 35 years old, students and single. From the responses collected, it was possible to elaborate two different thematic categories: The first one addresses the types of violence suffered in online games, with emphasis on the psychological one, materialized in swearing and sexual harassment; and the second, the motivations of sexual violence in online games as a result, in part, of the presence of women in this environment. It was concluded that gender abuse happens in every single male dominant environment (such as online gaming). Thus, encouraging the reporting and the punishment of aggressions, and the inspection of these environments can democratize such spaces.

3.
Temas psicol. (Online) ; 25(1): 131-141, mar. 2017. ilus, tab
Article in Portuguese | LILACS, INDEXPSI | ID: biblio-991710

ABSTRACT

Este estudo teve como objetivo adaptar ao contexto brasileiro a Escala de Motivações para Jogos Online (EMJO), reunindo evidências de sua validade de construto. Os participantes foram 332 jogadores (83,8% do sexo masculino) distribuídos aleatoriamente em dois grupos: N1 com 132 jogadores (Midade = 24,8; DP = 5,80) e N2 composta por 200 jogadores (Midade = 24,2; DP = 5,63). Estes responderam a EMJO e perguntas demográficas. Com o N1 foi realizado uma análise dos componentes principais, que mostrou adequada a estrutura com três dimensões com consistência interna aceitável (alfa de Cronbach,α): realização (α = 0,76), imersão (α = 0,78) e social (α = 0,72). A partir do N2, testou-se a estrutura tridimensional por meio de análise fatorial confirmatória. Os indicadores de ajuste deste modelo corroboraram sua adequação (e.g., CFI = 0,94, RMSEA = 0,06), tendo os três fatores apresentado consistência interna superior a 0,70. Concluiu-se que esta medida reúne evidências de validade de construto, podendo ser utilizada em estudos futuros.


This article aimed to adapt and gather evidence of construct validity of the Online Gaming Motivations Scale to the Brazilian context. To this end, counted on the participation of 332 (male 83.8%) players randomly assigned into two groups:N1 with 132 players (Mage= 24.8, SD = 5.80), andN2 consists of 200 players (M age = 24.2, SD = 5.63). They answered the scale and demographic questions. With the N1 was conducted an analysis of the main components, which showed adequate structure with three dimensions with acceptable internal consistency (Cronbach's alpha,α): achievement (α = .76), immersion (α = .78) and social (α = .72). With N2 we tested the three-dimensional structure by a confirmatory factorial analysis. The fit indexes of this model corroborated its suitability (e.g., CFI = .94, RMSEA = .06), with the three factors presented higher internal consistency .70. In conclusion, this measure shows evidence of construct validity, which suggests its use in future research.


Este estudio tuvo como objetivo la adaptación al contexto brasileño de la Escala de Motivaciones para Juegos Online (EMJO), reuniendo evidencia de su validez de constructo. Participaron 332 jugadores (83.8% hombres) asignados aleatoriamente en dos grupos:N1 con 132 jugadores (Medad = 24.8, SD = 5.80) y N2 con 200 jugadores (Medad = 24.2; SD = 5.63). Los participantes respondieron a EMJO y preguntas demográfica. Con la N1 se llevó a cabo un análisis de los componentes principales, que ha mostrado la adecuación de uma estrutura con tres dimensiones con consistencia interna aceptable (Alfa de Cronbach,α): realización (α = .76), inmersión (α = .78) y social (α = .72). Con la N2 se analizó la estructura tridimensional mediante un análisis factorial confirmatório. Los indicadores de ajuste de este modelo han corroborado su adecuación (por ejemplo, CFI = .94 y RMSEA = .06), com los três factor presentando consistencia interna mayor que .70. Se concluye que la medida reune evidencias de validez de constructo pudiendo ser utilizado en estúdios futuros.


Subject(s)
Humans , Male , Female , Adolescent , Adult , Middle Aged , Video Games , Motivation
4.
Journal of Korean Neuropsychiatric Association ; : 402-409, 2014.
Article in Korean | WPRIM | ID: wpr-75293

ABSTRACT

OBJECTIVES: The purpose of this study was to investigate the differences of the suicidal behavior, stress, internet gaming disorder-related symptoms and personality profiles between online game overusers and general users. METHODS: A total of 460 adult online game users (40 overusers, 420 general users) participated in this study and were asked to complete several self-report measures. Questionnaires included demographic information, suicidal behavior, stress, internet gaming disorder-related symptoms, and big five inventory-10. RESULTS: Compared to the general user group, the overuser group showed statistically significant higher suicide idea, suicidal plan, stress, internet game withdrawal symptoms, online game-related daily life problems and lower extraversion, conscientiousness. Online game overusers showed lower extraversion, decreased conscientiousness, and higher neuroticism compared to the psychiatrically undiagnosed group. CONCLUSION: The current results indicate the possibility that online game overuse may be related to suicidal behavior, stress, and the personality traits of extraversion, conscientiousness, and neuroticism.


Subject(s)
Adult , Humans , Extraversion, Psychological , Internet , Surveys and Questionnaires , Substance Withdrawal Syndrome , Suicide
5.
Bol. psicol ; 63(139): 193-200, dez. 2013.
Article in Portuguese | LILACS | ID: lil-728540

ABSTRACT

O crescimento da indústria dos jogos eletrônicos é diretamente proporcional ao constante aumento da presença desta mídia em nosso cotidiano. Neste artigo, explorou-se como os Role-Playing Games - jogos de interpretação de papéis - online estão inseridos em nossa sociedade atualmente e quais podem ser seus benefícios na aquisição de uma melhor qualidade de vida. Para tanto, será utilizado um caso atendido em psicoterapia, no qual a atividade de jogar Role-Playing Games foi utilizada como uma ferramenta no atendimento psicoterápico, o que proporcionou, e ainda proporciona ao indivíduo em questão, possibilidades que antes se apresentavam como algo distante e inatingível, sendo elas a construção de um círculo social, a superação constante da timidez e uma melhora gradual nos sintomas da depressão...


The video-game industry's growth is directly proportional to that media's increasing presence in our daily lives. In this article, we explore the ways in which online Role-Playing Games are embedded in today's society and what may be their beneficial effects towards achieving a better quality of life. We've used a patient's case study in which the Role-Playing Game activity was employed as a tool in treatment sessions, providing situations that formerly presented themselves as something distant and unattainable, such as the possibility of building a social circle, the constant overcoming of shyness, and a gradual improvement in symptoms of depression...


Subject(s)
Humans , Depression/psychology , Depression/rehabilitation , Video Games/psychology , Psychotherapy , Shyness , Socialization
6.
Chinese Journal of Clinical Psychology ; (6)2001.
Article in Chinese | WPRIM | ID: wpr-547674

ABSTRACT

Objective: To investigate the relationships among peer attachment, self-identity, preference of online games and pathological internet use. Methods: 404 middle school students (213 boys, 191 girls) in Beijing participated in this study, and Peer Attachment Scale, Self-identity Scale, Preference of Online Games Scale and Adolescent Pathological Internet Use Scale were used. Results: ①Peer alienation predicted PIU significantly, but peer trust and peer communication didn’t; ②The preference of online games had significant complete mediating effects on the association between peer trust and PIU, and on that between peer alienation and PIU as well; the complete mediating effect of ego identity on the relationship between peer trust, peer communication and PIU was significant. Conclusion: The study demonstrates that there are significant relations among adolescents’ peer attachment, preference of online games, ego-identity and PIU.

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