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1.
Vínculo ; 20(2): 156-164, 20230000.
Article Dans Portugais | LILACS | ID: biblio-1532554

Résumé

ntrodução: Os jogos eletrônicos são agora reconhecidos como um problema de saúde mental, especialmente entre a comunidade LGBTQIA+. Objetivo: explorar os efeitos do transtorno de jogo (gaming disorder) na população LGBTQIA+. Método: A revisão narrativa abordou hábitos de jogo e gaming disorder em minorias sexuais e de gênero, usando PubMed, Google Scholar, Embase e Web of Science. Das 1640 pesquisas, apenas 3 abordaram gaming disorder nessa população. Resultado: consumidores LGBTQ+ gastam mais em jogos digitais. Jogadores LGBTQIA+ consomem mais jogos de exploração de identidade, possivelmente relacionados ao estresse de minoria. Discussão: minorias sexuais têm maior risco de gaming disorder. Para indivíduos LGBTQIA+, os jogos podem servir como escape e plataforma de apoio, mas o uso problemático pode estar associado a desfechos psiquiátricos negativos. Conclusão: Os jogos online têm o potencial de serem ferramentas de apoio para minorias, no entanto, as evidências são limitadas. É necessária mais pesquisa para compreender melhor a relação entre o uso de jogos e a saúde mental da população LGBTQIA+.


ntroduction: Electronic games are now recognized as a mental health issue, especially within the LGBTQIA+ community. Objective: To explore the effects of gaming disorder in the LGBTQIA+ population. Method: The narrative review addressed gaming habits and gaming disorder in sexual and gender minorities, utilizing PubMed, Google Scholar, Embase, and Web of Science. Out of 1640 studies, only 3 focused on gaming disorder in this population. Result: LGBTQ+ consumers spend more on digital games. LGBTQIA+ players engage more in identity exploration games, possibly linked to minority stress. Discussion: Sexual minorities face a higher risk of gaming disorder. For LGBTQIA+ individuals, games can serve as an escape and support platform, but problematic use may be associated with negative psychiatric outcomes. Conclusion: Online games have the potential as support tools for minorities, but evidence is limited. Further research is needed to better understand the relationship between game use and mental health in the LGBTQIA+ population.


Introducción: Los videojuegos electrónicos son reconocidos actualmente como un problema de salud mental, especialmente dentro de la comunidad LGBTQIA+. Objetivo: Explorar los efectos del trastorno de juego (gaming disorder) en la población LGBTQIA+. Método: La revisión narrativa abordó los hábitos de juego y el gaming disorder en minorías sexuales y de género, utilizando PubMed, Google Scholar, Embase y Web of Science. De las 1640 investigaciones, solo 3 se centraron en el gaming disorder en esta población. Resultado: Los consumidores LGBTQ+ gastan más en juegos digitales. Los jugadores LGBTQIA+ consumen más juegos de exploración de identidad, posiblemente relacionados con el estrés de minoría. Discusión: Las minorías sexuales enfrentan un mayor riesgo de gaming disorder. Para los individuos LGBTQIA+, los juegos pueden servir como un escape y plataforma de apoyo, pero el uso problemático puede estar asociado con resultados psiquiátricos negativos. Conclusión: Los juegos en línea tienen el potencial como herramientas de apoyo para las minorías, pero la evidencia es limitada. Se requiere más investigación para comprender mejor la relación entre el uso de juegos y la salud mental en la población LGBTQIA+.


Sujets)
Humains , Mâle , Femelle , Préjudice au patient , Minorités sexuelles , Dépendance à Internet , Addiction à la technologie
2.
Sichuan Mental Health ; (6): 52-56, 2022.
Article Dans Chinois | WPRIM | ID: wpr-987450

Résumé

ObjectiveTo explore the current status of academic stress, self-control and mobile game addiction among middle school students, and to test the mediating role of self-control. MethodsA total of 750 middle school students were enrolled by convenient sampling method, and were assessed using Academic Pressure Questionnaire, Self-Control Scale (SCS) and Mobile Game Addiction Scale. Thereafter, the mediating effect of self-control on the association between academic stress and mobile game addiction was analyzed with PROCESS mediating effect test. ResultsA total of 682 middle school students completed the survey. The scores of Academic Pressure Questionnaire, SCS and Mobile Game Addiction Scale of the selected middle school students were (58.56±11.34), (38.42±6.94) and (34.23±12.14), respectively. The total score and each dimension score of Academic Pressure Questionnaire were positively correlated with the total score of Mobile Game Addiction Scale (r=0.189~0.259, P<0.01), and negatively correlated with the SCS score (r=-0.348~-0.196, P<0.01). The total score and each dimension score of Mobile Game Addiction Scale were negatively correlated with SCS score (r=-0.336~-0.252, P<0.01). Academic stress could predict self-control negatively (β=-0.205, t=-9.288, P<0.01) and predict mobile game addiction positively (β=0.281, t=7.084, P<0.01). Meantime, self-control could predict mobile game addiction negatively (β=-0.480, t=-7.238, P<0.01). With self-control as a mediator variable, academic stress still significantly predicted the mobile game addiction (β=0.182, t=4.492, P<0.01). ConclusionThe academic pressure, self-control and mobile game addiction of middle school students are all at the lower middle level, moreover, self-control has a partial mediating effect between academic pressure and mobile game addiction.

3.
Sichuan Mental Health ; (6): 545-549, 2021.
Article Dans Chinois | WPRIM | ID: wpr-987469

Résumé

ObjectiveTo discuss the relationship between general self-efficacy and mobile game addiction among middle school students, and to analyse the mediating role of time management disposition. MethodsFrom November 2020 to February 2021, a sample of 667 students were recruited from three middle schools in Jiangxi and Sichuan provinces using cluster sampling method. All selected students were assessed using General Self-Efficacy Scale (GSES), Mobile Game Addiction Scale and Adolescence Time Management Disposition Inventory (ATMD). Further, Bootstrap method was used to test the mediating effect. Results①The total score of Mobile Game Addiction Scale was negatively correlated with the total scores of GSES and ATMD (r=-0.122, -0.333, P<0.01). The total score of ATMD was positively correlated with the total score of GSES (r=0.536, P<0.01). ②General self-efficacy and time management disposition could predict the mobile game addiction negatively (β=-0.333, -0.122, P<0.01), and general self-efficacy could predict the time management disposition positively (β=0.536, P<0.01). ③Time management disposition played a full mediating role between general self-efficacy and mobile game addiction, with a mediating effect size of -0.159 (95% CI: -0.213~-0.112, P<0.01), accounting for 70.38% of the total effect. ConclusionGeneral self-efficacy indirectly affects mobile game addiction via time management disposition.

4.
Article | IMSEAR | ID: sea-201064

Résumé

Background: Nowadays the teens playing outdoor games are difficult to be seen and of course, they play all these games not in reality but in a screen using video games. The biggest revolution in electronic world has put our teens more addicted towards video games which not only affect their academic performance but also have impact on their behaviour and health. The objectives of the study were to assess the pattern of video game usage among the study population; to determine the influence of video game in behaviour of the study population.Methods: The study was conducted as a cross sectional study during January and February 2018, among medical students of tertiary care hospital, Chennai. The data was collected using preformed pretested questionnaire. Data were analyzed using SPSS 21.Results: Out of 211 study participants, majority 168 (80%) were males. Around, 97 (45.9%) participants, liked to play during night hours and most 114 (54.1%) of them preferred adventure and racing games. The change in behavioral patterns like, skipping sleep 20 (25.3%), using bad words 22 (27.8%), betting 40 (50.6%), risky stunts 38 (48.1%) were observed. Around half of the participants 97 (46%) were giving complaints of various health problems like finger pain, 72 (34.1%) wrist pain, 63 (29.8%) neck pain, and 54 (26%) eye pain due to usage of video games.Conclusions: The behavioral patterns explored in this study are alarming which suggest that this age group has to be sensitized on the self control to use the video games.

5.
Psychiatry Investigation ; : 984-990, 2018.
Article Dans Anglais | WPRIM | ID: wpr-717819

Résumé

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.


Sujets)
Diagnostic , Études de suivi , Internet , Modèles linéaires , Études prospectives , Facteurs de protection , Facteurs de risque , Turquie
6.
Psychiatry Investigation ; : 297-304, 2016.
Article Dans Anglais | WPRIM | ID: wpr-19531

Résumé

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.


Sujets)
Humains , Anxiété , Comorbidité , Comportement impulsif , Internet , Relations interpersonnelles , Jeu de rôle , Poids et mesures
7.
Chinese Journal of Behavioral Medicine and Brain Science ; (12): 84-87, 2015.
Article Dans Chinois | WPRIM | ID: wpr-469434

Résumé

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.

8.
Arch. Clin. Psychiatry (Impr.) ; 41(3): 82-88, 07/2014. tab, graf
Article Dans Anglais | LILACS | ID: lil-718526

Résumé

Background: While several benefits are attributed to the Internet and video games, an important proportion of the population presents symptoms related to possible new technological addictions and there has been little discussion of treatment of problematic technology use. Although demand for knowledge is growing, only a small number of treatments have been described. Objective: To conduct a systematic review of the literature, to establish Cognitive Behavioral Therapy (CBT) as a possible strategy for treating Internet and video game addictions. Method: The review was conducted in the following databases: Science Direct on Line, PubMed, PsycINFO, Cochrane Clinical Trials Library, BVS and SciELO. The keywords used were: Cognitive Behavioral Therapy; therapy; treatment; with association to the terms Internet addiction and video game addiction. Given the scarcity of studies in the field, no restrictions to the minimum period of publication were made, so that articles found until October 2013 were accounted. Results: Out of 72 articles found, 23 described CBT as a psychotherapy for Internet and video game addiction. The manuscripts showed the existence of case studies and protocols with satisfactory efficacy. Discussion: Despite the novelty of technological dependencies, CBT seems to be applicable and allows an effective treatment for this population.


Contexto: Enquanto diversos benefícios são atribuídos à Internet e aos jogos eletrônicos, uma importante parcela da população apresenta sintomas relacionados a possíveis novas dependências tecnológicas, e pouca discussão tem ocorrido sobre o tratamento do uso problemático de tecnologia. Embora a demanda por conhecimento esteja crescendo, apenas um pequeno número de tratamentos tem sido descrito. Objetivo: Conduzir uma revisão sistemática da literatura e estabelecer a Terapia Cognitivo-Comportamental (TCC) como uma estratégia possível para o tratamento da dependência de Internet e de jogos eletrônicos. Método: A revisão foi conduzida nos seguintes bancos de dados: Science Direct on Line, PubMed, PsycINFO, Cochrane Clinical Trials Library, BVS e SciELO. As palavras-chave utilizadas foram: Terapia Cognitivo-Comportamental; terapia; tratamento; com associação aos termos Dependência de Internet e dependência de jogos eletrônicos. Dada a escassez de estudos no campo, não foram feitas restrições quanto ao período mínimo de publicação, de modo que os artigos encontrados até outubro de 2013 foram contabilizados. Resultados: Dos 72 artigos encontrados, 23 descreveram a TCC como uma psicoterapia para a dependência de Internet e de jogos eletrônicos. Os manuscritos mostraram a existência de estudos de caso e protocolos com eficácia satisfatória. Conclusões: Apesar da novidade das dependências tecnológicas, a TCC parece ser aplicável e permite um tratamento eficaz para esta população.


Sujets)
Humains , Comportement toxicomaniaque , Dépression , Internet , Jeux vidéo , Thérapie cognitive , Comportement toxicomaniaque/thérapie , Dépression/psychologie
9.
J. bras. psiquiatr ; 63(1): 57-71, Jan-Mar/2014. tab, graf
Article Dans Portugais | LILACS | ID: lil-709776

Résumé

Objetivo: Realizar revisão sistemática de manuscritos que utilizaram a neuroimagem no estudo da dependência de jogos eletrônicos, a fim de identificar as principais regiões cerebrais alteradas. Métodos: Foram realizadas buscas nos seguintes bancos de dados: ScieELO, BVS, Lilacs, Science Direct On Line e PubMed. Não houve data mínima para a pesquisa, sendo considerados os artigos encontrados até julho de 2013. Os descritores utilizados para a presente revisão sistemática da literatura foram: “PET”, “SPECT”, “MRI”, “DTI”, “EEG”, “imaging”, “neuroimaging”, “spectroscopy”, “functional magnetic ressonance”, “structural magnetic ressonance”, “tractography”, “voxel” e “brain”, individualmente cruzados com os descritores “gaming” e “video game addiction”. Resultados: Dos 52 artigos encontrados, 16 foram selecionados: nove usaram fMRI, quatro usaram sRMI, um usou PET e dois usaram EEG. Em relação às alterações funcionais e estruturais, elas foram mais observadas no lobo frontal (córtex pré-frontal dorsolateral, córtex orbitofrontal, giro pré-frontal, giro frontal médio), parietal, temporal (giro para-hipocampal), núcleos da base, tálamo, ínsula e cerebelo. Conclusão: A despeito dos métodos utilizados, os estudos apontaram convergências quanto às reciprocidades cerebrais. Essas alterações neurais são semelhantes às observadas em pacientes dependentes de substâncias e de internet, especialmente durante o estado de fissura. Apesar de apenas recentemente pesquisas de neuroimagem em dependentes de jogos eletrônicos terem sido realizadas, contamos no momento com achados significativos alinhados à ...


Objective: To perform a systematic review of manuscripts that used neuroimage to study the video game addiction in order to identify the main altered brain regions. Methods: Searches were realized in the following databases: ScieELO, BVS, Lilacs, Science Direct On Line and PubMed. There was no minimum date for the research, being considered articles founded until July 2013. The descriptors used for this systematic review were: “PET”, “SPECT”, “MRI”, “DTI”, “EEG”, “imaging”, “neuroimaging”, “spectroscopy”, “functional magnetic resonance”, “structural magnetic resonance”, “tractography”, “voxel” and “brain”, individually crossed with descriptors “gaming” and “video game addiction”. Results: Of the 52 articles founded, 16 were selected: nine used fMRI, four used sRMI, one used PET and two used EEG. In relation of the functional and structural changes, they were more often observed in the frontal lobe (dorsolateral prefrontal cortex, orbitofrontal cortex, prefrontal gyrus, middle frontal gyrus), parietal, temporal (parahippocampal gyrus), basal ganglia, thalamus, insula and cerebellum. Conclusion: Regardless the methods utilized, the studies pointed convergences regarding reciprocity brain. These neural changes are similar to those observed in patients with substance addiction and internet addiction, especially during craving. Although only recently neuroimaging researches on game addicts were realized, we count at the moment with significant findings aligned with the understanding of the neural mechanisms associated with video game addiction and its inclusion as a nosological category in psychiatric scope. .

10.
Chinese Journal of Behavioral Medicine and Brain Science ; (12): 630-632, 2013.
Article Dans Chinois | WPRIM | ID: wpr-437611

Résumé

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.

11.
Journal of Korean Neuropsychiatric Association ; : 84-90, 2013.
Article Dans Coréen | WPRIM | ID: wpr-33334

Résumé

OBJECTIVES: Based on the debate between on-line game addiction and aggressive behaviors view, the aim of this study was to investigate the factors for aggression in patients with on-line game addiction. METHODS: A total of 107 adolescent patients with on-line game addiction were enrolled in an online game clinic and research center, OO hospital. In order to rule out psychiatric Axis I comorbidity, all participants were interviewed by a psychiatrist. In addition, their symptoms were assessed using the Young Internet Assessment Scale-Korean (YIAS-K), Korean Attention-Deficit Hyperactivity Disorder (ADHD) Rating Scale, Child depression index, Aggression scale extracted from Korean child behavior checklist, and Behavioral inhibition system (BIS)/Behavioral activation system (BAS). The participants were classified according to three groups; pure on-line game addiction group (pure-Game), on-line game addiction with attention-deficit hyperactivity syndrome (ADHD-Game) group, and on-line game addiction with depression group (Dep-Game). RESULTS: Thirty seven subjects in the pure-Game group, 53 subjects in the ADHD-Game group, and 39 subjects in the Dep-Game group showed significant differences in severity of on-line game addiction and aggression. Both the ADHD-Game and Dep-Game groups showed higher YIAS-K and aggression scale scores, compared to the pure on-line game addiction group. Aggression scale showed positive correlation with BAS-drive in the ADHD-Game group. Aggression also showed positive correlation with BIS in the Dep-Game group. CONCLUSION: The current results suggested that the comorbidity of online game addiction would be a critical factor in aggression and impulsivity in patients with on-line game addiction.


Sujets)
Adolescent , Enfant , Humains , Agressivité , Axis , Liste de contrôle , Comportement de l'enfant , Comorbidité , Dépression , Internet , Psychiatrie
12.
Chinese Journal of Behavioral Medicine and Brain Science ; (12): 552-554, 2012.
Article Dans Chinois | WPRIM | ID: wpr-426972

Résumé

ObjectiveTo investigate current situation of creativity among inpatient high school students with internet game addiction disorder (IGAD) and its influential factors.MethodsThe participants comprised the patients in the General Hospital of Beijing Military Region meeting the diagnostic criteria for Internet Addiction( including 70 cases of high school (HSIGAD) and junior high school 65 cases (JHSIGAD) and 70 cases of high school in the school (HSIS) ).Questionnaire plus clinical interview method was used in the process of investigation,and the research tools include diagnostic criteria for Internet Addiction,Creativity Assessment Packet (CAP).And further Family environment questionnaire,Egna Minnen av Barndoms Uppfostran (EMBU) and 16PF were used for HSIGAD.ResultsThe creativity's total and each factor's score of HSIGAD( creativity's total ( 109.60 ±11.12 ),risk ( 23.77 ± 2.97 ),curiosity ( 31.51 ± 4.29 ),imagination ( 26.06 ± 3.57 ) and challenge ( 28.26 ±2.87) ) were lower than that of HSIGAD( ( 111.35 ± 12.00) (24.14 ±3.20) (32.25 ±4.26) (26.35 ±4.25)and (28.62 ±2.79) respectively),but there was no significant difference.The creativity's total and each factor's score of HSIGAD were significantly lower than that of HSIS( ( 121.27 ± 7.68 ) ( 26.17 ± 2.30) ( 35.80 ± 3.11 )(29.66 ±3.28) and (29.64 ±2.34) respectively) (P<0.01).Multiple stepwise regression analysis found that extroversion in personality and knowledge in family environment entered the regression equation,and all had positive prediction for creativity tendency.ConclusionThe internet game addiction may slow the development of high school student's creativity.While the personality of extroversion and the family environment with esteem to knowledge were beneficial to the development of adolescent creativity tendency.

13.
Journal of the Korean Medical Association ; : 335-340, 2012.
Article Dans Coréen | WPRIM | ID: wpr-15347

Résumé

In South Korea, suicide is the fourth leading cause of death, which is the highest rank among the Organization for Economic Cooperation and Development countries. Suicidal behaviors have shown a significant association with addiction, including internet abuse and dependence in South Korea. Internet addiction is characterized by excessive or poorly controlled preoccupations, urges, or behaviors regarding computer use and internet access. Therefore, we overviewed the relationship of internet addiction and suicidal behaviors in this article. The relationship between internet addiction and suicide was confirmed. The first is the biological approach related to reward systems, cognitive function, brain neurotransmitters, and gene expression. The second is the psychopathological approach associated with depression, anxiety, impulse control, and substance-related disorders including diseases such comorbidities. Finally, the third is the socio-environmental approach related to the contextual stimuli and social isolation and alienation caused by the lack of support and low self-esteem. In conclusion, internet addiction is significantly associated with suicidal behaviors. Internet addiction is a medical condition which is treatable and preventable, and suicide behaviors caused by internet addiction can be controlled through early diagnosis and treatment. Based on a growing body of research on the cause and effect relationship of internet addiction and suicide, various interventions of protection and prevention have been studied.


Sujets)
Humains , Anxiété , Encéphale , Cause de décès , Comorbidité , Dépression , Diagnostic précoce , Émigrants et immigrants , Expression des gènes , Internet , Agents neuromédiateurs , République de Corée , Récompense , Isolement social , Troubles liés à une substance , Suicide
14.
Chinese Journal of Behavioral Medicine and Brain Science ; (12): 651-653, 2011.
Article Dans Chinois | WPRIM | ID: wpr-416277

Résumé

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.

15.
Journal of the Korean Academy of Child and Adolescent Psychiatry ; : 87-94, 2010.
Article Dans Coréen | WPRIM | ID: wpr-175200

Résumé

OBJECTIVES: This study was aimed at investigating the relationship between internet game addiction and emotional and behavioral characteristics of students both in the 5th and 6th grade of elementary school and in middle school. METHODS: Two elementary schools and two middle schools were chosen to participate. The students completed self-report questionnaires designed by the authors, called the Internet Game Addiction Scale, Korean youth self-report (K-YSR). RESULTS: Compared to previous studies, the rates of those in the obvious game addiction group were much lower in this study. We defined the upper 10% of internet game addiction scores as a high risk user group and the lower 10% as a control group. There were significant differences between the groups with respect to the the ages at which internet gaming began, the frequency of game play per week, and the average length of each game playing session. Significant associations were also found between the level of internet game addiction and the withdrawn and delinquency subscales of the K-YSR. However, the association between game addiction and the withdrawn subscale was found only in middle school students. CONCLUSION: The findings from this study suggested that withdrawn and delinquent behaviors could be predictors of internet game addiction. Results also suggested the importance of early childhood intervention for preventing the development of more severe psychopathology in early adolescence.


Sujets)
Adolescent , Enfant , Humains , Internet , Psychopathologie , Enquêtes et questionnaires
16.
Chinese Journal of Clinical Psychology ; (6)2006.
Article Dans Chinois | WPRIM | ID: wpr-544014

Résumé

Objective: The purpose of this research is to investigate the relationship between computer game addiction,a subtype of internet addiction,and parental Rearing styles.Methods: Using Computer Game Addiction Inventory(CGAI) and EMBU,we investigate a sample of 747 senior high school students in Beijing.According to whether participants' sum score of five dimensions of CGAI is larger than 1.5 SD,we divide them into two groups: tendency to addiction and non-tendency to addiction.Then we analyze the data with methods of MANOVA and Canonical Correlation.Results: There is significant difference in sex distributing between tendency to addiction and non-tendency to addiction.There is also significant difference in parental rearing styles between two groups.Under authoritarian rearing styles,children score higher on nearly every dimension of CGAI.Conclusion: Boys are more likely to get addicted to computer games than girls.Negative parental rearing styles associate closely with computer game addiction.

17.
Journal of the Korean Medical Association ; : 202-208, 2006.
Article Dans Coréen | WPRIM | ID: wpr-183889

Résumé

Korea has one of the most advanced information infrastructure in the world. The issue of internet or cyberspace addiction came along with the advancement of high-speed internet and personal computers a decade ago. Internet addiction, once introduced humorously as webaholism, has now become one of the most important adolescent behavioral problems including sex, drug and other delinquent behaviors. Boosted by PC-room and innovative online game industries, the adverse effect of online game overuse now overwhelms other media including video game, online chatting, and cyberporn. Teenagers tend to prefer interactive media such as internet, mobile and peer-to-peer communications to classical uni-directional media such as T.V. and newspaper. The age of initial exposure to these media gets younger. Social and medical support network to remedy the problems does not seem to catch up with the rapidly evolving internet and game industry. The highly addictive and pervasive nature of role-playing and recent casual games are discussed, along with the medico-social and legislative efforts in need from the government, communities, schools and families.


Sujets)
Adolescent , Humains , Comportement de l'adolescent , Didacticiel interactif , Internet , Corée , Micro-ordinateurs , Périodique , Jeux vidéo
18.
Korean Journal of Child Health Nursing ; : 282-290, 2004.
Article Dans Coréen | WPRIM | ID: wpr-38368

Résumé

PURPOSE: The measure the degree of computer game addiction; to examine the relationship between computer game addiction and contributing factors; and to discover the predictors of computer game addiction of elementary school children of Korea. METHOD: Data were assembled from questionnaires distributed among 455 children from four elementary schools in Gyung-buk Province. RESULTS: The level of computer game addiction of subjects was rather low, and correlated significantly with gender, academic performance, family economic status, playmates for leisure time, place of playing computer game, length of the habit of playing game, average playing time of game per day, frequency of PC-room(Internet Cafe for game) visits per week, game partners and reasons for playing game. Multiple regression analysis showed that 45% of the computer game addiction was significantly related to gender(21%), impulsiveness(10%), average playing time of game per day(9%), depression(2%) and other variables(3%) such as playmates for leisure time, academic performance and frequency of PC-room visits per week. CONCLUSION: We suggest these results be used to develop a computer game addiction prevention program.


Sujets)
Enfant , Humains , Corée , Activités de loisirs , Jeux vidéo , Santé de l'enfant , Enquêtes et questionnaires
19.
Chinese Mental Health Journal ; (12)2002.
Article Dans Chinois | WPRIM | ID: wpr-590344

Résumé

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

20.
Chinese Journal of Clinical Psychology ; (6)2001.
Article Dans Chinois | WPRIM | ID: wpr-543345

Résumé

Objective: To explore the personality traits, emotions, and cognitive factors related to the trends of computer game addiction and cyber-relationship addiction. Methods: 184 college students in Beijing filled up the following questionnaires, including Computer Game Addiction Inventory (CGAI), Internet Relationship Addiction Inventory (IRDI), Sensation Seeking Scale (SSS), Achievement Motivation Scale, Self-Esteem Scale (SES), Shame Scale, Beck Depression Inventory (BDI), Eysenck Personality Questionnaire-R Short Scale(EPQ-RSC), and cognition questionnaire developed by the authors. Results: ① The trend of computer game addiction was positively correlated with sensation seeking, achievement motivation, the negative evaluation on oneself and environment in inter-personal relationships, and the positive evaluation on one's intelligence (P

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