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1.
Am J Psychoanal ; 84(2): 190-202, 2024 Jun.
Article in English | MEDLINE | ID: mdl-38866953

ABSTRACT

The COVID pandemic has had a major impact on the mental health of the population, especially on female adolescents. Eating disorders and gender identity problems have increased markedly. Online activities have also grown enormously during this period occupying a large portion of adolescents' time. We explore the use of social networking and online gaming by adolescent girls and boys. We discuss their possible influence on different levels of psychological distress in boys and girls in the face of the pandemic. We propose that online games, mainly used by young boys, might offer them some emotional protection through mechanisms related to the body and its experience, to the group dynamics of competition, collaboration, and hierarchy, to the possibility of expressing aggression, and to the construction of a clearer and more stable identity. An unprejudiced look at new technologies is mandatory, if we are to avoid projecting our fears and expectations onto them.


Subject(s)
COVID-19 , Mental Health , Video Games , Humans , COVID-19/psychology , Adolescent , Video Games/psychology , Male , Female , Adolescent Behavior/psychology , Online Social Networking
2.
Int J Dev Disabil ; 70(3): 530-535, 2024.
Article in English | MEDLINE | ID: mdl-38699504

ABSTRACT

Background: Using games as a medium to master certain learning outcomes enables students to explore and understand the world around, which is important for students with intellectual disabilities. The purpose of this study was to gain insight into the potential effects of online games on social interaction of adolescents with intellectual disability, and how parents view these effects. Method: This study employed a quantitative approach using a quasi-experimental, pre-test and post-test and follow up design. Descriptive approach is also employed to investigate how parents view effects of online games on social interaction of adolescents with intellectual disability. To test the third hypothesis, qualitative method through interview was employed. 40 adolescents with mild ID aged between 15 and 18 years and who were enrolled in the ID Inclusion program, as well as their parent/guardian were recruited. Results: On the basis of the statistical analysis, It was observed a significant effect on adolescents with ID's social interaction capability. Looking at between-group differences, the groups were statistically significantly different in their levels of social interaction at the end of the intervention, with participants in the experimental group exhibiting significantly higher levels of social interaction in comparison to the controls. Conclusion: This study provides a potential support to the effectiveness of online games on social interaction of adolescents with intellectual disability. The main conclusion arising from these findings is the need to broaden the study of online games and their possible benefits to other variables than social interaction, such as cognitive variables and diverse populations, especially those with ID and autism.

3.
Psychol Res Behav Manag ; 16: 4353-4365, 2023.
Article in English | MEDLINE | ID: mdl-37908679

ABSTRACT

Objective: Learner dependence on short videos has many pitfalls for learning outcomes, but the negative effects of excessive short video use have been little discussed in the learning psychology literature. Therefore, this study investigated the effects of excessive short video use on anxiety, depression, prospective memory, and academically delayed gratification (ADOG) in relation to online gaming-related behaviours, and explored the possible mechanisms by which excessive online gaming and short video use may lead to decreased ADOG, to expand our understanding of excessive short video use. Methods: Based on the whole class random sampling method, a questionnaire survey was conducted among college students in Northern Anhui, China from May 7 to July 27, 2022. The questionnaires included the Generalized Anxiety Disorder Scale (GAD-7), Patient Health Questionnaire Scale (PHQ-9), Prospective and Retrospective Memory (PRM) Questionnaire, and ADOG Scale. Results: A total of 1016 participants completed the survey. The study found that of all the internet behaviors, 20.8% of the college students mainly played online games, 43.9% mainly played short videos, and 35.3% conducted other online behaviors. When compared with other internet behaviors, online gaming and short video behaviors can cause more serious anxiety/depression and worse PRM and ADOG scores. As time spent playing online games and short videos increased, anxiety and depression became worse, and the scores for PRM and ADOG also declined. Anxiety, depression, and PRM mediate the relationship between time spent on online gaming/short videos and ADOG. Conclusion: Excessive short videos behaviour may produce the same psychological problems and learning problems as online gaming disorder. Excessive short video and online gaming behaviors may affect ADOG performance through anxiety, depression, and prospective memory. These findings could be used as a basis for future studies on the improvement of ADOG.

4.
Front Psychol ; 14: 1185353, 2023.
Article in English | MEDLINE | ID: mdl-37519374

ABSTRACT

Introduction: The present study aimed to examine the effects of online game addiction on reduced academic achievement motivation, and the mediating role of learning engagement among Chinese college students to investigate the relationships between the three variables. Methods: The study used convenience sampling to recruit Chinese university students to participate voluntarily. A total of 443 valid questionnaires were collected through the Questionnaire Star application. The average age of the participants was 18.77 years old, with 157 males and 286 females. Statistical analysis was conducted using SPSS and AMOS. Results: (1) Chinese college students' online game addiction negatively affected their behavioral, emotional, and cognitive engagement (the three dimensions of learning engagement); (2) behavioral, emotional, and cognitive engagement negatively affected their reduced academic achievement motivation; (3) learning engagement mediated the relationship between online game addiction and reduced academic achievement motivation.

5.
Front Psychol ; 14: 1008211, 2023.
Article in English | MEDLINE | ID: mdl-36910775

ABSTRACT

Objectives: This study aimed to explore the positive effects of online games on college students' psychological demands and individual growth. Methods: A qualitative study design was carried out in September 2021. Semi-structured, in-depth, and individual interviews were conducted with a purposive sample of 20 undergraduates who played the online game "Glory of Kings" from six universities. Thematic analysis was employed to explore the positive features caused by "Glory of Kings". Results: College students reported three positive effects of online games, namely, satisfying the need for personal growth, meeting the requirement of social life and promoting academic performance. Conclusion: College educators and families should take advantage of the positive effect of online games to guide college students to use online games reasonably.

6.
Games Health J ; 12(2): 140-149, 2023 Apr.
Article in English | MEDLINE | ID: mdl-36602510

ABSTRACT

Background: Innovative methods for smoking prevention interventions need to be investigated to increase attractiveness, access hard-to-reach populations, and increase effectiveness. We studied the feasibility and immediate effects of an intervention to reinforce norms and behaviors of young people related to antismoking, integrated into a popular online community game. Methods: A pilot randomized controlled trial was conducted through the HABBO online community. The intervention group was exposed to repeated discussion sessions with small groups of peer players and two facilitators once a week for 1 month (four sessions), inside the game. The control group had access to antismoking information websites. Process indicators (attractiveness, participation) and immediate outcomes (norms and intentions with regard to smoking) were assessed by questionnaire. Results: One hundred sixteen players were invited to participate in the intervention; 10 did not meet eligibility criteria, 30 were allocated to the intervention group, and 76 to the control group. Median age was 23. Twenty-four percent were not in education, employment, or training. A median of eight players attended each session and the median number of exchange chats by session was 399; 70% of chat time was occupied by the players. Twenty players attended all four sessions. Immediate norms, representations, and intentions were evaluated in 39 players and showed small differences between groups. Conclusion: Delivering and evaluating a smoking prevention intervention in an online game is feasible. In the targeted online community game, the intervention was attractive and allowed the delivery of innovative interventions to audiences with diverse social profiles. Long-term effects, sustainability, and evaluation methodology are discussed.


Subject(s)
Internet-Based Intervention , Smoking Prevention , Video Games , Adolescent , Adult , Humans , Young Adult , Pilot Projects , Smoking Prevention/methods , Surveys and Questionnaires , Male , Female , Feasibility Studies , Treatment Outcome
7.
J Gambl Stud ; 39(1): 323-338, 2023 Mar.
Article in English | MEDLINE | ID: mdl-35639273

ABSTRACT

This article aims to understand the relationship between basic needs satisfaction, self-determined motivation, and burnout in esports players. To achieve this, we investigate three research hypotheses: (1) The three dimensions of basic needs satisfaction have a positive effect on the self-determined motivation of esports players, (2) The self-determined motivation of esports players has a negative effect on their burnout, and (3) All three dimensions of basic needs satisfaction affect esports player's burnout, indirectly via self-determined motivation. Data were collected through an online questionnaire (n = 608) administered to Korean esports players who play online games as a leisure activity. Results indicate that player competence has a negative relationship with self-determined motivation, suggesting that Korean players do not associate increased levels of competence with their intrinsic motivation. The results show that intrinsic motivation is negatively associated with burnout, particularly exhaustion and reduced sense of accomplishment. It should be noted that Korean players' high level of competence can result in reduced levels of self-determined motivation, which can lead them to burnout. This should be addressed by the industry, practitioners, and researchers considering the cultural context and the relationship between the factors, which will contribute to the sustainable growth and prosperity of the esports.


Subject(s)
Burnout, Professional , Gambling , Humans , Motivation , Gambling/psychology , Burnout, Psychological , Personal Satisfaction , Republic of Korea
8.
Article in English | MEDLINE | ID: mdl-36232091

ABSTRACT

Online game products have fueled the boom in China's digital economy. Meanwhile, its public health concerns have sparked discussion among consumers on social media. However, past research has seldom studied the public health topics caused by online games from the perspective of consumer opinions. This paper attempts to identify consumers' opinions on the health impact of online game products through non-structured text and large-size social media comments. Thus, we designed a natural language processing (NLP) framework based on machine learning, which consists of topic mining, multi-label classification, and sentimental analysis. The hierarchical clustering method-based topic mining procedure determines the compatibility of this study and previous research. Every three topics are identified in "Personal Health Effects" and "Social Health Effects", respectively. Then, the multi-label classification model's results show that 61.62% of 327,505 comments have opinions about the health effects of online games. Topics "Adolescent Education" and "Commercial Morality" occupy the top two places of consumer attention. More than 31% of comments support two or more topics, and the "Adolescent Education" and "Commercial Morality" combination also have the highest co-occurrence. Finally, consumers expressed different emotional preferences for different topics, with an average of 63% of comments expressing negative emotions related to the health attributes of online games. In general, Chinese consumers are most concerned with adolescent education issues and hold the strongest negative emotion towards the commercial morality problems of enterprises. The significance of research results is that it reminds online game-related enterprises to pay attention to the potential harm to public health while bringing about additional profits through online game products. Furthermore, negative consumer emotions may cause damage to brand image, business reputation, and the sustainable development of the enterprises themselves. It also provides the government supervision departments with an advanced analysis method reference for more effective administration to protect public health and promote the development of the digital economy.


Subject(s)
Social Media , Text Messaging , Adolescent , China , Empirical Research , Humans , Public Health/methods
9.
Sensors (Basel) ; 22(20)2022 Oct 14.
Article in English | MEDLINE | ID: mdl-36298141

ABSTRACT

The application layer in the Internet protocol suite offers a significant degree of freedom regarding the orchestration of distributed denial-of-service attacks due to many different and unstandardized protocols. The primary focus of defending against application-layer distributed denial-of-service attacks has traditionally been Hypertext Transfer Protocols oriented while observing individual users' actions independently from one another. In this paper, we present and analyze a novel application-layer DDoS attack in massively multiplayer online games that utilize the cooperative efforts of the attackers to deplete the server's or players' bandwidth. The attack exploits in-game dependencies between players to cause a massive spike in bandwidth while the attackers' traffic remains legitimate. We introduce a multiplayer-relations graph to model user behavior on a game server. Additionally, we demonstrate the attack's devastating capabilities on an emulated World of Warcraft server. Lastly, we discuss flaws of the existing defense mechanisms and possible approaches for the detection of these attacks using graph theory and multiplayer-relations graphs.


Subject(s)
Video Games , Psychotherapy
10.
Front Psychol ; 13: 810954, 2022.
Article in English | MEDLINE | ID: mdl-35645846

ABSTRACT

This research explored the influencing factors of gender swapping among female players in online games and their impact on online gaming behavior. Based on an online survey of 3,658 female players in China, we found that perceived benefits and the Tanbi tendency, a psychological indulgence in enjoying novels, comics, or series on love and sex between attractive males, were the most important factors for female players to employ male avatars. Sexual orientation, perceived anonymity, and perceived tolerance also had a significant influence on gender swapping. Different from the practical benefits perceived by men who use female avatars in online games, the perceived benefit for female players who use male avatars was to avoid gender discrimination. In order to obtain more freedom and fairer treatment, they chose male avatars for a better experience. Female players with a higher degree of gender swapping showed a stronger aggressiveness and dominant "hyper-masculinity" behavior tendency in the game. Though online virtual worlds may be a convenient place for females to experience gender equality through gender swapping, the findings of this study suggest that gender swapping in games may, to some extent, perpetuate or even reinforce gender stereotypes in the real world.

11.
Nutrients ; 14(11)2022 May 26.
Article in English | MEDLINE | ID: mdl-35684027

ABSTRACT

Emerging adults (EAs), defined as adults aged 18 to 25, remain a difficult group to engage in healthy behaviours (including positive dieting and eating patterns). The environmental elements that influence the health behaviours of EAs have been studied. However, the literature is mixed on how online game environments, including eSports and game streaming, can be used to positively engage EAs. In this scoping review, we identified and analysed research on online games, EAs, and dietary patterns to create a behavioural ecological map of influences that intersect with EAs through online games. In total, 75 studies were found, identifying 23 influences that intersect with EAs through their online game use. ESports organisations, eSports athletes, and content creators may be areas of future research (and intervention) as these factors could positively influence the dietary behaviours of EAs (through online games).


Subject(s)
Video Games , Adult , Humans
12.
Front Psychol ; 13: 907050, 2022.
Article in English | MEDLINE | ID: mdl-35707663

ABSTRACT

This study examined the factors that affect the attitude and behavioral intentions toward electronic sports (eSports) among students of higher education institutions based on the technology acceptance model (TAM). The conditional impact of preventive regulatory focus was analyzed in various aspects developed on the regulatory focus theory. These aspects comprised of perceived usefulness, perceived ease of use, and perceived risk on the attitude toward eSports. Accordingly, data were collected from 293 students of higher education institutions in China's Henan Province, presenting a 54.56% response rate. The PLS-SEM analysis was subsequently implemented to confirm the proposed hypotheses. The empirical findings confirmed the significant positive impact of perceived usefulness and perceived ease of use on the attitude toward eSports. However, perceived risk negatively affected the attitude toward eSports. Meanwhile, the findings on the moderating hypotheses found a negligible impact on preventive regulatory focus. This impact was found explicitly on the perceived usefulness-perceived ease of use link with attitude toward eSports. However, the preventive regulatory focus negatively moderated the perceived risk attitude toward eSports. Finally, the implication and limitations were illustrated at the end of the paper.

13.
J Family Community Med ; 29(2): 93-101, 2022.
Article in English | MEDLINE | ID: mdl-35754755

ABSTRACT

BACKGROUND: Video games have become popular in the last few decades, resulting in an increase in reported negative consequences. This study aimed to assess the prevalence of internet gaming disorder (IGD), its association with gaming behavior, depression, and anxiety in male high school students. MATERIALS AND METHODS: This cross-sectional study involved male high school students in Dammam. Schools were selected using stratified random sampling, and data were collected using a self-administered questionnaire. Data analyzed using SPSS v23.0; the initial analysis included descriptive statistics. Continuous and ordinal variables were compared using t-test or Mann-Whitney U test, and ANOVA or Kruskal-Wallis test, as appropriate; Chi-square test was used for categorical variables. Spearman correlation coefficient was calculated to determine the correlation between IGD score and depression and anxiety scores. RESULTS: A total of 726 high school gamers were involved, 87% of whom were Saudi, with a mean age of 16.92 years and 45% were from public schools. The mean IGD score was 18.12, and the prevalence of IGD was 21.85%. Students who spent ≥4 h/day on weekdays or ≥6 h/day at weekends on videogames and gamers who spent ≥200 Saudi Riyals per month on gaming had significantly higher mean IGD scores (P < 0.001). Gamers who used PC/laptop for gaming had significantly higher IGD scores compared to those who used other devices (P = 0.002). Action, fight, open-world games, and games with violence were associated with significantly higher IGD scores. Among students with IGD, 21.7% had moderately severe/severe depression and 11.4% had severe anxiety. CONCLUSION: IGD is a concerning psychiatric disorder in male high school students. It is associated with certain gaming behavior and other mental problems. We recommend future larger-scale research that includes females as well.

14.
BMC Ophthalmol ; 22(1): 220, 2022 May 14.
Article in English | MEDLINE | ID: mdl-35568890

ABSTRACT

BACKGROUND: The increase in the prevalence of myopia has become a matter of serious public health concern, and few studies to date have examined the ocular biometric parameters of myopia in young Chinese adults. This study aimed to investigate the longitudinal ocular biometric and refractive development of first-year university students and the influence of near work. METHODS: This study included 526 first-year university students from Tianjin Medical University (mean age, 18.34 years; 313 females and 213 males). From 2016 to 2018, participants underwent ocular biometry measurements and subjective refraction annually. Near-work activities such as the use of electronic devices, online games, reading, and writing as well as demographic data were recorded by questionnaires. RESULTS: The prevalence of myopia in this population from 2016 to 2018 was 92.40%, 92.59%, and 92.97%, respectively. Importantly, the prevalence of high myopia increased significantly from 20.91% to 28.33% (P < .001). The spherical equivalent refraction was significantly more myopic by approximately - 0.38 D (from - 4.18 ± 2.44 to - 4.56 ± 2.57 D; P < .001) during the period. The axial length, central corneal thickness, and lens thickness became significantly different (all P < .05), and the axial length significantly increased by 0.12 mm during 2 years (P < .001). Using binary logistic regression analysis, the data indicated that spending more time on online games (odds ratio, 2.09; 95% confidence interval, 1.33-3.29) could speed up the progression of myopia (P < .05). CONCLUSIONS: This study showed that the prevalence of high myopia continued to increase in undergraduate students over 2 years. Baseline myopia correlated with myopic shift, the time spent on online games, and parental myopia were significantly associated with an increase in myopia in these young adult populations.


Subject(s)
Myopia , Refractive Errors , Adolescent , Anterior Chamber , Biometry , China/epidemiology , Female , Humans , Longitudinal Studies , Male , Myopia/epidemiology , Refraction, Ocular , Refractive Errors/epidemiology , Students , Universities , Young Adult
15.
Sensors (Basel) ; 22(9)2022 May 07.
Article in English | MEDLINE | ID: mdl-35591266

ABSTRACT

This paper analyzes different player type models and game elements in the literature, particularly focusing on the case of online games. Research based on an exploratory study is presented; it aims to explore the different types of interaction with gameful digital applications. The study is based on a survey and provides findings from the literature review and empirical insights about users' differences and preferences regarding game elements. The results reveal demographics regarding player profiles and the relationships between gender, age, culture, and the influence of different game design elements and platforms. The main contribution of this study fulfills the need for knowledge about the relationship between game element design, platforms/devices, and players (types and preferences).


Subject(s)
Video Games , Female , Humans , Male , Surveys and Questionnaires
16.
Soc Sci Med ; 295: 112728, 2022 02.
Article in English | MEDLINE | ID: mdl-31879045

ABSTRACT

We examine internet gaming-related suffering as a novel syndemic most prevalent among contemporary emerging adults. Synthetic analysis of our prior research on internet gaming and health affirms how social factors and mental and physical wellness mutually condition each other in this online play context. Employing biocultural anthropological mixed methods, we focus on statistical interactions between intensive gaming and social well-being in relation to genomic markers of immune function. We show that among gamers with low social well-being, intensive game play is associated with compromised immunity markers, but among those with robust social connection, that same play correlates with decreased activation of stress-related immunity activation. The apparently beneficial interaction of higher social well-being and intensive game play resonates with an emerging body of research showing how positive practices-in this case, engaged and pleasurable videogame play-can increase resilience to the negative linked psychological and genomic responses to precarity. Based on these findings, we argue, in relation to gaming behaviors, a syndemics analysis could usefully be expanded by attending to both sides of the synergistic interaction between two social conditions: not just exacerbation of dysfunction in relation to their combined effect, but also non-additive enhancement of health that may stem from such combinations. We draw on literature emphasizing the relevance to health of "eudaimonic" well-being-psychosocial processes that transcend immediate self-gratification and involve the pursuit of meaningful and pro-social goals. On that basis, we propose the term "syndaimonics" to capture synergies between social context and mental flourishing, which, in this context and presumably others, can illuminate sources of health resilience and overall improved psychosocial wellbeing.


Subject(s)
Behavior, Addictive , Video Games , Adult , Behavior, Addictive/psychology , Genomics , Humans , Internet , Syndemic , Video Games/psychology
17.
Front Psychol ; 12: 768825, 2021.
Article in English | MEDLINE | ID: mdl-34912274

ABSTRACT

Cheating, the act of winning in a competition based on unfair advantages over one's opponents, often occurs in online games (e.g., illegal money exchange, account hacking, and exploiting a bug). With the recent flourishing of competitive tournament games online, such as League of Legends (LoL) and Overwatch, cheating has emerged as a serious problem since it not only promotes the de-socialization of gamers but also adversely affects game brands. However, there has little research on this issue in studies on competitive online games. Focused on three psychological factors (i.e., competitive motivation, self-esteem, and aggression), which has been reported to be primarily related to cheating in sports, this paper presents a study that empirically examined the associations between the factors and cheating in competitive online game environments. From survey data of 329 LoL gamers in South Korea, a structural equation model was analyzed. The results showed that gamers with a high degree of competitive motivation are more inclined to cheat in the game. Aggression increased cheating behavior and had a significant relationship with competitive motivation. Self-esteem decreased the degree of cheating but did not affect competitive motivation. Notably, gaming time negatively influenced cheating. The practical implications of these study results were discussed.

18.
Front Robot AI ; 8: 669990, 2021.
Article in English | MEDLINE | ID: mdl-34336935

ABSTRACT

Reinforcement learning simulation environments pose an important experimental test bed and facilitate data collection for developing AI-based robot applications. Most of them, however, focus on single-agent tasks, which limits their application to the development of social agents. This study proposes the Chef's Hat simulation environment, which implements a multi-agent competitive card game that is a complete reproduction of the homonymous board game, designed to provoke competitive strategies in humans and emotional responses. The game was shown to be ideal for developing personalized reinforcement learning, in an online learning closed-loop scenario, as its state representation is extremely dynamic and directly related to each of the opponent's actions. To adapt current reinforcement learning agents to this scenario, we also developed the COmPetitive Prioritized Experience Replay (COPPER) algorithm. With the help of COPPER and the Chef's Hat simulation environment, we evaluated the following: (1) 12 experimental learning agents, trained via four different regimens (self-play, play against a naive baseline, PER, or COPPER) with three algorithms based on different state-of-the-art learning paradigms (PPO, DQN, and ACER), and two "dummy" baseline agents that take random actions, (2) the performance difference between COPPER and PER agents trained using the PPO algorithm and playing against different agents (PPO, DQN, and ACER) or all DQN agents, and (3) human performance when playing against two different collections of agents. Our experiments demonstrate that COPPER helps agents learn to adapt to different types of opponents, improving the performance when compared to off-line learning models. An additional contribution of the study is the formalization of the Chef's Hat competitive game and the implementation of the Chef's Hat Player Club, a collection of trained and assessed agents as an enabler for embedding human competitive strategies in social continual and competitive reinforcement learning.

19.
Healthcare (Basel) ; 9(7)2021 Jun 24.
Article in English | MEDLINE | ID: mdl-34202879

ABSTRACT

New technology has dramatically changed online games and blurred the boundary between active and passive activities. This study aims to explore the meanings and values of augmented reality online games by examining users' Pokémon Go experiences through the means-end chain theory. Using data from interviews with 34 Pokémon Go users, this study adopts the soft laddering method to identify Pokémon Go's potential attributes, consequences, and values, and to construct a hierarchical value map. The results indicated that Pokémon Go users pursue social relationships through play, and these relationships are triggered by the benefits of making new friends, maintaining current relationships with friends and family, and the attributes of prevalence, childhood memory, game design, and augmented reality. Subsequently, this study describes how Pokémon Go can be considered an active leisure activity because of its social, mental, and physical benefits and assesses the implications of its findings.

20.
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
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