Search results for "GAMING"

showing 10 items of 96 documents

Gambling and gaming during COVID-19 : The role of mental health and social motives in gambling and gaming problems

2022

Background: The uncertain and stressful global situation caused by the COVID-19 pandemic has the potential to cause anxiety and impact people's mental health. Simultaneously, social distancing policies have isolated people from their normal social interactions. These societal changes have inevitably influenced gambling and gaming practices, and many people may have turned to betting or gaming as a means of social exchange. This study examined the influence of COVID-19 anxiety on increased mental health problems and their relationship to gambling and gaming problems. The mediating role of social motives for gambling and gaming was also investigated. Material and methods: Finnish adults (N = …

515 PsychologyCOVID-19Social motivesCOVID-19 anxietyongelmapelaaminenmielenterveysongelmatPsychiatry and Mental healthClinical PsychologymielenterveysGambling problemspoikkeusolot5141 SociologyrahapelitGaming problemsahdistushuman activitiesverkkopelit
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Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers

2019

Background A positive relationship between problematic gaming and escapism motivation to play video games has been well established, suggesting that problematic gaming may result from attempts to deal with negative emotions. However, to date, no study has examined how emotion dysregulation affects both escapism motives and problematic gaming patterns. Methods Difficulties in emotion regulation, escapism, and problematic involvement with video games were assessed in a sample of 390 World of Warcraft players. A structural equation modeling framework was used to test the hypothesis that escapism mediates the relationship between emotion dysregulation and problematic gaming. Results Statistica…

AdultMale050103 clinical psychologyemotion regulationAdolescentFull-Length Reportmedia_common.quotation_subjectescapismMedicine (miscellaneous)Sample (statistics): Traitement & psychologie clinique [H13] [Sciences sociales & comportementales psychologie]: Treatment & clinical psychology [H13] [Social & behavioral sciences psychology]03 medical and health sciencesYoung AdultInternet gaming disordergaming disorder0302 clinical medicineSettore M-PSI/08 - Psicologia ClinicaAdaptation PsychologicalHumans0501 psychology and cognitive sciencesAffective SymptomsVideo gameMMORPGmedia_commonAgedInternet05 social sciencesGeneral MedicineMiddle Agedproblematic gaming030227 psychiatryBehavior AddictivePsychiatry and Mental healthClinical PsychologyEscapismVideo GamesProblematic gaming Emotion regulation Internet gaming disorder Escapism MMORPG Gaming disorderPositive relationshipFemalePsychologySocial psychologyhuman activities
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A clinical evaluation of the DSM-5 criteria for Internet Gaming Disorder and a pilot study on their applicability to further Internet-related disorde…

2019

Background and aims Internet Gaming Disorder (IGD) and other Internet-related disorders (IRDs) have become growing health concerns in our today’s lives. Based on defined diagnostic criteria, IGD has been recognized as a condition for further research in the DSM-5; however, other IRDs have been excluded. Since the release of the DSM-5, representativeness and appropriateness of the nine diagnostic criteria have been debated. Although some first evidence has been published to evaluate these criteria, our knowledge is still limited. Thus, the purpose of this study was to provide data on the clinical validity of the DSM-5 criteria for IGD and other types of IRD. We were also interested in exami…

AdultMaleAdolescentFull-Length ReportInternet addiction030508 substance abuseMedicine (miscellaneous)Diagnostic accuracyPilot Projectsbehavioral disciplines and activitiesDSM-5DSM-5Cohort Studies03 medical and health sciencesYoung Adult0302 clinical medicineparasitic diseasesmental disordersclinical validityHumansPsychiatric Status Rating ScalesInternetbusiness.industryReproducibility of ResultsGeneral MedicineInternet Gaming Disorder030227 psychiatryBehavior AddictiveDiagnostic and Statistical Manual of Mental DisordersPsychiatry and Mental healthClinical PsychologyVideo GamesClinical validityInternet-related disordersThe InternetFemalediagnostic accuracy0305 other medical sciencePsychologybusinessClinical evaluationClinical psychologyJournal of behavioral addictions
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Subtyping treatment-seeking gaming disorder patients

2021

Abstract Background and aims Gaming Disorder (GD) is characterized by a pattern of persistent and uncontrolled gaming behavior that causes a marked impairment in important areas of functioning. The evolution of the worldwide incidence of this disorder warrants further studies focused on examining the existence of different subtypes within clinical samples, in order to tailor treatment. This study explored the existence of different profiles of patients seeking treatment for GD through a data-driven approach. Methods The sample included n = 107 patients receiving treatment for GD (92% men and 8% women) ranging between 14 and 60 years old (mean age = 24.1, SD = 10). A two-step clustering anal…

AdultMalePsychology PathologicalAdolescentmedia_common.quotation_subjectMedicine (miscellaneous)Dysfunctional familyToxicologyDisease clusterPersonality DisordersDSM-5Young AdultCluster AnalysisHumansPersonalityMedicineBig Five personality traitsPathologicalmedia_commonbusiness.industryIncidence (epidemiology)Joc compulsiuMiddle AgedPsicopatologiaBehavior AddictiveDisruptive Impulse Control and Conduct DisordersPsychiatry and Mental healthClinical PsychologyFemaleGaming Disorder; Personality; Internet Gaming Disorder; DSM-5; Diagnosis; Cluster Analysis; Clustering; ProfilesCompulsive gamblingbusinessPersonalityClinical psychologyPsychopathologyAddictive Behaviors
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Bipolar spectrum disorders in a clinical sample of patients with Internet addiction: hidden comorbidity or differential diagnosis?

2015

Background and Aims Behavioral addictions and bipolar disorders have a certain probability of co-occurrence. While the presence of a manic episode has been defined as an exclusion criterion for gambling disorder, no such exclusion has been formulated for Internet addiction. Methods A clinical sample of 368 treatment seekers presenting with excessive to addictive Internet use was screened for bipolar spectrum disorders using the Mood Disorder Questionnaire. Psychopathology was assessed by the Symptom Checklist 90R and a clinical interview was administered to screen for comorbid disorders. Results Comorbid bipolar disorders were more frequent in patients meeting criteria for Internet addictio…

AdultMalemedicine.medical_specialtyBipolar DisorderAdolescentmedia_common.quotation_subjecteducationMedicine (miscellaneous)ComorbidityDiagnosis DifferentialYoung AdultPrevalence of mental disordersGermanySurveys and Questionnairesmental disordersmedicineHumansBipolar disorderPsychiatryChildmedia_commonInternetbusiness.industryAddictionMental DisordersBrief ReportMood Disorder QuestionnaireGeneral MedicineMiddle Agedmedicine.diseaseInternet Gaming DisorderComorbidityPersonality disordersBehavior AddictivePsychiatry and Mental healthClinical PsychologyInternet Addictiondiagnostic criteriaThe InternetFemalebipolar spectrum disordersbusinessPsychologyPsychopathologyClinical psychologyclinical prevalenceJournal of behavioral addictions
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Transforming Experience: The Potential of Augmented Reality and Virtual Reality for Enhancing Personal and Clinical Change

2016

During life, many personal changes occur. These include changing house, school, work, and even friends and partners. However, the daily experience shows clearly that, in some situations, subjects are unable to change even if they want to. The recent advances in psychology and neuroscience are now providing a better view of personal change, the change affecting our assumptive world: (a) the focus of personal change is reducing the distance between self and reality (conflict); (b) this reduction is achieved through (1) an intense focus on the particular experience creating the conflict or (2) an internal or external reorganization of this experience; (c) personal change requires a progression…

Augmented reality Virtual Reality Personal Change sense of presencebody swappinglcsh:RC435-571Revieweating disordersVirtual realityStructuring050105 experimental psychology03 medical and health sciences0302 clinical medicineanxiety disorderslcsh:PsychiatryAcute pain; Anxiety disorders; Augmented reality; Body swapping; Eating disorders; Personal change; Post-traumatic stress disorder; Virtual reality; Psychiatry and Mental HealthAdded valueSettore M-PSI/01 - PSICOLOGIA GENERALEVirtuality (gaming)0501 psychology and cognitive sciencespsychosisPsychiatryFocus (computing)Depression05 social sciencesacute painaugmented realityPsychiatry and Mental healthTransformative learningSystematic reviewvirtual realitypost-traumatic stress disorderAugmented realityChronic PainM-PSI/01 - PSICOLOGIA GENERALEPsychologySocial psychology030217 neurology & neurosurgerypersonal changeCognitive psychologyFrontiers in Psychiatry
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Global scientific production regarding behavioral addictions: An analysis of the literature from 1995 to 2019

2021

© 2021 The Authors.

Behavioral addictionResearch paperITC-related disordersGeographical differencesFood addictionmedia_common.quotation_subjectPopulationApplied psychologyMedicine (miscellaneous)Food addictionBehavioral addictionsGamingSocial pathology. Social and public welfare. CriminologySex addictionAsian countrymedicinePsychologyBehavioral addictioneducationHV1-9960Pharmacology Toxicology and Pharmaceutics (miscellaneous)media_commoneducation.field_of_studyBibliometric studySports addictionAddictionScientific productionBF1-990Psychiatry and Mental healthClinical PsychologyGamblingmedicine.symptomPsychologyShopping addictionAddictive Behaviors Reports
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Gender differences in internet addiction: A study on variables related to its possible development

2023

Internet addiction and its related variables (i.e., internet gaming addiction, social media addiction, fear of missing out, phubbing) have mostly been investigated in the general population without considering possible gender differences. The present study aimed to investigate the specific characteristics of men and women in the possible development of pathological behaviors related to internet addiction. A total of 276 participants (of ages ranging from 18 to 30 years old) were recruited in the study (46.7% were males) and responded to online questionnaires on variables related to internet addiction and psychological traits. The results showed that gender represents a key factor in explain…

Cognitive NeuroscienceBehavioral addiction; Emotional difficulties; Fear of missing out; Gaming; Prosociality; Social media addictionNeuroscience (miscellaneous)Fear of missing outComputer Science ApplicationsHuman-Computer InteractionGamingEmotional difficultiesPsicologiaArtificial IntelligenceSocial media addictionProsocialityAddicció a InternetBehavioral addictionApplied Psychology
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Do Videogames Simulate? Virtuality and Imitation in the Philosophy of Simulation

2015

Simulation. The concept of simulation has been contested in academia since its proliferation in the 1960s. This is hardly the case in videogame research, the subject of which is commonly discussed as a simulation or something that simulates with little analytical consideration of the term’s other scientific roles. Comparison. The article compares the simulation of videogame research to the ways in which other scientific sectors utilize the term. Problematic science communication. It turns out that videogame research has found an eccentric use for simulation with none or little relation to the term’s scientific (knowledge-driven) and etymological (imitational) predecessors. This becomes a p…

Computer scienceMetaphorbusiness.industrymedia_common.quotation_subjectGeneral Social SciencesAnimationComputer Science ApplicationsEpistemologyta616Science communicationVirtuality (gaming)The Conceptual FrameworkArtificial intelligenceta518Materialismbusinessta611media_commonSimulation & Gaming
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Online gaming and prolonged self-isolation: evidence from Italian gamers during the COVID-19 outbreak

2021

Objective: The self-isolation measures employed during the COVID-19 pandemic made it difficult for basic needs to be met, thus increasing emotional distress. It has been suggested that socially meaningful online gaming buffered emotional distress during the lockdown. This study aimed to test the protective effect of online gaming during the lockdown and to investigate the differences between highly involved gamers (those who play videogames intensely without adverse consequences) and problematic gamers in this regard. Method: Capitalizing on a data collection that started before the pandemic, we adopted a cross-sectional between-groups study design in which gaming patterns, gaming-related v…

CoronavirusAnxiety COVID-19 Depression Emotional distress Online gaming Problematic gamingSettore M-PSI/08 - Psicologia ClinicaCOVID-19human activitiesGaming; Covid-19; Gaming Disorder; Motives; Social Isolation
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