Search results for "GAMING"

showing 10 items of 96 documents

The light, the dark, and everything else : making sense of young people's digital gaming

2023

Whether gaming has a beneficial or detrimental effect on young people's lives is a defining feature in both the research and the public discussion of youth digital gaming. In this qualitative study, we draw from a thematic analysis of the experiences of 180 game players in Finland, aged 15–25 years. Utilizing the digital gaming relationship (DGR) theory, we explore how different aspects of gaming actualize in their lives, and how different features of gaming culture participation come together to form their experience. We contend that framing gaming as a balancing act between beneficial and detrimental obscures much of the complexity of young people's gaming, reinforces a partially false di…

digital gamingpelaaminensocial worldsarkieveryday lifethematic analysissosiaalinen vuorovaikutustransmediayoung peoplearkielämänuoretdigital gaming relationshipsosiaalinen käyttäytyminendigitaaliset pelit
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Premorbid Personality Traits as Risk Factors for Behavioral Addictions: A Systematic Review of a Vulnerability Hypothesis

2023

The debate on personality structure and behavioral addictions is an outstanding issue. According to some authors, behavioral addictions could arise from a premorbid personality, while for others, it could result from a pathological use of technological tools. The current study aims to investigate whether, in the latest literature, personality traits have been identified as predictors of behavioral addictions. A literature search was conducted under the PRISMA methodology, considering the most relevant studies of the five-factor model from the past 10 years. Overall, most studies on addiction, personality traits, and personality genetics proved that behavioral addiction may be an epiphenomen…

gamblingSettore M-PSI/01 - Psicologia GeneraleSettore M-PSI/02 - Psicobiologia E Psicologia FisiologicaPediatrics Perinatology and Child Healthinternet gaming disordervideo games addictionneuroticismbrain reward systempremorbid personalityChildren
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The Grinders : Making Meaning in the Online and Offline Lives of Internet Poker Players

2015

Problem gambling affects only 1–3 percent of the gambling population but still most research on gambling is problem-oriented (Raento 2011, 76). Thus, the negative “cover story” (Gubrium 2008, 512) of gambling needs to be unsettled and complemented, because it obscures the complexities of the lived reality of mainstream gambling culture (Reith & Dobbie 2011; Matilainen & Raento 2014, 433; Jouhki 2011a, 79). Most gamblers are not the marginalized, addicted persons so often envisioned in both research and the media (Vuorento 2011; Binde 2007, 152–157): the mainstream of gambling is about entertainment, excitement, mental challenge and social value. To some it is also a profession. This article…

gamblingpelaaminennettipokeripelaajatrahapelitArticlesinternetgamingonline pokercultureuhkapelit
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The Association Between Video Gaming and Psychological Functioning

2019

Video gaming is an extremely popular leisure-time activity with more than two billion users worldwide (Newzoo, 2017). However, the media as well as professionals have underscored the potential dangers of excessive video gaming. With the present research, we aimed to shed light on the relation between video gaming and gamers’ psychological functioning. Questionnaires on personality and psychological health as well as video gaming habits were administered to 2,734 individuals (2,377 male, 357 female, Mage = 23.06, SDage = 5.91). Results revealed a medium-sized negative correlation between problematic video gaming and psychological functioning with regard to psychological symptoms, affectivity…

game genrescopinglcsh:Psychologypsychological healthlcsh:BF1-990Psychologycomputer gamesvideo gaming behaviorOriginal ResearchFrontiers in Psychology
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Risk and protective factors for (internet) gaming disorder: A meta-analysis of pre-COVID studies.

2023

This large-scale meta-analysis aimed to provide the most comprehensive synthesis to date of the available evidence from the pre-COVID period on risk and protective factors for (internet) gaming disorder (as defined in the DSM-5 or ICD-11) across all studied populations. The risk/protective factors included demographic characteristics, psychological, psychopathological, social, and gaming-related factors. In total, we have included 1586 effects from 253 different studies, summarizing data from 210557 participants. Apart from estimating these predictive associations and relevant moderating effects, we implemented state-of-the-art adjustments for publication bias, psychometric artifacts, and o…

gaming addictionInternetpelaaminenprotective factorvideopelitinternet gaming disorderMedicine (miscellaneous)riskitekijätnettiriippuvuusongelmapelaaminenToxicologyvideo gamegaming disorderPsychiatry and Mental healthClinical Psychologyrisk factorriippuvuusAddictive behaviors
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Osservazioni su gioco, scommessa e responsabilità della p.a.

2021

The essay analyzes the recent regulatory and jurisprudential developments in gaming and betting, focusing peculiarly on the public administration’s responsibility pro le for the act committed by its concessionaires towards the consumer. The script criticized, in particular, the orientation of the Court of Cassation according to which the supervisory and control powers weighting on the p.a. towards the gaming and betting concessionaire give rise to indirect liability pursuant to art. 2049 of the Italian Civil Code.

gaming and bettingArt. 2049 c.c.Settore IUS/01 - Diritto Privatoconsumer law
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Examining the Indirect Effect of Online Gaming on Depression via Sleep Inequality and Anxiety—A Serial and Parallel Mediation Analysis

2022

Stress-related disorders are highly prevalent among first-year college students. Gaming disorder (GD) is an emerging disorder linked to physical and psychological consequences. We aimed to investigate the mechanism linking GD with anxiety, depression, and sleep disorders among first-year undergraduate students. Four hundred fifty-seven participants were recruited, and the survey included the Internet Gaming Disorder Scale Short-Form (IGDS9-SF), Generalized Anxiety Disorder-7 (GAD-7), Patient Health Questionnaire-9 (PHQ-9), and Pittsburgh Sleep Quality Index (PSQI). Our results showed that female students scored significantly higher than males in anxiety and depression. Furthermore, we found…

gaming disorderfirst-year college studentsdepressiondepression; anxiety; gaming disorder; sleep quality; mental health; first-year college studentssleep qualityGeneral Medicineanxietymental healthJournal of Clinical Medicine
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Exergaming Experiences of Older Adults: A Critical Incident Study

2019

Exergaming is a form of digital gaming requiring physical effort from the player. There has been a growing interest towards exergaming in academia. However, only a very limited number of exergaming studies have given a voice to older adults and investigated their experiences. This study investigates what kinds of exergaming experiences are perceived as the most meaningful ones among older adults (referred in this study as people over 50 years of age). That is, the experiences which they perceive or remember as “unusually positive or negative”. To meet this purpose, this study takes a qualitative approach and uses the critical incident technique, a well-established technique to collect and c…

hyvinvointiteknologiakuntoliikuntauser experiencecritical incidentsexergamingkäyttäjäkokemuskeski-ikäisetdigital wellnessolder adultsikääntyneetdigitaaliset pelitexergames
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Psychological triggers in video games

2016

Peliteollisuudesta on hyvää vauhtia tulossa liikevaihdoltaan suurin viihdeteollisuuden haara ikinä. Erilaisten pelimuotojen lisääntyminen ja suurenevat voitot vaativatkin selvitystä siitä, mikä tekee peleistä pelattavia? Tämä tutkielma pyrkii määrittämään ja selvittämään digitaalisten pelien ominaisuuksia jotka miellyttävät potentiaalisia sekä nykyisiä asiakkaita psykologiselta kannalta. Erilaisia tekijöitä analysoidaan yrittäessä määrittää ominaisuuksia jotka erottavat virtuaaliset pelit toisistaan ja vaikuttavat haluttavilta, mainittakoon muun muassa flow, immersio, tunteet ja hahmon identifikaatio. Tutkielmassa tuodaan esille erilaisia tapoja joilla saadaan flown ja immersion tunteet her…

immersionpsychological triggersemotional triggersvirtual gamingflowgame designemotionsgamesaddictions
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Internet gaming disorder or internet addiction? A plea for conceptual clarity

2014

internet addiction; internet gaming disorder; DSM-5internet gaming disorderDSM-5internet addiction
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