Search results for "technology use"
showing 10 items of 13 documents
What actual life problems relate to gaming disorder? A qualitative study
2022
A lot of research has been carried out regarding people's problematic relationships with videogame play, especially after the WHO added "gaming disorder" in their ICD-11 as a new mental disorder. Nevertheless, very few qualitative studies with actual clinical samples have been published, and in most of them, the "clinical" characteristic of the sample has been defined by help-seeking rather than the problems for which the participants seek help. The goal of this study is to carry out a qualitative investigation regarding the nature of those problems that lead videogame players to seek professional help for their gaming habits. We utilize a template analysis approach to a previously unstudie…
The Effects of Attachment, Temperament, and Self-Esteem on Technology Addiction: A Mediation Model among Young Adults
2022
Excessive use of technology has become a worldwide problem due to its high prevalence, fast growth rate, and undesirable consequences. However, little is known about underlying psychological mechanisms that maintain excessive use of technology. We investigated the mediating role of self-esteem, novelty seeking, and persistence on the relationship between attachment dimensions and technology addiction among young adults. Data were collected from 727 young adults (females, N = 478; 66.3 percent), aged 23.44 ± 3.02 years. Participants completed self-report measures of secure and insecure attachment dimensions, personality, and temperament characteristics (i.e., self-esteem, novelty seeking, an…
Understanding stressor-strain relationships during the COVID-19 pandemic : The role of social support, adjustment to remote work, and work-life confl…
2021
This study investigates how the transition to remote work during the coronavirus disease 2019 pandemic is experienced by employees. We investigate to what extent perceived work stressors relate to psychological strain through perceptions of social support, work-life conflict, and adjustment to remote work. The findings expound the mechanisms underlying psychological strain in the context of sudden organizational change. Specifically, this study shows that both challenge stressors and hindrance stressors have negative impact on adjustment to remote work, whereas hindrance stressors are more strongly negatively related to social support. The study further demonstrates that there is hardly any…
TECHNOFERENCE, CONFLICTS, SATISFACTION WITH COUPLE’S RELATIONSHIPS AND EMOTIONAL INTELLIGENCE CONNECTION
2018
The purpose of the study Tehnoference, conflict, satisfaction with couple’ s relationships and emotional intelligence connection is to find out is there a relationship to technology and the frequency of conflicts in couple relationships, satisfaction with relationships and emotional intelligence. Main questions of the study: 1.Is there a connection to the technoference and the frequency of conflicts in the relationship? 2.Is the frequency of conflicts in a relationship related to satisfaction with relationships? 3.Is there a relationship to an emotional intelligence with a technofrence? 4.Is there a relationship between emotional intelligence and satisfaction with relationships?
Experiences in Digital Video Composition as Sources of Self-Efficacy Toward Technology Use
2018
As teachers’ self-efficacy has been shown to be a crucial factor in technology integration, there is a need to understand the mechanisms that may raise teachers’ self-efficacy toward technology integration. This article seeks to understand what sources of self-efficacy hands-on experiences with technology may provide to pre-service teachers. The participants were 37 students who were taking a course on digital literacies, where they composed a digital video in small groups. The data consists of students’ individually written post-course self-evaluation reports. In the analysis of the reports, the authors identified text fragments that indicated either 1) sources of self-efficacy related to …
Kannustin, koriste ja liikkujan kaveri : tutkimus liikuntateknologian käyttäjyydestä
2017
During the last couple of decades, information technology has become a ubiquitous part of almost all areas of everyday life; exercise and sports being no exception. Sports technology can be defined as digital entities, with which one can measure, record and analyse data on sports and physical activity, and refine it according to the needs of its users. This kind of technology has already been researched quite extensively. The majority of this research has concentrated on the effects of sports technology on the level of physical activity of its users, and on the adherence of users to different kinds of physical activity recommendations. In addition to this, within this research, sports techn…
Mobile phone use before and during the COVID-19 pandemic : a panel study of older adults in seven countries
2023
The aim of this study was to investigate the changes in older adults’ mobile phone use from before to during the COVID-19 pandemic. The media displacement and digital divide approaches served as the theoretical frameworks of the study. The data were drawn from the 2018 and 2020 waves of the Aging + Communication + Technology cross-national longitudinal panel study. The sample consisted of older Internet users, aged 62 to 96 (in 2018), from Austria, Canada, Finland, Israel, the Netherlands, Romania, and Spain, who participated in both waves (N = 4,398). Latent class analysis and latent transition analysis with multinomial regression models were the main methods applied to the data. With rega…
Measuring Internet Gaming Disorder and Gaming Disorder : A Qualitative Content Validity Analysis of Validated Scales
2021
Numerous instruments have been developed to measure gaming-related health problems based on “internet gaming disorder” (IGD) in the third section of the Diagnostic and Statistical Manual of Mental Disorders (5th ed.) and “gaming disorder” (GD) in the International Classification of Diseases (11th rev.). However, the criteria in the manuals tend to be operationalized in numerous diverse ways, which can make screening outcomes incomparable. A content validity analysis is needed to reassess the relationships between the diagnostic criteria and the items that operationalize them. The IGD and GD criteria were divided into sematic components. A qualitative content validity analysis was carried ou…
Eight Hypotheses on Technology Use and Psychosocial Wellbeing: A Bicultural Phenomenological Study of Gaming during the COVID-19 Pandemic
2022
AbstractIn this nonconfirmatory qualitative study, we pursued a range of hypotheses regarding how gaming operates in the lives and psychosocial wellbeing of those who actively play videogames during a crisis, such as the COVID-19 pandemic in 2020. Informed by an explorative survey (N = 793), interpretive phenomenological analysis was applied to interview data from actively gaming Chinese (n = 10) and Finnish (n = 10) participants. Our findings demonstrate how the general increase of pandemic-time gaming did not manifest in all player groups, but in some life contexts gaming activity rather decreased along with reformations in subjective meaning hierarchies and values. Ultimately, eight subo…
Ontological diversity in gaming disorder measurement: a nationally representative registered report
2022
Gaming-related health problems have been researched since the 1980s with numerous different ontologies as reference systems, from self-assessed ‘game addiction’ to ‘pathological gambling’ (in the Diagnostic and Statistical Manual of Mental Disorders [DSM]-IV), ‘internet gaming disorder’ (in the third section of the DSM-5) and most recently ‘gaming disorder’ (in the International Classification of Diseases [ICD]-11). Our goal was to investigate how screening instruments that derive from different ontologies differ in identifying associated problem groups. By using four central screening instruments, each representing a different ontological basis, we hypothesized differences and similarities…