Examining the Factors Contributing to Adolescents’ Online Game Addiction (original) (raw)
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Antecedents and consequences of game addiction
Antecedents and consequences of game addiction are investigated. Correlation study method is utilized; structural equation modeling is applied to analyze the data. There are eleven hypotheses generated for the model. The data is collected via numerous instruments proven as reliable and valid by the previous studies. There are 159 undergraduate students as participants of the study. Antecedent variables are socioeconomic status (SES), computer-ownership, gender, smoking, online and computer gaming, moth-ers' employment and education level. Consequence variables are grade point average, self-esteem, and self-confidence. The results indicates that socioeconomic status, smoking, online gaming, computer gaming , and mother employment status increased game addiction; whereas, gender (female) and mother education level decreased game addiction. SES, gender, online and computer gaming affect game addiction significantly; smoking, mothers' employment status and education level do not have a significant impact. For the consequences, game addiction decreases significantly GPA and Self-Esteem; it does not influence significantly in self-confidence. Parents and educational institutions may be illuminated about prevention or monitoring of excessive online or computer game playing. Further research studies and implications are presented and discussed.
Examining the Effect of Online Gaming Addiction on Adolescent Behavior
International Journal of Advanced Computer Science and Applications
It exceeds daily rates of Internet use among adolescents compared to adults' use of the Internet, as it was monitored that the number of adolescents on the Internet is increasing all over the world. Today, as a result of the ease of access to the Internet in the world, most adolescents' access to the internet world is easier and more common. In this paper, we review some studies that explain the behavior of adolescents while gaming online and its effects. There are some statistics to determine the impact of the Internet on teenagers. The study reviews past studies on adolescent behavior and privacy with a potential impact on adolescent behavior, which has become one of the most important problems. We focused on exploring online game addiction concerns and their effects on teens' behavior. The purpose of this type of study is to determine the objective and examine this study within the backdrop of social reality. This study employed a quantitative methodology. We have selected this methodology because it has been proven to be reliable and has sound construct validity. The data was analyzed using the SPL smart tool and the main objective of this study was to investigate adolescent's behavior in terms of their addiction to online games, and to study parents' awareness of the dangers of online games for their children. The study explored various factors that can influence addiction fears and examines their effects on adolescent behavior and contributed to the literature by identifying correlation factors and addressing this gap by applying through SEM application specifically the Smart PLS tool.
A Scale Development Study: Motives and Consequences of Online Game Addiction
Noropsikiyatri Arsivi-archives of Neuropsychiatry, 2017
Introduction: We aimed to develop the Online Game Addiction Scale (OGAS) and examine its properties. Methods: Three hundred and twenty-seven secondary school students (92% males and 8% females) participated in this study. A draft scale that included 69 items was used for assessing its validity and reliability. The exploratory factor analysis was used for assessing construct validity, and Cronbach's alpha coefficient, Spearman-Brown split-half reliability, and test-retest reliability were used for assessing reliability. Results: After performing the exploratory analyses, a three-factor structure comprising 21 items was obtained, which explained the 59% of variance. The factor loads of the items ranged from 0.606 to 0.876. Reliability analyses revealed that Cronbach's alpha coefficients ranged from 0.83 to 0.91, coefficients of the Spearman-Brown split-half reliability ranged from 0.88 to 0.94, and outcomes of the test-retest reliability ranged from 0.71 to 0.94. Conclusion: Our results revealed that OGAS is a valid and reliable tool that has adequate psychometric properties.
Factors related to Internet and game addiction among adolescents: A scoping review
Belitung Nursing Journal
Background: Understanding factors influencing Internet and game addiction in children and adolescents is very important to prevent negative consequences; however, the existing factors in the literature remain inconclusive.Objective: This study aims to systematically map the existing literature of factors related to Internet and game addiction in adolescents.Methods: A scoping review was completed using three databases - Science Direct, PROQUEST Dissertations and Theses, and Google Scholar, which covered the years between 2009 to July 2020. Quality appraisal and data extraction were presented. A content analysis was used to synthesize the results.Results: Ultimately, 62 studies met inclusion criteria. There were 82 associated factors identified and grouped into 11 categories, including (1) socio-demographic characteristics, (2) parental and family factors, (3) device ownership, Internet access and location, social media, and the game itself, (4) personality/traits, psychopathology fa...
Background: Despite the increasing popularity of video game playing, little is known about the similarities and differences between online and offline video game players. Objectives: The aims of this study were (i) to test the applicability and the measurement invariance of the previously developed Problematic Online Gaming Questionnaire (POGQ) in both online and offline gamers and to (ii) examine the differences in these groups. Methods: Video game use habits and POGQ were assessed in a sample of 1,964 (71% male) adolescent videogame players. Those gamers who played at least sometimes in an online context were considered " online gamers, " while those who played videogames exclusively offline were considered " offline gamers. " Results: Confirmatory factor analysis supported the measurement invariance across online and offline videogame players. According to the multiple indicators multiple causes (MIMIC) model, online gamers were more likely to score higher on overuse, interpersonal conflict, and social isolation subscales of the POGQ. Conclusion: The results of the present study suggest that online and offline gaming can be assessed using the same psychometric instrument. These findings open the possibility for future research studies concerning problematic video gaming to include participants who exclusively play online or offline games, or both. However, the study also identified important structural features about how online and offline gaming might contribute differently to problematic use. These results provide important information that could be utilized in parental education and the prevention program about the possible detrimental consequences of online vs. offline video gaming.
Psychosocial Antecedents of Online Game Addiction Among Adolescents
2009
Pathological use of computer and video games has been associated with indicators of psychosocial wellbeing, such as loneliness, low self-esteem, low social competence, and low life satisfaction. However, few studies have decisively demonstrated whether these indicators of psychosocial well-being are causes or consequences of pathological gaming. To address this gap in the literature, we conducted a two-wave panel study among 851 Dutch adolescents (543 gamers). Causal relations were analyzed using autoregressive structural equation models. These analyses indicated that social competence, self-esteem, and loneliness were significant predictors of pathological gaming six months later. Thus, lower psychosocial well-being can be considered an antecedent of pathological gaming among adolescent gamers. Our analyses further indicated that loneliness was also a consequence of pathological gaming. This suggests that displacement of real-world social interaction resulting from pathological use of video games may deteriorate existing relationships, which could explain the increase in adolescent gamers' feelings of loneliness.
Aims. The current study explored the nature of problematic (addictive) video gaming and the association with game type, psychosocial health, and substance use. Methods. Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking). Results. Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5% ) than girls (1%). High problematic gamers showed increases on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG. Conclusions. It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers – specifically boys – show decreased psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming.
Online game addiction among adolescents: motivation and prevention factors
Online game addiction has become a common phenomenon that affects many individuals and societies. In this study we rely on the functionalist perspective of human behavior and propose and test a balanced model of the antecedents of online game addiction among adolescents, which simultaneously focuses on motivating, and prevention and harm reduction forces. First, a sample of 163 adolescents was used for validating and refining a survey instrument. Second, survey data collected from 623 adolescents were analyzed with Partial Least Squares techniques. The findings point to several functional needs (e.g., need for relationship and need for escapism) that drive online game playing and addiction, as well as to several prevention and harm reduction factors (e.g., education, attention switching activities) that reduce game playing time and alleviate online game addiction. The effects of motivation and prevention factors on online game addiction are often partially mediated by online game playing. Implications for research and practice are discussed.
Demographic and family-related predictors of online gaming addiction in adolescents
Polish Journal of Public Health
Introduction. Dependence on the Internet and online games is a growing problem worldwide. Aim. The aim of this study was to determine the differences between girls and boys as well as between adolescents living in urban vs. rural areas in regard to prevalence of playing online games, the amount of time devoted to playing games, the severity of symptoms of online gaming addiction, and preferences for game genres. Also, significant predictors of online game addiction in the studied group of young people were identified. Material and methods. The study involved 827 adolescents aged 14 to 19 years. When it comes to 488 (60.02%) of them, they lived in the countryside and 325 (39.98%) in a city. The following instruments were used: a sociodemographic questionnaire, the Online Gaming Addiction Questionnaire and the Disturbed Family Relations Questionnaire, all developed by Pawłowska and Potembska. Results. Statistically significant differences were found between girls and boys and between ...
Background: Online gaming has become increasingly popular. However, this has led to concerns that these games might induce serious problems and/or lead to dependence for a minority of players. Aim: The aim of this study was to uncover and operationalize the components of problematic online gaming. Methods: A total of 3415 gamers (90% males; mean age 21 years), were recruited through online gaming websites. A combined method of exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) was applied. Latent profile analysis was applied to identify persons at-risk. Results: EFA revealed a six-factor structure in the background of problematic online gaming that was also confirmed by a CFA. For the assessment of the identified six dimensions – preoccupation, overuse, immersion, social isolation, interpersonal conflicts, and withdrawal – the 18-item Problematic Online Gaming Questionnaire (POGQ) proved to be exceedingly suitable. Based on the latent profile analysis, 3.4% of the gamer population was considered to be at high risk, while another 15.2% was moderately problematic. Conclusions:The POGQ seems to be an adequate measurement tool for the differentiated assessment of gaming related problems on six subscales.