Emotional Response of Internet Gaming Disorder Gamer Among Taiwan College Students

2017 ◽  
Vol 23 (4) ◽  
pp. 3782-3785 ◽  
Author(s):  
Dai-Ling Hsieh ◽  
Tzu-Chien Hsiao
PLoS ONE ◽  
2015 ◽  
Vol 10 (1) ◽  
pp. e0116471 ◽  
Author(s):  
Yuan-Wei Yao ◽  
Pin-Ru Chen ◽  
Song Li ◽  
Ling-Jiao Wang ◽  
Jin-Tao Zhang ◽  
...  

2015 ◽  
Vol 10 (1) ◽  
pp. 60-67 ◽  
Author(s):  
Jun Liu ◽  
Weihui Li ◽  
Shunke Zhou ◽  
Li Zhang ◽  
Zhiyuan Wang ◽  
...  

Author(s):  
Karthikeyan E. ◽  
Prasan Norman ◽  
Thirunaaukarasu D. ◽  
Geetha M. ◽  
Hareesh Kumar

Background: Excessive online gaming poses a big problem among the growing generation. It leads to poor quality of sleep among students.Methods: It is a cross-sectional study done among medical college students of a tertiary care hospital, Kanchipuram district, Tamil Nadu for a period of 6 months (May to October 2019). 376 students participated in this study. Data was collected using self-administered questionnaire containing IGDS9-SF and ISI scales. Data was analysed using SPSS version 21.Results: Of the 376 participants, 220 (58.51%) were males and 156 (41.49%) were females. Prevalence of internet gaming disorder (IGD) was 4.25%. Among the 376 participants, 73(19.4%) had moderate severity insomnia. Correlation was significant between internet gaming and insomnia severity.Conclusions: The result of the study shows that prevalence of IGD was low among medical college students in the Kanchipuram district and there was medium correlation between IGD and insomnia. 


2021 ◽  
Author(s):  
Xue Yang ◽  
Kei Man Wong ◽  
Rui She ◽  
Chengjia Zhao ◽  
Nani Ding ◽  
...  

BACKGROUND The common-sense model of illness suggests that mental representations of health threats may affect one’s behavioral reactions to them and health status. Internet gaming disorder is a newly defined mental disorder. Illness representations of internet gaming disorder may affect one’s risk of internet gaming disorder. In turn, symptoms of internet gaming disorder may affect one’s perceptions of the disorder. OBJECTIVE This study aimed to investigate the relationships between illness representations and symptoms of internet gaming disorder in college students. METHODS A 1-year longitudinal study was conducted with a convenience sample of Chinese college students (n=591; 342/591, 57.9% female). RESULTS Of the participants, 10.1% (60/591) and 9.1% (54/591) were classified as having probable internet gaming disorder at baseline (T1) and follow-up (T2), respectively. The correlations between some dimensions of illness representations regarding internet gaming disorder (ie, consequence, timeline, personal control, treatment control, and concern) at T1 and symptoms of internet gaming disorder at T2 and between symptoms of internet gaming disorder at T1 and the dimensions of illness representations at T2 (ie, consequence, timeline, personal control, and emotional response) were statistically significant. The cross-lagged model fit the data well ((χ<sup>2</sup>/<i>df</i>=2.28, comparative fit index=.95, root mean square error of approximation=.06) and showed that internet gaming disorder at T1 was positively associated with unfavorable illness representations at T2. CONCLUSIONS Individuals with more severe symptoms of internet gaming disorder had more pessimistic perceptions about the disorder. Such cognitive perceptions may affect one’s emotional and behavioral reactions towards the disorder (eg, greater levels of depression and low self-control intention) and should be modified by educational programs and psychological interventions.


2019 ◽  
Vol 8 (4) ◽  
pp. 714-724 ◽  
Author(s):  
Guilherme Borges ◽  
Ricardo Orozco ◽  
Corina Benjet ◽  
Kalina I. Martínez Martínez ◽  
Eunice Vargas Contreras ◽  
...  

2020 ◽  
Vol 18 (2) ◽  
pp. 48-52
Author(s):  
M.V. Shrestha ◽  
N. Manandhar ◽  
S.C. Sharma ◽  
S.K. Joshi

Background The frequent lockdown in Nepal during COVID-19 pandemic had brought various kinds of complexities such as stress among college students. This situation had created uncertainty of future academic career of undergraduate students in medical colleges. Some previously published literature showed gaming as a coping mechanism against stress. Objective To assess the gaming behavior of Medical college students during lockdown in COVID 19 pandemic. Method A cross-sectional study was conducted during lockdown period of July to August 2020. A total of 412 college students were enrolled. Online Google forms were shared to all the eligible students through email, viber and messenger with the help of class representative. Collected data were analyzed in SPSS version 20.0. Result The prevalence of gaming disorder was 8.5% among 260 internet gaming users. About 69.2% of the participants reported that their gaming behavior had increased due to stress of COVID-19 pandemic. Gender and spending more time online per day showed significant associations with greater scores on the internet gaming disorder. Conclusion During lockdown period of COVID-19 pandemic, the gaming behavior of medical college students has increased.


2020 ◽  
Vol 9 (1) ◽  
pp. 175-180 ◽  
Author(s):  
Lijuan Shi ◽  
Yuanyuan Wang ◽  
Hui Yu ◽  
Amanda Wilson ◽  
Stephanie Cook ◽  
...  

Abstract Background The aim of this study was to investigate the mechanisms of Internet gaming disorder (IGD) and the associated interaction effects of childhood trauma, depression and anxiety in college students. Methods Participants were enrolled full-time as freshmen at a University in the Hunan province, China. All participants reported their socio-demographic characteristics and undertook a standardized assessment on childhood trauma, anxiety, depression and IGD. The effect of childhood trauma on university students' internet gaming behaviour mediated by anxiety and depression was analysed using structural equation modelling (SEM) using R 3.6.1. Results In total, 922 freshmen participated in the study, with an approximately even male-to-female ratio. A mediation model with anxiety and depression as the mediators between childhood trauma and internet gaming behaviour allowing anxiety and depression to be correlated was tested using SEM. The SEM analysis revealed that a standardised total effect of childhood trauma on Internet gaming was 0.18, (Z = 5.60, 95% CI [0.02, 0.05], P < 0.001), with the direct effects of childhood trauma on Internet gaming being 0.11 (Z = 3.41, 95% CI [0.01, 0.03], P = 0.001), and the indirect effects being 0.02 (Z = 2.32, 95% CI [0.00, 0.01], P = 0.020) in the pathway of childhood trauma-depression-internet gaming; and 0.05 (Z = 3.67, 95% CI [0.00, 0.02], P < 0.001) in the pathway of childhood trauma-anxiety-Internet gaming. In addition, the two mediators anxiety and depression were significantly correlated (r = 0.50, Z = 13.54, 95% CI [3.50, 5.05], P < 0.001). Conclusions The study revealed that childhood trauma had a significant impact on adolescents' Internet gaming behaviours among college students. Anxiety and depression both significantly mediated the relationship between childhood trauma and internet gaming and augmented its negative influence. Discussion of the need to understand the subtypes of childhood traumatic experience in relationship to addictive behaviours is included.


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