GAMING DISORDER SCALE – ITALIAN VERSION - GAMING DISORDER test

2019 ◽  
Author(s):  
Paolo Soraci

The Gaming Disorder Test (GDT)VERY PRELIMINARY RESEARCHThis is a preliminary research on the Italian translation of the test concerning the severity of video game dependence in the Italian context. The research was carried out on n = 900 people. The data can be freely consulted for any Italian researcher who wants to write a paper and publish this research (I only request to be inserted as a co-author). The search is free! Unfortunately, I do not have an adequate team to draft the paper adequately.Questa è una ricerca preliminare sulla traduzione italiana del test riguardante la gravità della dipendenza da videogico nel contesto Italiano. La ricerca è stata effettuata su n=900 persone. I dati sono liberamente consultabili per qualsiasi ricercatore Italiano voglia redigere un paper e pubblicare questa ricerca (richiedo solamente di essere inserito come co-autore). La ricerca è libera! Purtroppo non possiedo un team adeguato per redigidere il paper in maniera adeguata.

2020 ◽  
Vol 3 (2) ◽  
pp. 71-82
Author(s):  
Asti Adwitiya ◽  
Supra Wimbarti

Adiksi video game menjadi perhatian para peneliti di dunia, ditandai munculnya adiksi video game dalam DSM 5 sebagai internet gaming disorder. Namun kebanyakan penelitian tersebut masih berfokus pada remaja meski saat ini, mayoritas anak-anak juga sudah bermain video game dengan berbagai tingkatan motivasi yang melatarbelakanginya. Orangtua sebagai pihak yang memfasilitasi anak dengan perangkat untuk bermain game perlu memediasi interaksi anak dengan game yang dimainkannya. Penelitian ini bertujuan untuk mengetahui hubungan antara motivasi bermain video game dan mediasi orangtua terhadap kecenderungan adiksi video game. Penelitian ini melibatkan 233 anak berusia 9-12 tahun (110 laki-laki ; 123 perempuan).. Analisis jalur yang dilakukan menunjukkan bahwa mediasi gatekeeping menjadi moderator hubungan antara motivasi bermain dengan kecenderungan adiksi video game.


2021 ◽  
Vol 18 (1) ◽  
pp. 187-201
Author(s):  
Alexander I. Sokolov ◽  
◽  
Irina A. Malysheva ◽  

The article considers Turkic borrowings in the Russian language at the beginning of the 18th century. The material of the study was a translation of the 17th century treatise “The History of the Present State of the Ottoman Empire” written by the English diplomat Paul Ricaut and translated into a number of European languages. The Russian translation was done by P.A.Tolstoy from the Italian version in 1702–1714 and published as “The Turkish Monarchy” in 1741. The study presents the methods of phonetic (orthographic) and morphological adaptation of Turkisms by comparing a typographical manuscript for typesetting with edits (made in 1725) and the printed text. The article aims at comparing the usage of borrowings with their forms in the Italian version of the treatise and in the Polish translation since the latter, apparently, was used in the process of typographical editing of the Russian text. A number ofdistorted forms of Turkisms that appeared in the Russian “Monarchy” as a result of the mechanical transfer of typos from the Italian translation were revealed. It has been established that the translation of compound nouns identified in the Turkic languages as izafet constructions was mainly a copying of their forms from the Italian translation. Most of the Turkisms in “The Turkish Monarchy” are exoticisms, but likely relevant for the Russian reader of the 18th century. Hence, the principles of including exoticisms in the “Dictionary of the Russian Language of the 18th Century” require clarification because a number of Turkisms denoting confessional concepts in modern Russian are part of active vocabulary.


2020 ◽  
Vol 64 ◽  
pp. 139-146
Author(s):  
Chiara Levorato ◽  
Maja Roch

This paper presents the Italian version of the Multilingual Assessment tool for Narratives (MAIN), describes how it was developed and reports on some recent uses of MAIN within the Italian context. The Italian MAIN has been used in different research projects and for clinical purposes; results have been presented at conferences and in peer reviewed papers. The results indicate that MAIN is an appropriate assessment tool for evaluating children’s narrative competence, in production and comprehension from preschool age (5 years) to school age (8 years) in typical language development, bilingual development and language delay/disorders.


Author(s):  
Mark D. Griffiths ◽  
Halley M. Pontes

The past decade has witnessed a significant increase in the number of empirical studies examining various aspects of problematic video game play, video game addiction, and, more recently, gaming disorder. This chapter begins with a brief past history of how research into video game addiction has developed during the past four decades in the 1980s (arcade video game addiction), 1990s (home console video game addiction), and 2000s and beyond (online video game addiction). The chapter also overviews the features of gaming addiction, its prevalence rates, demographics and gaming addiction, negative consequences of excessive video game use, Internet gaming disorder and the DSM-5, and treatment of gaming addiction. Based on the published evidence, particularly from studies conducted in the past decade, it appears that, in extreme cases, excessive gaming can have potentially damaging effects on individuals who appear to display compulsive and/or addictive behavior similar to other more traditional addictions. However, the field has been hindered by the use of inconsistent and nonstandardized criteria to assess and identify problematic and/or addictive video game use.


Author(s):  
Michelle Colder Carras ◽  
Matthew Carras ◽  
Alain B. Labrique

Background: Little is known about strategies or mechanics to improve self-regulation of video game play that could be developed into novel interventions. This study used a participatory approach with the gaming community to uncover insider knowledge about techniques to promote healthy play and prevent gaming disorder. Methods: We used a pragmatic approach to conduct a convergent-design mixed-methods study with participants attending a science fiction and education convention. Six participants answered questions about gaming engagement and self- or game-based regulation of gaming which were then categorized into pre-determined (a priori) themes by the presenters during the presentation. The categorized themes and examples from participant responses were presented back to participants for review and discussion. Seven participants ranked their top choices of themes for each question. The rankings were analyzed using a nonparametric approach to show consensus around specific themes. Results: Participants suggested several novel potential targets for preventive interventions including specific types of social (e.g., play with others in a group) or self-regulation processes (e.g., set timers or alarms). Suggestions for game mechanics that could help included clear break points and short missions, but loot boxes were not mentioned. Conclusions: Our consensus development approach produced many specific suggestions that could be implemented by game developers or tested as public health interventions, such as encouraging breaks through game mechanics, alarms or other limit setting; encouraging group gaming; and discussing and supporting setting appropriate time or activity goals around gaming (e.g., three quests, one hour). As some suggestions here have not been addressed previously as potential interventions, this suggests the importance of including gamers as stakeholders in research on the prevention of gaming disorder and the promotion of healthy gaming. A large-scale, online approach using these methods with multiple stakeholder groups could make effective use of players’ in-depth knowledge and help speed discovery and translation of possible preventive interventions into practice and policy.


Author(s):  
Artur Gałkowski

The onymic world in the Andrzej Sapkowski’s saga of the Witcher, translated into ItalianAbstractThe paper presents the results of the analysis of the names in Italian translation of AndrzejSapkowski’s fantasy saga series about The Witcher, and the video game inspired by it. The author of the article distinguishes tendencies in the applied translation mechanismsappropriate for the literary and video game space. He discusses the representative rangesof names associated with characters, places, and other objects individually identified in TheWitcher’s story. He also details the motivation for the translation and unsuccessful choicesthat affect some of the translations of The Witcher’s onymy into Italian.Keywords: Andrzej Sapkowski, fantasy, The Witcher, onymy, literary onomastics, translation


2020 ◽  
Vol 12 (15) ◽  
pp. 5911 ◽  
Author(s):  
Monica Molino ◽  
Emanuela Ingusci ◽  
Fulvio Signore ◽  
Amelia Manuti ◽  
Maria Luisa Giancaspro ◽  
...  

During the first months of 2020, the Covid-19 pandemic has affected several countries all over the world, including Italy. To prevent the spread of the virus, governments instructed employers and self-employed workers to close their offices and work from home. Thus, the use of remote working increased during the pandemic and is expected to maintain high levels of application even after the emergency. Despite its benefits for both organizations and workers, remote working entails negative consequences, such as technostress. The present study had a double aim: to test the psychometric characteristics of the Italian translation of the brief version of the technostress creators scale and to apply the scale to investigate technostress during the Covid-19 emergency. The research involved 878 participants for the first study and 749 participants for the second one; they completed a self-report online questionnaire. Results confirmed the three-factor structure of the Italian technostress creators scale and highlighted positive relationships between workload, techno-stressors, work–family conflict and behavioural stress. The role of remote working conditions has been analysed as well. The study provided a useful tool for the investigation of technostress in the Italian context. Moreover, it provided indications for practice in the field of remote working and workers’ wellbeing.


2020 ◽  
Vol 8 (2) ◽  
Author(s):  
Silvia Platania ◽  
Santo Di Nuovo ◽  
Alice Caruso ◽  
Fabio Digrandi ◽  
Pasquale Caponnetto

Several authors have highlighted the importance of creating a useful tool to evaluate academic Burnout through the construction and validation of specific scales to evaluate academic Burnout. Based on the literature, the aim of this study is to evaluate in Italian university the psychometric properties of the SBI-U 9 scale for Academic Burnout in university students in Italy developed by Boada-Grau and colleagues. Study 1 (N=609) examined the factor structure of the scale (Male=45.6%, Female=54.4%; Mage= 21.9; SD=2.92). Study 2 (N=412) advanced the previous SBI-U 9 validation by testing its measurement equivalence across gender (Male=48.8%, Female= 51.2%) and different type of course of study (Technical-Mathematical-Scientific=33.5%, Medical- Scientific=32.5%, Scientific-Humanistic=34%) through Multigroup Confirmatory Factor Analysis. Results confirmed a one higher-order factor structure with three first-order factors, the scale was found to be invariant across gender and different type of course of study. The findings advanced the general claim of SBI-U 9 showed an important tool for detecting the academic Burnout in university students in the Italian context, this is confirmed by the good psychometric properties of the scale.


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