scholarly journals Adolescent Problematic Gaming and Domain-Specific Perceptions of Self

Author(s):  
Devin J. Mills ◽  
Jessica Mettler ◽  
Michael J. Sornberger ◽  
Nancy L. Heath

Problematic video game use (PVGU) is an inability to meet personal and social responsibilities due to video gaming. It is estimated to affect 5 to 6% of adolescents. Research demonstrates greater video game engagement is associated with a poorer perception of self in several domains; however, the relation between PVGU and self-perception has not yet be examined. The present study explored this association using a sample of 758 Grade 7 adolescents (55.1% Female; Mage= 12.34 years; SD = 0.49 years). Results revealed greater PVGU to be associated with a poorer perception of self within the behavioural conduct and close friendship domains. Similar differences emerged when examining reports of self-perception across the PVGU classifications (i.e., None, Minimal, At-Risk, Problematic). Unexpectedly, two interactions between gender and PVGU classifications were observed for the behavioural conduct and self-worth domains of self-perception. The discussion addresses the implications of these findings and points to areas of future research.

Author(s):  
Devin J. Mills ◽  
Jessica Mettler ◽  
Michael J. Sornberger ◽  
Nancy L. Heath

Problematic video game use (PVGU) is an inability to meet personal and social responsibilities due to video gaming. It is estimated to affect 5 to 6% of adolescents. Research demonstrates greater video game engagement is associated with a poorer perception of self in several domains; however, the relation between PVGU and self-perception has not yet been examined. The present study explored this association using a sample of 758 Grade 7 adolescents (55.1% Female; Mage = 12.34 years; SD = 0.49 years). Results revealed greater PVGU to be associated with a poorer perception of self within the behavioural conduct and close friendship domains. Similar differences emerged when examining reports of self-perception across the PVGU classifications (i.e., None, Minimal, At-Risk, Problematic). Unexpectedly, two interactions between gender and PVGU classifications were observed for the behavioural conduct and self-worth domains of self-perception. The discussion addresses the implications of these findings and points to areas of future research.


Psihologija ◽  
2012 ◽  
Vol 45 (2) ◽  
pp. 209-225 ◽  
Author(s):  
Tatjana Tubic ◽  
Visnja Djordjic ◽  
Suncica Pocek

The aim of this paper is to examine the differences in particular dimensions of selfconcept in female and male adolescents depending on sports engagement, as well as to determine which domain-specific self-perceptions provide the highest contributions to global self-worth in female and male adolescents engaged in sport and those not engaged in it. This research included 400 subjects at early adolescent age, of both genders (235 females and 164 males) further divided to sub-samples of athletes and non-athletes. An adapted version of a scale Self-Perception Profile for Adolescents (Harter, 1988) was applied, which consists of nine subscales. The obtained results indicate that sport-engaged adolescents of both genders provide more favourable perception of themselves in most tested aspects of self-concept than those not engaged in an organized sports activity. Engagement in sport has special effect on selfconcept of male adolescents. Results of multiple regression analysis point out unambiguously the significance of self-perception of physical appearance in global self-worth of adolescents of both genders, irrespective of whether they are involved in sports activity or not.


2019 ◽  
Vol 42 (4) ◽  
pp. 483-501
Author(s):  
Gina Lai ◽  
Ka Yi Fung

This exploratory study adopts a dynamic approach to the understanding of video-gaming and social relationships. It examines the development of friendship ties initiated by video-gaming over a 10-year period of time. Based on qualitative data from 22 Nintendo DS players in Hong Kong, we find that the game play platform functions as a social media platform enabling individuals to make new friends. Four stages of friendship tie development are identified, from total strangers, online acquaintances, online friends, to offline friends. While the digital technology overcomes the structural constraints for relationship building and fosters perceived trust and intimacy among people, face-to-face interactions are important for authenticating these perceptions and sustaining the relationships. Our study also underscores the interconnection of the game world, virtual world, and physical world. Directions for future research are suggested.


2019 ◽  
Vol 12 (3) ◽  
Author(s):  
Zhenyang Luo ◽  
David Westerman ◽  
Jaime Banks

This study investigated how player-avatar interaction (PAX) and player-avatar relationship (PAR) are associated with spatial presence, social presence, and self-presence in video games, and additionally how the associations differ between Chinese and American players. American and Chinese players were recruited to answer a survey king about these variables. The survey was translated from English to Chinese for the different samples. Regression models and ANOVA analysis were used to analyze data, and the results revealed several significant associations between dimensions of PAX and the three types of presence. Additionally, results indicated that player-avatar relationships characterized by identity play and extension are generally associated with higher level of presence than the other two relationship types. Cultural differences were also found, with American and Chinese players differing in how PAR associated with social presence. Thus, the present study adds more understanding to presence in video game, avatar-moderated gameplay, and cross-cultural differences in video gaming, and suggests avenues for future research. 


2018 ◽  
Vol 11 (3) ◽  
Author(s):  
Markus Nivala ◽  
Agnes Cichy ◽  
Hans Gruber

Research has shown that performance in visual domains depends on domain-specific cognitive and perceptual adaptations that result from extensive practice. However, less is known about processes and factors that underpin the acquisition of such adaptations. The present study investigated how prior experience, cognitive skills, task difficulty and practice effect eye-hand span (EHS) and performance in video gaming. Thirty-three participants played a platformer video game in a pre-test/practice/post-test experiment. Eye movements and keypresses were recorded. The results show that a short practice period improved performance but did not increase EHS. Instead, EHS was related to task difficulty. Furthermore, while EHS correlated with initial performance, this effect seemed to diminish after practice. Cognitive skills (concentration endurance, working memory, mental flexibility and executive functioning) predicted performance in some parts of the experiment. The study offers insights into the early development of visual adaptations and performance.


2019 ◽  
Vol 6 (1) ◽  
pp. 45 ◽  
Author(s):  
Devin J. Mills ◽  
Wen Li ◽  
Loredana Marchica

<em>No research has examined whether the effect of high negative affect and poor life satisfaction on Internet Gaming Disorder (IGD) is explained by gaming to cope or is dependent upon users’ passion for video gaming. An online sample of adults (N = 969 adults; 60.5% male) reported their passion for video games, positive and negative affect, life satisfaction, and IGD severity. A latent profile analysis on the passion subscales yielded four subgroups: (1) minimally passionate; (2) moderately passionate; (3) harmoniously passionate (HP); and (4) Obsessively Passionate (OP) video game users. Although negative affect was directly and indirectly associated with greater IGD through gaming to cope in the overall sample, a follow-up moderated-mediation model revealed that gaming to cope did not mediate the association between negative affect and IGD for OP users, but did for HP users. The implications for future research on the mechanisms of IGD are discussed.</em>


2012 ◽  
Vol 15 (2) ◽  
pp. 624-630 ◽  
Author(s):  
Isabel Balaguer ◽  
Francisco L. Atienza ◽  
Joan L. Duda

The purpose of this study was to study the associations between specific self-perceptions and global self-worth with different frequency levels of sport participation among Spanish boys and girls adolescents. Students (457 boys and 460 girls) completed the Self Perception Profile for Children (Harter, 1985) and items assessing sport engagement from The Health Behavior in School Children Questionnaire (Wold, 1995). Results showed that some specific dimensions of self-perception were related to different frequency of sport participation whereas overall judgments of self-worth did not. Specifically, for boys and girls, higher levels of sport participation were positively associated to Athletic Competence, and for boys were also associated with Physical Appearance and Social Acceptance. The potential implications of domain specific socialisation processes on the configuration of self-perceptions are highlighted.


2002 ◽  
Vol 19 (2) ◽  
pp. 127-140 ◽  
Author(s):  
Elizabeth Rose ◽  
Dawne Larkin

According to Harter (1985a), global self-worth (GSW) can be predicted from the relationship between perceptions of competence and importance ratings. In this study, we employed Harter’s (1985b) Importance Rating Scale (IRS) and Self-Perception Profile for Children (SPPC) to examine importance ratings, discrepancy scores, and domain-specific perceptions of competence as predictors of GSW. Children (N = 130, 62 boys and 68 girls) aged 8-12 years were categorized into high (HMC; n = 62) and low motor coordination (LMC; n = 68) groups according to their scores on a motor proficiency battery (McCarron, 1982). Regression analyses using domain-specific perceptions of competence, importance, and discrepancy scores confirmed that self-perception ratings were the best predictors of GSW. For both groups, perceptions of physical appearance, social acceptance, and behavioral conduct contributed significantly to prediction of GSW. By contrast, perceived athletic competence increased prediction of GSW for the HMC group but not the LMC group.


Author(s):  
Michael Yates ◽  
Jane Hurry

The focus of this research was to investigate whether video game play reframed into the context of cumulative stress could play a moderating role on externalising behavioural outcomes. A sample of 14-15 year old adolescent boys (N = 197) were administered self-report measures relating to video game use, cumulative stress and externalising behaviours. Results showed that video gaming, as measured by time spent playing or genre played had no relationship with externalising behaviours in general. This was true when considered within the context of stress also. Although video game use was not related to conduct disorder, a positive relationship with hyperactivity was found. This may signify that game play is attractive to adolescents who are hyperactive, and that hyperactivity could affect the propensity to play more. Implications of these findings for future research are discussed.


2015 ◽  
Vol 47 (1) ◽  
pp. 41-61
Author(s):  
Tatjana Tubic ◽  
Visnja Djordjic

Considering that self-perception of competence in the relevant domains is important for understanding of individual?s behavior and achievement, the study analyzed the effects of age and gender on global self-worth and domain-specific selfperceptions. The cross-sectional study included 1130 participants of age range 8-23 (520 males and 610 females). The participants were tested by the equivalent forms of six subscales from ?Self-Perception Profile for Children?, ?Self-Perception Profile for Adolescents? and ?Self-Perception Profile for College Students?. Subscales measured self-evaluations across domains of scholastic competence, social acceptance, athletic competence, physical appearance, behavioral conduct and global self-worth. Two separate MANOVAs revealed a significant main effect for age in male subsample (Wilks? Lambda =.83, F (12, 1024)=8.35, p<.01) and in female subsample (Wilks? Lambda =.80, F (12, 1204)=11.80, p< .01). An analysis of variance showed that the effect of age in males was significant in physical appearance, behavioral conduct and global self-worth, while in females significant differences were registered in scholastic competence, athletic competence, physical appearance and behavioral conduct. Pedagogical implications refer to enhancing self-concept in youth by appropriate teaching strategies and supportive learning environment. Learning experiences within physical education might be particularly beneficial for female adolescents.


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