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Taylor & Francis Online :: Development and Validation of a Game Addiction Scale for Ado... - 3 views

  • Although the APA (2007)5. American Psychiatric Association. (2008). Statement of the American Psychiatric Association on “video game addiction”. Retrieved July 15, 2008, from http://www.psych.org/MainMenu/Newsroom/NewsReleases/2007NewsReleases/07-47videogameaddiction_2_.aspx View all references does not consider “video game addiction” a mental disorder at this time, such a diagnosis could be confirmed by 2012, if research warrants it. The main aim of the current study is to respond to the need for more research on this issue by developing a game addiction scale for adolescents based on criteria for pathological gambling found in the DSM (APA,
  • Our data indicated that the percentage of addicted adolescent Dutch gamers is approximately 2%, but it could be as high as 9%, depending on the method of determining when someone is addicted.
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    Should we discuss the definition of game addiction before moving on to the discussion of causes?
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    Good suggestion Jørn! The team could start with research and discuss the definition of game addiction.
Ole C  Brudvik

Olson_Motivations for Play_final.pdf (application/pdf-objekt) - 0 views

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    Electronic games are now an everyday part of childhood and adolescence. The debate has moved from whether children should play video games to how to maximize potential benefits and to identify and minimize potential harms. To do this, we must understand what motivates children to play electronic games and what needs the games meet. Drawing on a survey of 1,254 middle school children, focus groups with boys and their parents, and findings from other quantitative and qualitative research, the author describes a variety of motivations for video game play (including games with violent content) and how these may vary based on factors such as mood, environment, personality, and developmental stage. The findings are put into the context of normal development, and suggestions are given for parents, educators, and researchers.
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    Interesting article from Andreas about childrens motivations to play games and how these varies based on various factors.
anonymous

Recent innovations in video game addiction research and theory - 0 views

  • changes in the conceptual definition of video game addiction
  • According to Shotton, ‘dependents’ were drawn to computers because they offered a safe retreat from an uncertain world. Some users were reported to value time spent on their computer above all other life activities, including work and interpersonal relationships
  • Shotton therefore concluded that the potential for harm resulting from computer dependency was outweighed by the many positive aspects of computer use
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  • Similarly, early studies of problematic video game use often did not propose specific psychological criteria for dependent or problem video game use (e.g. Selnow, 1984). Research studies tended to focus on factors such as amount of time or money spent on video games, or the extent to which video game playing displaced other activities, in their conceptual framing of problem behaviour. For example, Selnow’s (1984) study defined ‘heavy’ video game play according to the basis of frequency of visits to an arcade, average playing duration and amount of money spent on the video game machine. In numerous studies, those individuals who played video games on a highly regular basis, or played video games instead of going to work or school, were thought to be ‘problem’ or ‘dependent’ users. This emphasis on time spent playing and the negative consequences of video game play over other more fundamental psychological criteria for addiction (such as impaired control) led to a large number of individuals being classified as ‘addicted’. It may be for this reason that some studies have reported prevalence rates of video game addiction in adolescents above 10%, an unusually high rate for addictive behaviours (e.g. Griffiths & Hunt, 1998).
    • anonymous
       
      maybe what we label 'addict' is not an addict at all, due to lack of objective measure to measure addition in computer game.
  • Given these issues of validity, it is perhaps not surprising that Shotton concluded that the individuals in her study did not appear to be ‘dependent’ on computers at all, rather they were simply highly involved in computers as a form of hobby and sometimes used them as a way of coping with stressful life events.
  • One popular model is Brown’s (1997) ‘components’ model of addiction, which states that six core features must be present for a significant period of time in order to indicate addiction
  • The concept of video game addiction is often criticised for its lack of an identifiable object to which players are addicted to in video games (Stern, 1999).
  • That is, video games are not inherently addictive, they simply provide an outlet for emotionally vulnerable individuals to deal with, or perhaps escape from, their real life problems
  • These players preferred electronic friendship because it was easier than managing interpersonal relationships and helped to forget feelings of loneliness
    • anonymous
       
      If we see this issue of online game addiction in light of the affordance the technology offers. it seems to me that, the new technology (i.e. online and mobile technology) offer new affordances to the users. These affordances allow the "dependant" or "suspected addict" to engage in an activity which was not possible to be done before, or at least not possible to be done conveniently before. That activity, just as any other activity, is in pursuing of a satisfaction towards the goal (reason for activity).  Example: the needs is companionship or friendship, it's an emotional needs to be part of a community; without the existence of facebook or internet or mobile technology, the activity which can be carried out to fulfill that need is to go out and meet new friends. However, with the existence of internet, and in particular Web 2.0, a substitute activity can be taken instead of that traditional method. For some people, this substitute-activity is more convenient and completely replaces the traditional activity.  Although the form of the activity is new, but the goal is not new. It's a basic drive of a human, whatever that is. Since it's all done virtually, so it's more likely that the goal is related to psychological rather than physical, or at least at the current stage of the technology. In the future when the technology can provoke our real senses, then it is getting closer to also cause physical addiction, because it can began to satisfy physical needs. This new substitute-activity is obviously technology-enabled, and most likely technology-dependent; therefore cannot be replicated outside the technology.  Thus, I think, what we see as an addiction towards technology (online game) is actually a degree of dependence on technology to satisfy a need that was perceived to only be able to be satisfied by through that technology. The more dependants they are to technology to satisfy that need, the more it become, what we see as, addiction. What can we do to avo
  • Research suggests that some video games are more psychologically appealing than others
    • anonymous
       
      ya it began to make sense, since the addiction relates to the affordances of the tool. mm.. so yes, i change my mind then, a game can be addictive, although as any affordances it's a matter of perception. if the" dependent" perceive that affordances, then they can get hooked.
  • These findings suggested that the characteristics of video games themselves could influence the initiation, development and maintenance of video game playing, and by extension, problematic video game playing.
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    Global Media Journal - Australian Edition - Volume 4:1 2010
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