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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
heidslott

Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study - 2 views

  • Following a large sample across 2 years, this study provides needed data on risk factors for becoming a pathological gamer, how long pathological gaming lasts, outcomes, and whether it is a primary problem or is a symptom of comorbid problems.
    • Ole C  Brudvik
       
      is pathological a possible tag? Evidence for cause?
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    Håvar, for you to complete this task and create your proposal for a solution to game addiction you should do some more research or look at the bookmark to the other students here and based on that write your proposal in the topic above: "Proposal for solution to game addiction"
anonymous

Video game addiction - Wikipedia, the free encyclopedia - 0 views

  • Video game addiction, or more broadly used video game overuse, is excessive or compulsive use of computer and video games that interferes with daily life. Instances have been reported in which users play compulsively, isolating themselves from family and friends or from other forms of social contact, and focus almost entirely on in-game achievements rather than other life events.[1][2][3] There is no formal diagnosis of video game addiction in current medical or psychological literature. Inclusion of it as a psychological disorder has been proposed and rejected for the next version of the Diagnostic and Statistical Manual of Mental Disorders (DSM).[4][5][6]
  • References
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    There seem to be no common census on a definition on what is game addiction. The main goal of this task is to build a solution or maybe a definition as Jørn proposed. There are different causes to game addiction identified by research/observation/personal opinions etc. and different evidences for it so I suggest you first research the web and collect causes of game addiction, bookmark them with explanatory tags e.g., psychological, entertainment etc. i dont know your task is to find out. Then support those causes with evidence (e.g., results from research studies, statistics, observation etc.). Use the tagging to build a collection of causes and evidence and discuss them in-situ with comments and when you have several causes and evidences then a solution/definition to game addiction start to emerge. It all depends on what the status qua is on solution/definition of game addiction now. You are not supposed to immediately find the "correct" answer to the problem with game addiction. You are supposed to use this tool together to research the topic and propose a solution/definition to it AND that will emerge as you work collaboratively with the task. Still waiting for Håvar and Andreas to participate but we continue as we wait for them to join in:)
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    check the 'reference' section of this wikipedia entry on game addiction, there are many referring to relatively recent studies in 'game addiction'.
Ole C  Brudvik

Male video game addiction is neural, study suggests - Technology & Science - CBC News - 1 views

  • Men are more rewarded by video games than women on a neural level, which explains why they're more likely to become addicted to them, researchers at Stanford University claim.
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    This study says there is a difference between how men and women react to video games. Men more easily become addicted.
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    Jørn, this is also evidence:) what kind of evidence is it (make a tag for it)?
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    Did you repost this? Seems like i cannot edit tags.
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    click More->Edit this item
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    Nope, that option does not appear for me: I posted the link, then you seem to have deleted and then reposted it and "taken possession" of it. Looks to me like only the poster can edit tags?
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    Have changed your user privileges so that you now should be able to edit tags.
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    i can see the "edit item" and add tags to it.maybe on the setting?
frognvgs frognvgs

Introductions - introduce yourself to the team here - 12 views

Hi, I am Jørn Hoelstad Pettersen. I have been teaching English, History and Social Studies in various Norwegian high schools for the past 26 years (as well as one year in a Fulbright exchange progr...

team

frognvgs frognvgs

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.
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