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Ghazi FR, Gan WY, Tung SEH, Chen IH, Poon WC, Siaw YL, Ruckwongpatr K, Chen JS, Huang SW, Griffiths MD, Lin CY. Problematic Gaming in Malaysian University Students: Translation and Psychometric Evaluation of the Malay Language Versions of Gaming Disorder Test and Gaming Disorder Scale for Young Adults. Eval Health Prof 2024; 47:93-104. [PMID: 37365830 DOI: 10.1177/01632787231185845] [Citation(s) in RCA: 9] [Impact Index Per Article: 9.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 06/28/2023]
Abstract
As research on gaming disorder (GD) is growing globally, the need for a valid and reliable instrument to assess GD has become crucial. Therefore, the present cross-sectional study translated and evaluated the psychometric properties of Gaming Disorder Test (GDT) and Gaming Disorder Scale for Young Adults (GADIS-YA) into Malay language versions. The sample comprised 624 university students (females = 75.6%; mean age = 22.27 years) recruited via an online survey from May to August 2022, using a convenience sampling method. Participants completed both GDT and GADIS-YA scales and other relevant measures including Bergen Social Media Addiction Scale (BSMAS), Internet Gaming Disorder Scale-Short Form (IGDS9-SF), and time spent on social media and gaming. Results showed that both instruments reported satisfactory internal consistency, and confirmatory factor analysis supported the one-factor structure for GDT and two-factor structure for GADIS-YA. Both scales were strongly correlated with each other and with the IGDS9-SF, BSMAS, and time spent on social media and gaming, supporting concurrent validity. Measurement invariance of both scales was confirmed across gender and gaming time. These findings suggest that the Malay versions of GDT and GADIS-YA are reliable and valid measures of problematic gaming among Malaysian university students.
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Affiliation(s)
- Farah Raihana Ghazi
- Department of Nutrition, Faculty of Medicine and Health Sciences, Universiti Putra Malaysia, Selangor, Malaysia
| | - Wan Ying Gan
- Department of Nutrition, Faculty of Medicine and Health Sciences, Universiti Putra Malaysia, Selangor, Malaysia
| | - Serene En Hui Tung
- Division of Nutrition and Dietetics, School of Health Sciences, International Medical University, Kuala Lumpur, Malaysia
| | - I-Hua Chen
- Chinese Academy of Education Big Data, Qufu Normal University, Qufu, China
| | - Wai Chuen Poon
- Sunway Business School, Sunway University, Selangor, Malaysia
| | - Yan-Li Siaw
- Faculty of Education, Universiti Malaya, Malaysia
| | - Kamolthip Ruckwongpatr
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan
| | - Jung-Sheng Chen
- Department of Medical Research, E-Da Hospital, I-Shou University, Kaohsiung, Taiwan
| | - Shih-Wei Huang
- Institute of Environmental Toxin and Emerging Contaminant, Cheng Shiu University, Kaohsiung, Taiwan
- Center for Environmental Toxin and Emerging-contaminant Research, Cheng Shiu University, Kaohsiung, Taiwan
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Chung-Ying Lin
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan
- Biostatistics Consulting Center, National Cheng Kung University Hospital, College of Medicine, Tainan, Taiwan
- Department of Occupational Therapy, College of Medicine, National Cheng Kung University, Tainan, Taiwan
- Department of Public Health, College of Medicine, National Cheng Kung University, Tainan, Taiwan
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Stangl FJ, Riedl R, Kiemeswenger R, Montag C. Negative psychological and physiological effects of social networking site use: The example of Facebook. Front Psychol 2023; 14:1141663. [PMID: 37599719 PMCID: PMC10435997 DOI: 10.3389/fpsyg.2023.1141663] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/10/2023] [Accepted: 05/03/2023] [Indexed: 08/22/2023] Open
Abstract
Social networking sites (SNS), with Facebook as a prominent example, have become an integral part of our daily lives and more than four billion people worldwide use SNS. However, the (over-)use of SNS also poses both psychological and physiological risks. In the present article, we review the scientific literature on the risk of Facebook (over-)use. Addressing this topic is critical because evidence indicates the development of problematic Facebook use ("Facebook addiction") due to excessive and uncontrolled use behavior with various psychological and physiological effects. We conducted a review to examine the scope, range, and nature of prior empirical research on the negative psychological and physiological effects of Facebook use. Our literature search process revealed a total of 232 papers showing that Facebook use is associated with eight major psychological effects (perceived anxiety, perceived depression, perceived loneliness, perceived eating disorders, perceived self-esteem, perceived life satisfaction, perceived insomnia, and perceived stress) and three physiological effects (physiological stress, human brain alteration, and affective experience state). The review also describes how Facebook use is associated with these effects and provides additional details on the reviewed literature, including research design, sample, age, and measures. Please note that the term "Facebook use" represents an umbrella term in the present work, and in the respective sections it will be made clear what kind of Facebook use is associated with a myriad of investigated psychological variables. Overall, findings indicate that certain kinds of Facebook use may come along with significant risks, both psychologically and physiologically. Based on our review, we also identify potential avenues for future research.
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Affiliation(s)
- Fabian J. Stangl
- Digital Business Institute, School of Business and Management, University of Applied Sciences Upper Austria, Steyr, Austria
| | - René Riedl
- Digital Business Institute, School of Business and Management, University of Applied Sciences Upper Austria, Steyr, Austria
- Institute of Business Informatics – Information Engineering, Johannes Kepler University Linz, Linz, Austria
| | - Roman Kiemeswenger
- Institute of Business Informatics – Information Engineering, Johannes Kepler University Linz, Linz, Austria
| | - Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
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Cudo A, Kopiś-Posiej N, Shchehelska K. The influence of Facebook intrusion and task context on cognitive control. PSYCHOLOGICAL RESEARCH 2023; 87:373-387. [PMID: 35274158 DOI: 10.1007/s00426-022-01670-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/18/2021] [Accepted: 02/23/2022] [Indexed: 11/24/2022]
Abstract
Social networking sites, especially Facebook, have become increasingly popular over the past decades. However, besides the benefits of using Facebook, negative effects in the form of Facebook intrusion are also increasingly pointed out. Much of the research focuses on personality, emotional and social factors related to Facebook intrusion. However, there has been limited research on the relationship between this type of behavioural addiction and cognitive functioning. Consequently, the current study aimed to verify the relationship between Facebook intrusion and cognitive control in light of the dual mechanism of cognitive control model. Additionally, the study aim was to verify the impact of the Facebook-related context on cognitive control (proactive and reactive modes) compared to neutral and positive contexts. The participants (N = 82 young adults, 57 female, M = 22.24 years, SD = 2.67 years, age range 18-35 years) were divided into two groups based on their level of Facebook intrusion. The Facebook intrusion scale was used to assess the level of Facebook intrusion. The AX-CPT task was used to assess proactive and reactive control modes in three task contexts: Facebook-related, neutral and positive. The current study results show that the participants with high Facebook intrusion had greater reactive control than participants with low Facebook intrusion. The differences between Facebook-related, neutral context and positive context were not found. However, the present findings demonstrate the interaction between Facebook intrusion and task context in cognitive control. More specifically, participants with low Facebook intrusion had greater proactive control than participants with high Facebook intrusion in the Facebook-related and positive context.
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Affiliation(s)
- Andrzej Cudo
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20-950, Lublin, Poland.
| | - Natalia Kopiś-Posiej
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20-950, Lublin, Poland.,Department of Clinical Neuropsychiatry, Faculty of Medicine, Medical University of Lublin, Lublin, Poland
| | - Kateryna Shchehelska
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20-950, Lublin, Poland
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Błachnio A, Przepiorka A, Cudo A, Sękowski A, Pantic I. The Role of Machiavellianism and Interdependent Agency in Facebook Intrusion. Psychol Rep 2023:332941231153321. [PMID: 36656545 DOI: 10.1177/00332941231153321] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/20/2023]
Abstract
Facebook is one the most popular social networking sites in the world. The social aspect and perceiving oneself in the context of relationships seem to be crucial in the analysis of Facebook use. In recent years the number of Facebook users has been increasing, which is related to the problem of Facebook intrusion. Machiavellianism and selected interdependence agency indicators (conformity, relatedness, and autonomy) are associated with social functioning, which is an important aspect of Facebook intrusion. The aim of the study was to check how Machiavelianism and the interdependent agency indicators mentioned above affect Facebook intrusion and whether Facebook intrusion decreases satisfaction with life. The participants in the online study were 715 Polish Facebook users. We administered the Facebook Intrusion Scale, Conformity, Relatedness, and Autonomy Scales, and the Satisfaction With Life Scale. The results show that the selected interdependence agency indicators predict Facebook intrusion. Our results revealed that a high level of Machiavellianism was related to a high level of Facebook intrusion in women. They also show that conformity is positively and autonomy negatively related to Facebook intrusion and that Facebook decreases reduces satisfaction with life. The presented research thus contributes to knowledge about Facebook usage patterns.
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Affiliation(s)
- Agata Błachnio
- 49642John Paul II Catholic University of Lublin, Lublin, Poland
| | | | - Andrzej Cudo
- 49642John Paul II Catholic University of Lublin, Lublin, Poland
| | | | - Igor Pantic
- University of Belgrade, Belgrad, Serbia, The University of Haifa, Israel
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Abbasi AZ, Khan MK, Naeem F, Albashrawi M, Ting DH, Kumar S. Gamers’ subjective Well-Being: the role of Peripheral and Core elements of eSporst Videogame Addiction. CURRENT PSYCHOLOGY 2023. [DOI: 10.1007/s12144-022-04222-4] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/11/2023]
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Cudo A, Montag C, Pontes HM. Psychometric Assessment and Gender Invariance of the Polish Version of the Gaming Disorder Test. Int J Ment Health Addict 2022:1-24. [PMID: 36217446 PMCID: PMC9533968 DOI: 10.1007/s11469-022-00929-4] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 09/21/2022] [Indexed: 11/18/2022] Open
Abstract
In 2019, Gaming Disorder (GD) was officially recognised by the World Health Organization (WHO) as an official mental health disorder. Currently, the Gaming Disorder Test (GDT) is one of the most widely utilised psychometric tools to assess GD symptoms according to the WHO framework. In this context, the present study aimed to develop the Polish version of the GDT so that this tool can be used within the Polish cultural context. Additionally, the research aimed to ascertain the psychometric properties and appropriateness of the Polish GDT. To achieve this goal, the Polish GDT was investigated in terms of its validity, reliability, and gender measurement invariance through two studies. Accordingly, study 1 recruited a total of 675 gamers (340 female; Meanage = 31.74 years; SD = 7.75 years; range: 15-45 years) and study 2 comprised 575 gamers (275 female; M age = 29.45 years; SD = 4.25 years; range: 18-35 years). A Confirmatory Factor Analysis (CFA) was used to assess psychometric properties of the Polish GDT. The reliability was assessed using Cronbach's alpha, McDonald's omega, and Average Variance Extracted. Gender measurement invariance was investigated using multiple-group CFA, and the unidimensionality was tested using mean of item residual absolute loadings (MIREAL), explained common variance (ECV), and unidimensional congruence (UC). The results of the psychometric analysis showed that the Polish GDT had a one-factor structure. Additionally, the present study demonstrated that the Polish GDT exhibited adequate levels of convergent validity, reliability, and strict gender measurement invariance. These findings suggest that the Polish version of GDT is a suitable psychometric test to assess GD and facilitate research on GD. Supplementary Information The online version contains supplementary material available at 10.1007/s11469-022-00929-4.
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Affiliation(s)
- Andrzej Cudo
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
| | - Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
| | - Halley M. Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, UK
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Cudo A, Wojtasiński M, Tużnik P, Fudali-Czyż A, Griffiths MD. The Relationship between Depressive Symptoms, Loneliness, Self-Control, and Gaming Disorder among Polish Male and Female Gamers: The Indirect Effects of Gaming Motives. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:10438. [PMID: 36012072 PMCID: PMC9408588 DOI: 10.3390/ijerph191610438] [Citation(s) in RCA: 7] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 08/05/2022] [Revised: 08/18/2022] [Accepted: 08/18/2022] [Indexed: 06/15/2023]
Abstract
The present study analyzed the relationship between gaming disorder (GD), motives for gaming, and psychological problems in daily life (i.e., depression, loneliness, and self-control deficits) among Polish gamers. More specifically, the purpose of the present study was to analyze the indirect effects between GD and psychological problems in daily life via motives for gaming among male and female gamers. Additionally, the present study examined gender differences in motives for gaming and the relationship between the analyzed variables. The sample comprised 652 gamers (233 females; M = 28.77 years; SD = 7.18; age range: 18-48 years). The nine-item Internet Gaming Disorder Scale-Short Version (IGDS9-SF) was used to assess GD. The motives for gaming were assessed using the Motives for Online Gaming Questionnaire (MOGQ). The nine-item Patient Health Questionnaire (PHQ-9) was used to assess depressive symptoms, and the Brief Self-Control Scale (BSCS) was used to assess self-control. Loneliness was assessed using the De Jong Gierveld Loneliness Scale. In order to examine the relationship between the study variables, path analysis and indirect effects analysis were performed among both male and female gamers. The present study showed that depressive symptoms and self-control exerted a significant indirect effect on GD via escape and fantasy motives for gaming. Additionally, there was an indirect effect between depressive symptoms and GD via social motives for gaming. However, these indirect effects were found among male gamers only. The present study also showed gender differences in all analyzed gaming motives except escape (males scoring higher on all of them) and in the relationship between depressive symptoms and escape. These findings contribute to a better understanding of GD development mechanisms, which are associated with psychological problems in daily life.
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Affiliation(s)
- Andrzej Cudo
- Institute of Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20950 Lublin, Poland
| | - Marcin Wojtasiński
- Institute of Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20950 Lublin, Poland
| | - Przemysław Tużnik
- Institute of Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20950 Lublin, Poland
| | - Agnieszka Fudali-Czyż
- Institute of Psychology, The Pedagogical University of Krakow, ul. Podchorążych 2, 30084 Krakow, Poland
| | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham NG1 4FQ, UK
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Rajesh T, Rangaiah B. Relationship between personality traits and facebook addiction: A meta-analysis. Heliyon 2022; 8:e10315. [PMID: 36061026 PMCID: PMC9434056 DOI: 10.1016/j.heliyon.2022.e10315] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/11/2022] [Revised: 03/31/2022] [Accepted: 08/11/2022] [Indexed: 01/12/2023] Open
Abstract
Personality traits are important factors in determining online behaviors. Especially personality traits are linked with users’ behavior on Facebook. Despite the substantial quantity of studies conducted on the relationship between personality factors and Facebook addiction, researchers have yet to reach an agreement. This study sought to examine the relationship between personality traits and Facebook addiction. In this meta-analysis study, agreeableness, openness to experience and conscientiousness were negatively related to Facebook addiction. Loneliness, narcissism, impulsivity and shyness were significantly correlated with Facebook addiction. Meta analysis also found that geographical location, personality scales, Facebook addiction scales, publication status moderated the link between personality variables and Facebook addiction. The limitations and future directions are discussed.
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Affiliation(s)
- Thipparapu Rajesh
- Department of Psychology, Mizoram University, Aizawl, 796004, Mizoram, India
- Corresponding author.
| | - B. Rangaiah
- Department of Applied Psychology, Pondicherry University, Puducherry, 605014, India
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Cudo A, Dobosz M, Griffiths MD, Kuss DJ. The Relationship Between Early Maladaptive Schemas, Depression, Anxiety and Problematic Video Gaming Among Female and Male Gamers. Int J Ment Health Addict 2022:1-28. [PMID: 35789815 PMCID: PMC9244023 DOI: 10.1007/s11469-022-00858-2] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 06/10/2022] [Indexed: 12/20/2022] Open
Abstract
The present study investigated the relationship between problematic video gaming (PVG) and early maladaptive schemas (EMSs) among male and female gamers. Additionally, the present study investigated depression and anxiety as mediators in the relationship between EMSs and PVG. The study comprised 673 videogame players (391 female gamers) aged from 18 to 38 years. PVG was assessed using the nine-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF). Depression and anxiety symptoms were assessed using the Hospital Anxiety and Depression Scale (HADS). EMS dimensions were assessed using the Young Schema Questionnaire (YSQ-S3). Results suggested that EMSs such as practical incompetence/dependence were positively related to PVG. The findings showed gender differences in these relationships. The vulnerability to harm or illness, enmeshment and subjugation schemas were positively related to PVG among male gamers. However, depression and anxiety did not mediate the relationship between EMSs and PVG. These findings may contribute to a better understanding of mechanisms related to PVG development, which are associated with maladaptive schemas. Supplementary Information The online version contains supplementary materials available at 10.1007/s11469-022-00858-2.
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Affiliation(s)
- Andrzej Cudo
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20-950 Lublin, Poland
| | - Mateusz Dobosz
- The Psychological and Psychotherapeutic Care Center for Children and Youth in Klimkówka, ul. Kasztanowa 30, 38-480 Klimkówka, Poland
| | - Mark D. Griffiths
- International Gaming Research Unit, Nottingham Trent University, 50 Shakespeare St, Nottingham, NG1 4FQ UK
| | - Daria J. Kuss
- International Gaming Research Unit, Nottingham Trent University, 50 Shakespeare St, Nottingham, NG1 4FQ UK
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Nazari N, Shabbir MS, Sevbitov AV, Sadeghi M, Griffiths MD. Psychometric evaluation of the Russian version of the Gaming Disorder Scale for Adolescents. CURRENT PSYCHOLOGY 2022. [DOI: https://doi.org/10.1007/s12144-021-02575-w] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/06/2022]
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Nazari N, Shabbir MS, Sevbitov AV, Sadeghi M, Griffiths MD. Psychometric evaluation of the Russian version of the Gaming Disorder Scale for Adolescents. CURRENT PSYCHOLOGY 2022. [DOI: https:/doi.org/10.1007/s12144-021-02575-w] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/24/2023]
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12
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Nazari N, Shabbir MS, Sevbitov AV, Sadeghi M, Griffiths MD. Psychometric evaluation of the Russian version of the Gaming Disorder Scale for Adolescents. CURRENT PSYCHOLOGY 2022; 42:1-15. [PMID: 35068909 PMCID: PMC8764173 DOI: 10.1007/s12144-021-02575-w] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 11/25/2021] [Indexed: 02/05/2023]
Abstract
Problematic gaming has become an emerging global health issue. Formal recognition of gaming disorder in the ICD-11 is a new opportunity for the discipline to conduct further investigation concerning the psychological consequences of problematic gaming. The present study investigated the psychometric properties and construct structure of the recently developed Gaming Disorder for Scale for Adolescents (GADIS-A), a multi-dimensional instrument that screens for gaming disorder symptoms, among Russian adolescent gamers. The sample comprised 933 adolescent gamers (547 boys and 386 girls) recruited via a web-based platform, using a multistage sampling method. Analysis showed the GADIS-A had very good internal consistency (Cronbach's alpha coefficient = .891; Composite reliability = .89) and adequate test-retest reliability after two weeks (intraclass coefficient =0.68 with 95% CI [0.61, 0.77]. Exploratory structural equation modeling (ESEM) showed the data fitted well. Measurement invariance testing indicated the GADIS-A was invariant by gender and gaming medium (online vs. offline). As for criterion-related validity, high scores on the GADIS-A positively correlated with scales assessing depression, anxiety, impulsivity, and difficulties in emotion regulation, and negatively correlated with social connectedness and life satisfaction. Using latent profile analysis, four groups of gamers were identified, and problematic gaming was associated with greater mental health problems. The findings indicated that psychological comorbidity (e.g., depression and anxiety) was more prevalent among gamers with higher risk of GD. The findings indicate that GADIS-A is a reliable and valid instrument to assess the symptoms and severity of gaming disorder among Russian adolescents. SUPPLEMENTARY INFORMATION The online version contains supplementary material available at 10.1007/s12144-021-02575-w.
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Affiliation(s)
- Nabi Nazari
- Department of Psychology, Faculty of Human Sciences, Lorestan University, Khorramabad, Iran
| | - Muhammad Salman Shabbir
- Department of Management, College of Commerce and Business Administration, Postal Code: 211, Dhofar University, Salalah, Oman
| | | | - Masoud Sadeghi
- Department of Psychology, Faculty of Human Sciences, Lorestan University, Khorramabad, Iran
| | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
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Deniz M. Fear of missing out (FoMO) mediate relations between social self-efficacy and life satisfaction. ACTA ACUST UNITED AC 2021; 34:28. [PMID: 34424439 PMCID: PMC8382810 DOI: 10.1186/s41155-021-00193-w] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/04/2021] [Accepted: 08/10/2021] [Indexed: 01/07/2023]
Abstract
The purpose of this study was to examine whether fear of missing out (FoMO) mediate relations between social self-efficacy and life satisfaction among undergraduates. The participants involved 323 undergraduates (female, 66.3%; male, 33.7%). The age of participants ranged between 18 and 32 years (M = 21.52, SD = 2.69). The study data was gathered using the Fear of Missing out Scale, the Social Efficacy and Social Outcome Expectation Scale and the Satisfaction with Life Scale. The research data were analyzed using the structural equation model and bootstrapping method. As a result of the structural equation model, FoMO mediates the relationship between social self-efficacy and life satisfaction. As a result of the bootstrapping analysis, it was seen that all direct and indirect effects are significant. The results, recommendations, and limitations of the study were discussed.
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Affiliation(s)
- Metin Deniz
- Department of Educational Sciences, Guidance and Psychological Counseling, Bartin University, Bartin, Turkey. .,Department of Guidance and Psychological Counseling, Faculty of Education, Bartiın University, Bartin, Turkey.
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Ortiz de Gortari AB, Gackenbach J. Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors. Front Psychol 2021; 12:585547. [PMID: 33967879 PMCID: PMC8100040 DOI: 10.3389/fpsyg.2021.585547] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/20/2020] [Accepted: 03/15/2021] [Indexed: 11/17/2022] Open
Abstract
The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conceptualization of which is supported by the paradigms of addiction. Research into Game Transfer Phenomena (GTP) examines the interplay between video game features, events while playing, and the manipulation of hardware, which can lead to sensory-perceptual and cognitive intrusions (e.g., hallucinations and recurrent thoughts) and self-agency transient changes (e.g., automatic behaviors) related to video games. GTP can influence the interpretation of stimuli and everyday interactions and, in contrast to gaming disorder, are relatively common and not necessarily negative. However, some players have reported feeling distress due to their GTP. This study focuses on how dispositional and interactive media habit factors are related to GTP and two forms of problematic interactive media [problematic video game playing (PVG) and problematic social media use (PSMU)]. A sample of 343 university students who played video games completed an online survey (58.7% male, 19–25 years old). Not all who had experienced GTP were identified as exhibiting PVG or PSMU, but all of those in the PVG group had experienced GTP. Overall, the profiles of the groups, including GTP (91.4%), PVG (28.5%), and PSMU (24.8%), were in accordance with previous findings. Those in the GTP and the PVG groups were characterized by being male, being highly engaged in the game (either while playing or via game-related activities), and showed preferences for game-related activities. However, while those in the GTP group were significantly more likely to be fantasy-prone, those with PVG were the ones who played most per day. Those in the PSMU group were characterized by being female and/or extroverted, frequently using social/sharing platforms, and seldom playing video games. A hierarchical binary logistic regression revealed that males were more likely to experience GTP. Increases in PVG, fantasy proneness, and neuroticism increased the odds of GTP. Future work can benefit from considering the role of GTP in gaming disorder, since intrusive thoughts, cognitive biases, and poor impulse control are pivotal in the initiation and maintenance of dysfunctional playing behaviors.
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Affiliation(s)
| | - Jayne Gackenbach
- Department of Psychology, MacEwan University, Edmonton, AB, Canada
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16
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The Relationship between Problematic Facebook Use and Early Maladaptive Schemas. J Clin Med 2020; 9:jcm9123921. [PMID: 33287219 PMCID: PMC7761769 DOI: 10.3390/jcm9123921] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/28/2020] [Revised: 11/23/2020] [Accepted: 11/30/2020] [Indexed: 02/07/2023] Open
Abstract
Facebook is an increasingly popular online social media platform for communication, entertainment, and information exchange. Previous studies have shown the relationship between problematic Facebook use (PFU) and mental health problems. Additionally, previous studies have reported associations between maladaptive cognitive schemas and mental health problems. However, little is known about their impact on problematic behavior associated with Facebook use. Consequently, the present study investigated the relationship between PFU and early maladaptive schemas (EMSs) among Facebook users. The study comprised 619 Facebook users (568 females; age range from 18 to 30 years; M = 21.34, SD = 2.41 years). The severity of PFU was assessed using the Facebook Intrusion Scale, and EMS dimensions were assessed using the 90-item Young Schema Questionnaire (YSQ–S3). The findings showed a positive relationship between PFU and EMSs, such as insufficient self-control/self-discipline and approval seeking. PFU was negatively associated with EMSs, such as social isolation/alienation and self-sacrifice schemas. Additionally, the findings showed that EMSs, as well as Facebook use characteristics, such as the time spent using Facebook per week, using Facebook apps, and number of friends on Facebook contributed to explaining the variance in PFU scores. These findings may contribute to a better understanding of mechanisms related to the development of PFU, which are associated with cognitive schemas. Additionally, the results may be useful in developing more effective methods of prevention and treatment of this problematic behavior.
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Abstract
The social norms approach is an established technique to bring about behaviour change through challenging misperceptions of peer behaviour. This approach is limited by a reliance on self-report and a lack of interactivity with the target population. At the same time, excessive use of digital devices, known as digital addiction, has been recognized as an emergent issue. There is potential to apply the social norms approach to digital addiction and, in doing so, address some of the limitations of the social norms field. In this study, we trialled a social norms intervention with a sample of smartphone users (n = 94) recruited from the users of a commercial app designed to empower individuals to reduce their device usage. Our results indicate that most of the sample overestimated peer use of smartphone apps, demonstrating the existence of misperceptions relating to smartphone use. Such misperceptions are the basis for the social norms approach. We also document the discrepancy between self-report and smartphone usage data as recorded through data collected directly from the device. The potential for the application of the social norms approach and directions for future research are discussed.
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