Relationship Between Social Media Addiction, Game Addiction and Family Functions
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Understanding the Phenomenon of Binge-Watching—A Systematic Review
International Journal of Environmental Research and Public Health Review Understanding the Phenomenon of Binge-Watching—A Systematic Review Jolanta A. Starosta * and Bernadetta Izydorczyk * Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, 30-348 Krakow, Poland * Correspondence: [email protected] (J.A.S.); [email protected] (B.I.) Received: 8 May 2020; Accepted: 18 June 2020; Published: 22 June 2020 Abstract: Binge-watching is a relatively new behaviour pattern whose popularity has been increasing since 2013, ultimately to become one of the most popular ways of spending free time, especially among young people. However, there is still a dearth of research on this phenomenon. The aim of this study is to present the current understanding and psychological conditions of binge-watching, as provided in the research papers published between 2013 and 2020. This systematic review, including 28 articles, addresses different approaches to defining this behaviour, diverse motivations, personality traits, and risks of excessive binge-watching. Its results imply that there are two perspectives in understanding binge-watching. The first is related to entertainment, positive emotions, cognition, and spending free time. However, the second perspective emphasises the negative outcomes of excessive binge-watching and symptoms of behavioural addiction. There is undoubtedly a need for further research to be conducted on diversified populations to reach more profound understanding of binge-watching behaviour patterns. Keywords: binge-watching; behavioural addiction; new technologies; motivation; personality traits 1. Introduction Binge-watching is a relatively new behavioural phenomenon, which is defined as watching between two and six episodes of a TV show in one sitting [1]. -
Short Note on Dark Side of Addiction
lism and D OPEN ACCESS Freely available online o ru h g o lc D A e p f e o n l d a e Journal of n r n c u e o J ISSN: 2329-6488 Alcoholism & Drug Dependence Editorial Short Note on Dark Side of Addiction Richard Samson* Department of Psychology, Faculty of Pharmacy, University of Michigan, 500 S State St, Ann Arbor, MI 48109, United States ABSTRACT Addiction is a biopsychosocial disorder characterized by repeated use of drugs, or repetitive engagement in a behavior such as gambling, despite harm to self and others. According to the "brain disease model of addiction," while a number of psychosocial factors contribute to the development and maintenance of addiction, a biological process that is induced by repeated exposure to an addictive stimulus is the core pathology that drives the development and maintenance of an addiction. Many scholars who study addiction argue that the brain disease model is incomplete and misleading. Emotions are "feeling" states and classic physiological emotive responses that are interpreted based on the history of the organism and the context. Motivation is a persistent state that leads to organized activity. Both are intervening variables and intimately related and have neural representations in the brain. The present thesis is that drugs of abuse elicit powerful emotions that can be interwoven conceptually into this framework. Keywords: Allostasis; Corticotropin-releasing factor; Dynorphin; Extended amygdala; Incentive salience; Opponent process INTRODUCTION clinical research in humans and preclinical studies involving ΔFosB have identified compulsive sexual activity – specifically, any form The brain disease model posits that addiction is a disorder of the of sexual intercourse – as an addiction (i.e., sexual addiction). -
What's the Problem in Problem Gaming Enevold, Jessica
What's the Problem in Problem Gaming Enevold, Jessica; Thorhauge, Anne-Mette; Gregersen, Andreas 2018 Document Version: Publisher's PDF, also known as Version of record Link to publication Citation for published version (APA): Enevold, J., Thorhauge, A-M., & Gregersen, A. (Eds.) (2018). What's the Problem in Problem Gaming. Nordicom. http://www.nordicom.gu.se/sites/default/files/publikationer-hela- pdf/whats_the_problem_in_problem_gaming.pdf Total number of authors: 3 Creative Commons License: CC BY-NC-ND General rights Unless other specific re-use rights are stated the following general rights apply: Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal Read more about Creative commons licenses: https://creativecommons.org/licenses/ Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. LUND UNIVERSITY PO Box 117 221 00 Lund +46 46-222 00 00 What’s the Problem in Problem Gaming? Nordic Research Perspectives Research Gaming? Nordic in Problem the Problem What’s WHAT’S THE PROBLEM IN PROBLEM GAMING? is a valuable contribution to the debates about young people’s gaming habits and the highly contested con- cept of video game addiction. -
Prevalence and Predictors of Video Game Addiction: a Study Based on a National Representative Sample of Gamers
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Nottingham Trent Institutional Repository (IRep) Int J Ment Health Addiction DOI 10.1007/s11469-015-9592-8 Prevalence and Predictors of Video Game Addiction: A Study Based on a National Representative Sample of Gamers Charlotte Thoresen Wittek1 & Turi Reiten Finserås1 & Ståle Pallesen2 & Rune Aune Mentzoni2 & Daniel Hanss3 & Mark D. Griffiths4 & Helge Molde1 # The Author(s) 2015. This article is published with open access at Springerlink.com Abstract Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway (N=3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers. Gender (being male) and age group (being young) were positively associated with addicted-, problem-, and engaged gamers. Place of birth (Africa, Asia, South- and Middle America) were positively associated with addicted- and problem gamers. Video game addiction was negatively associ- ated with conscientiousness and positively associated with neuroticism. Poor psychosomatic health was positively associated with problem- and engaged gaming. These factors provide insight into the field of video game addiction, and may help to provide guidance as to how individuals that are at risk of becoming addicted gamers can be identified. Keywords Video game addiction . -
Computer Addiction in Adolescents and Young Adults, Solutions for Moderating and Motivating for Success
Computer Addiction in Adolescents and Young Adults, Solutions for Moderating and Motivating for Success Kenneth Woog, Psy. D. Clinical Psychologist, CEO Woog Laboratories, Inc. [email protected] (949) 422-4120 The Dangerous World of Personal Computers •Media attention to MySpace and Pedophiles •News reports of abductions, murders linked to MySpace •Stepped up Law Enforcement Entrapment •“To Catch a Predator…n” Dateline NBC - Perverted-Justice.com •Larger, more widespread, but less discussed problem: Excessive Computer Use and Addiction •Lowered Academic Performance •Game play - Social Isolation, Depression •Online socialization: exposure to deviant peers •Health problems •Repetitive Stress Injury, obesity, vision problems, sleep •Family Conflict (c)2007 Kenneth M. Woog, Psy. D. 2 2002: My Introduction to Computer Addiction •Two 15 y/o males referred by sheriff’s department •One attempted to strangle mother with power cord when she unplugged the computer to get him off •One stabbed brother with kitchen knife when he would not get up from computer to let him play •No history of mental illness or behavior problems •Teens denied addiction and were resistant to counseling •Both placed on involuntary psychiatric holds. •Cycles of abstinence, behavior contracting did not help cure the addiction or motivation positive change •Attempts to help parents reestablish parental authority failed •Limited success with these clients led me to search for effective treatment methods. Mostly non-specific methods were identified •Conducted research and nationwide survey of mental health professionals in 2003/2004 (c)2007 Kenneth M. Woog, Psy. D. 3 Computer Addiction Research / Press •Very little research, some sensationalized press •Controversial since 1989 - does it really exist? •Symptom of other disorders or distinct disorder? •Blame? - Game Developers vs. -
Comparing Smartphone Addiction: the Prevalence, Predictors, and Negative Consequences in Hong Kong and Mainland China
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by The Journal of Social Media in Society The Journal of Social Media in Society Fall 2018, Vol. 7, No. 2, Page 297-322 thejsms.org Comparing Smartphone Addiction: The Prevalence, Predictors, and Negative Consequences in Hong Kong and Mainland China Jingwen Liang1* and Louis Leung2 1School of Journalism and Communication, The Chinese University of Hong Kong 2Department of Journalism and Communication, Hong Kong Shue Yan University *Corresponding Author: [email protected] This study aimed to identify common and specific was associated with distinct habits of media use. factors related to smartphone addiction by Entertainment and information seeking behaviors systematically comparing the prevalence, predictors, were the unique significant predictors among the and improper behavioral outcomes of smartphone Hong Kong students, whereas social interaction was addiction among university students in two cities. an extremely robust factor among the Guangzhou Data were randomly gathered from 661 university students. At last, in comparing the predictors of students, of which 351 were in Hong Kong and 310 improper use of smartphone, addiction symptoms were in Guangzhou (a mainland China city). The (craving and complaints) and utility assisting use of findings showed that there was no significant smartphone were significant factors for students in difference in the prevalence of smartphone addiction both regions. between the two samples. In addition, the comparison of predictors of smartphone addiction Keywords: smartphone addiction, showed similar significant psychological traits procrastination, preference for solitude, impulsivity, (procrastination and urgency) in both regions. The smartphone use activity findings also revealed that smartphone addiction he popularity and ubiquity of smartphones have given rise to an increasing number of studies on the excessive use of this new technology. -
Exploring Pattern of Smartphone Addiction Among Students In
International Journal of English, Literature and Social Science (IJELS) Vol-4, Issue-5, Sep – Oct 2019 https://dx.doi.org/10.22161/ijels.45.37 ISSN: 2456-7620 Exploring Pattern of Smartphone Addiction among Students in Secondary Schools in Lagos State and its Counselling EJIE, Benedette Onyeka1; EJIE, Oscar Chisom2; EJIE, Cynthia Nchedochukwu3; EJIE, Ann Uchechukwu4; EJIE, Brian Ikechukwu5 1Department of Educational Foundations and Counselling Psychology, Faculty of Education, Lagos State University, Ojo, Lagos, Nigeria 2Department of Environmental Management, Chukwuemeka Odumegwu Ojukwu University, P.M.B. 02, Uli, Anambra State, Nigeria 3Department of Guidance and Counselling, Faculty of Education, Ekiti State University, Ado-Ekiti, Nigeria, 4Department of Cultural and Creative Arts and English Language, Adeniran Ogunsanya College of Education, Otto-Awori, Lagos, Nigeria. 5Department of Science and Technology Education, Lagos State University, Ojo- Lagos Email: [email protected],2 [email protected],3 [email protected], [email protected], 5 [email protected] Abstract— Smartphone addiction could be described as smartphone over-dependence or smartphone overuse. It is a form of addiction that has become one of the most prevalent non-drug addictions today. Smartphone overuse was nevertheless shown to imply various types of dysfunctional behaviours and adverse consequences.This paper therefore, eexplored pattern of smartphone addiction among students in secondary schools in Lagos state and its counselling. One research question and onehypothesis were raised to guide the research. The sample consisted of one hundred and fifty (150) students randomly selected from students in secondary schools in Lagos state. A 30- item questionnaire titled “Pattern of Smartphone Addiction” (PSA) was designed for data collection. -
A Study of the Relationship Between Smartphone Addiction and Loneliness Among Male and Female Undergraduates in Utar
Running Head: SMARTPHONE ADDICTION AND LONELINESS A STUDY OF THE RELATIONSHIP BETWEEN SMARTPHONE ADDICTION AND LONELINESS AMONG MALE AND FEMALE UNDERGRADUATES IN UTAR WONG KOK CHERN THO FANG LAN SIN HUI NING THE BACHELOR OF SOCIAL SCIENCE (HONS) PSYCHOLOGY FACULTY OF ARTS AND SOCIAL SCIENCE UNIVERSITI TUNKU ABDUL RAHMAN JANUARY 2015 i SMARTPHONE ADDICTION AND LONELINESS Acknowledgements We would like to express our deepest appreciation and gratitude towards everyone who has contributed to the completion of this final year project, in terms of academic guidance, emotional support, and who participated in answering our survey questionnaires. For the first and foremost, we would like to express our sincerest appreciation to our FYP supervisor Dr. Siah Poh Chua. He gave us his constant support, guidance, motivation, enthusiasm, patience, and dedication throughout this research. His presence and advice were always there throughout the whole process of conducting and completing this research. It is valuable and precious for us. Besides that, we would also like to express our appreciation to Dr Siah’s student, Mr Lew Wei Him who had provided the useful information and giving academic guidance to us throughout the process of conducting this research. Mr Lew was giving us the knowledgeable and useful information in conducting the analysis with SPSS. Last but not least, we would like to express our appreciation to all the respondents in this research. Their time, effort, and patience in filling up the survey questionnaire are highly appreciated. Without the participants; this study would never be completed. WONG KOK CHERN THO FANG LAN SIN HUI NING ii SMARTPHONE ADDICTION AND LONELINESS Approval Form This research paper attached here to, entitled: “A Study of The Relationship between Smartphone Addiction and Loneliness among Male and Female Undergraduates in UTAR.” was prepared and submitted by Wong Kok Chern, Tho Fang Lan, and Sin Hui Ning in partial fulfillment of the requirements for Bachelor of Social Science (HONS) Psychology is hereby accepted. -
Self-Help: Computer Addiction
Resources and Support for Families with students facing Internet Addictions Self-Help: Computer Addiction Some people develop bad habits in their computer use that cause them significant problems in their lives. The types of behavior and negative consequences are similar to those of known addictive disorders; therefore, the term Computer or Internet Addiction has come into use. While anyone who uses a computer could be vulnerable, those people who are lonely, shy, easily bored, or suffering from another addiction or impulse control disorder as especially vulnerable to computer abuse. Computer abuse can result from people using it repeatedly as their main stress reliever, instead of having a variety of ways to cope with negative events and feelings. Other misuses can include procrastination from undesirable responsibilities, distraction from being upset, and attempts to meet needs for companionship and belonging. While discussions are ongoing about whether excessive use of the computer/Internet is an addiction, the potential problematic behaviors and effects on the users seem to be clear. The Signs of Problematic Computer Use A person who is “addicted” to the computer is likely to have several of the experiences and feelings on the list below: How many of them describe you? You have mixed feelings of well-being and guilt while at the computer. You make unsuccessful efforts to quit or limit your computer use. You lose track of time while on the computer. You neglect friends, family and/or responsibilities in order to be online. You find yourself lying to your boss and family about the amount of time spent on the computer and what you do while on it. -
Hovedoppgave Video Game Addiction
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by NORA - Norwegian Open Research Archives DET PSYKOLOGISKE FAKULTET Ψ Video Game Addiction among Young Adults in Norway: Prevalence and Health HOVEDOPPGAVE profesjonsstudiet i psykologi Anette Addington Arnesen Vår 2010 Abstract The present study sought to investigate video game addiction among Norwegian adults aged 16-40 years. Video game addiction has not yet been classified as a disorder in the DSM or ICD systems, and its existence is debated in the field. A central issue in this study was whether or not excessive video game playing should be considered an addiction. It is concluded that video game addiction does appear to be a valid term, which can be applied to a small subgroup of gamers. Prevalence is estimated to range from 0.6% to 4.0% of young adults, depending on whether a polythetic, monothetic or core criteria approach to defining addiction is adopted. Compared to respondents who did not engage in video game play, addicted gamers were found to score lower on a measure of life satisfaction, and higher on measures of anxiety, depression and symptoms of insomnia. However, the levels were all within the non-pathological range. Also, addicted gamers were found to spend significantly more time playing video games than non-addicted gamers, but contrary to what was expected, addicted gamers did not seem to prefer MMORPGs over other games. Abstract Denne studien undersøkte videospillavhengighet blant nordmenn i alderen 16-40 år. Videospillavhengighet har foreløpig ikke blitt klassifisert som en forstyrrelse i DSM- eller ICD-systemet, og på feltet diskuteres det hvorvidt en slik forstyrrelse kan sies å eksistere. -
Process Addictions
Defining, Identifying and Treating Process Addictions PRESENTED BY SUSAN L. ANDERSON, LMHC, NCC, CSAT - C Definitions Process addictions – a group of disorders that are characterized by an inability to resist the urge to engage in a particular activity. Behavioral addiction is a form of addiction that involves a compulsion to repeatedly perform a rewarding non-drug-related behavior – sometimes called a natural reward – despite any negative consequences to the person's physical, mental, social, and/or financial well-being. Behavior persisting in spite of these consequences can be taken as a sign of addiction. Stein, D.J., Hollander, E., Rothbaum, B.O. (2009). Textbook of Anxiety Disorders. American Psychiatric Publishers. American Society of Addiction Medicine (ASAM) As of 2011 ASAM recognizes process addictions in its formal addiction definition: Addiction is a primary, chronic disease of pain reward, motivation, memory, and related circuitry. Dysfunction in these circuits leads to characteristic biological, psychological, social, and spiritual manifestations. This is reflected in an individual pathologically pursuing reward and/or relief by substance use and other behaviors. Addictive Personality? An addictive personality may be defined as a psychological setback that makes a person more susceptible to addictions. This can include anything from drug and alcohol abuse to pornography addiction, gambling addiction, Internet addiction, addiction to video games, overeating, exercise addiction, workaholism and even relationships with others (Mason, 2009). Experts describe the spectrum of behaviors designated as addictive in terms of five interrelated concepts which include: patterns habits compulsions impulse control disorders physiological addiction Such a person may switch from one addiction to another, or even sustain multiple overlapping addictions at different times (Holtzman, 2012). -
Geoffrey R. Loftus Elizabeth F. Loftus
VIDEO GAMES _-________________-_I_______ GEOFFREYR. LOFTUS 6 ELIZABETH F. LOFTUS Basic Books, Inc., Publishers New York Why Video Games Are Fun clearly. “Pac-Man hooks only those people who confuse victory with slow defeat.’” Why do people find the games so compelling? In this chap- ter we will illustrate how the psychological concepts of rein- forcement, cognitive dissonance, and regret help explain the process of video game addiction. Althoughvery few psychologi- cal studies deal directly with the issue of why video games are fun, we found one that does. At the end of this chapter, we’ll l describe it. Pac-Man, by Way of Example In describing how experimental psychologists might view and explain video game behavior, it’s useful to have one exam- ple to rely on throughout. Because it has been one of the most popular games, we’ve chosen Ellen Goodman’s nemesis, Pac- Man. For the benefit of any readers who have beenliving Syndicated columnist Ellen Goodman has described her own somewhere besides Earth for the past few years, we’ll provide initiation into video games. One cloudy day she was waiting for a brief description of Pac-Man here. an airplane in the Detroit airport. She had time on her hands The game Pac-Man gets its name from the Japanese term and thought she would try a quick game of Pac-Man. Before paku paku, which means “gobble gobble.” The character Pac- she knew it, she was hooked; Pac-Man took her for every last Man is a little yellow creature who looks like he’s smiling.