291 research outputs found
Internet Gaming Disorder and the DSM-5: Conceptualization, Debates, and Controversies
Scientific interest in behavioral addictions (such as Internet gaming disorder [IGD]) has risen considerably over the last two decades. Moreover, the inclusion of IGD in Section 3 of DSM-5 will most likely stimulate such research even more. Although the inclusion of IGD appears to have been well received by most of the researchers and clinicians in the field, there are several controversies and concerns surrounding its inclusion. The present paper aims to discuss the most important of these issues: (i) the possible effects of accepting IGD as an addiction; (ii) the most important critiques regarding certain IGD criteria (i.e., preoccupation, tolerance, withdrawal, deception, and escape); and (iii) the controversies surrounding the name and content of IGD. In addition to these controversies, the paper also provides a brief overview of the recent findings in the assessment and prevalence of IGD, the etiology of the disorder, and the most important treatment methods
Why do you dance? Development of the Dance Motivation Inventory (DMI)
Dancing is a popular form of physical exercise and studies have show that dancing can decrease anxiety, increase self-esteem, and improve psychological wellbeing. The aim of the current study was to explore the motivational basis of recreational social dancing and develop a new psychometric instrument to assess dancing motivation. The sample comprised 447 salsa and/or ballroom dancers (68% female; mean age 32.8 years) who completed an online survey. Eight motivational factors were identified via exploratory factor analysis and comprise a new Dance Motivation Inventory: Fitness, Mood Enhancement, Intimacy, Socialising, Trance, Mastery, Self-confidence and Escapism. Mood Enhancement was the strongest motivational factor for both males and females, although motives differed according to gender. Dancing intensity was predicted by three motivational factors: Mood Enhancement, Socialising, and Escapism. The eight dimensions identified cover possible motives for social recreational dancing, and the DMI proved to be a suitable measurement tool to assess these motives. The explored motives such as Mood Enhancement, Socialising and Escapism appear to be similar to those identified in other forms of behaviour such as drinking alcohol, exercise, gambling, and gaming
Creativity and psychoactive substance use: a systematic review
The role of psychoactive substance use in the research of artistic creation and creativity is a long-standing topic. Ever since the discovery of LSD, researchers have examined the relationship between the effects of chemical substances and the artistic creative process. The goal of the present study was to systematically review all published empirical publications and case reports in refereed journals that focused on the relationship between psychoactive substances and creativity/creative artistic process. A total of 19 studies were identified that met the inclusion and exclusion criteria. Results were difficult to summarize because of the different study questions asked, the diverse methods used, the different samples applied, and the various substances examined. The general results suggest that there is an association between creativity and substance use. However, the studies were unable to show that substance use directly contributed to the growth of creativity or facilitated creative artistic process. It is concluded that specific skills may be subject to change as a consequence of substance use, and consequently may have an effect on the style of creation
The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: an online survey
Background: The rapid expansion of online video gaming as a leisure time activity has led to the appearance of problematic online gaming (POG). According to the literature, POG is associated with different psychiatric symptoms (eg, depression, anxiety) and with specific gaming motives (ie, escape, achievement). Based on studies of alcohol use that suggest a mediator role of drinking motives between distal influences (eg, trauma symptoms) and drinking problems, this study examined the assumption that there is an indirect link between psychiatric distress and POG via the mediation of gaming motives. Furthermore, it was also assumed that there was a moderator effect of gender and game type preference based on the important role gender plays in POG and the structural differences between different game types
Correction to: Gender differences in the association between cyberbullying victimization and perpetration: the role of anger rumination and traditional bullying experiences
The mediating effect of self-esteem, depression and anxiety between satisfaction with body appearance and problematic Internet use
Background and objectives: Given that dissatisfaction with bodily appearance can sometimes lead to the avoidance of personal contacts and the increase of internet use, this study examines this relationship. The direct role of dissatisfaction with bodily appearance along with the possible mediation effects of depression, anxiety and self-esteem were tested. Methods: A total of 694 participants completed an online questionnaire (58.5% male, mean age 21.5 years), containing measures on problematic internet use, depression and anxiety symptoms, self-esteem and satisfaction with body image. Path analyses were used to test direct and indirect effects. Results: Satisfaction with body appearance had a significant negative direct effect on problematic internet use among both sexes. Though, satisfaction with body appearance had a positive effect on self-esteem and negative on anxiety, neither self-esteem nor anxiety had a direct significant effect on problematic internet use. The effect of dissatisfaction with body appearance was mediated via the self-esteem–depression path toward problematic internet use. Conclusions: Dissatisfaction with physical appearance seems to have a significant role in individuals’ immersing themselves in internet use
The psychology of esports: a systematic literature review
Recently, the skill involved in playing and mastering video games has led to the professionalization of the activity in the form of 'esports' (electronic sports). The aim of the present paper was to review the main topics of psychological interest about esports and then to examine the similarities of esports to professional and problem gambling. As a result of a systematic literature search, eight studies were identified that had investigated three topics: (i) the process of becoming an esport player, (ii) the characteristics of esport players such as mental skills and motivations, and (iii) the motivations of esport spectators. These findings draw attention to the new research field of professional video game playing and provides some preliminary insight into the psychology of esports players. The paper also examines the similarities between esport players and professional gamblers (and more specifically poker players). It is suggested that future research should focus on esport players' psychological vulnerability because some studies have begun to investigate the difference between problematic and professional gambling and this might provide insights into whether the playing of esports could also be potentially problematic for some players
Problematic Internet Use and Problematic Online Gaming Are Not the Same: Findings from a Large Nationally Representative Adolescent Sample
There is an ongoing debate in the literature whether problematic internet use (PIU) and problematic online gaming (POG) are two distinct conceptual and nosological entities or whether they are the same. The present study contributes to this question by examining the interrelationship and the overlap between PIU and POG in terms of gender, school achievement, time spent using the internet and/or online gaming, psychological wellbeing, and preferred online activities. Questionnaires assessing these variables were administered to a nationally representative sample of adolescent gamers (N=2,073; mean age 16.4 years, SD=0.87, 68.4% male). Data showed that internet use was a common activity among adolescents while online gaming was engaged in by a considerably smaller group. Similarly, more adolescents met the criteria for PIU than for POG and a small group of adolescents showed symptoms of both problem behaviors. The most notable difference between the two problem behaviors was in terms of gender. POG was much more strongly associated with being male. Self-esteem had low effect sizes on both behaviors, while depressive symptoms were associated with both PIU and POG, affecting PIU slightly more. In terms of preferred online activities, PIU was positively associated with online gaming, online chatting, and social networking while POG was only associated with online gaming. Based on our findings POG appears to be a conceptually different behavior than PIU and therefore data support the notion that Internet Addiction Disorder and Internet Gaming Disorder are separate nosological entities
Exercise addiction – the emergence of a new disorder
An optimal level of regular physical activity plays an important role in the maintenance of physical and mental health. However, excessive exercise in a minority of individuals can have adverse effects on health and lead to exercise addiction. Exercise addiction can be conceptualised as a behavioural addiction. The aim of this paper is to outline the current knowledge on the concept, epidemiology, aetiology, comorbidity, and possible interventions of exercise addiction
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