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1.
Aggress Behav ; 46(1): 127-135, 2020 01.
Artículo en Inglés | MEDLINE | ID: mdl-31736097

RESUMEN

Online video games are social spaces for players from around the world. They use this space to form communities, relationships, and identities. However, gaming communities are not always welcoming, and some are even perceived as being "toxic." A prevalent issue is online sexual harassment, which is keeping many women from participating in the gaming community. Research on the factors contributing to the problem is limited, though. The present study replicates and expands previous research, using a sample of 856 online gamers. The study supports earlier findings that found hostile sexism and social dominance orientation as predictors of sexual harassment perpetration in online video games. In addition, we expanded the previous research with additional predictors: machiavellianism, psychopathy, and gamer identification predicted higher sexual harassment perpetration. Our results have implications for the gaming community's role in curtailing sexual harassment and making itself a more inclusive community.


Asunto(s)
Acoso Sexual , Juegos de Video , Femenino , Hostilidad , Humanos , Predominio Social
2.
J Youth Adolesc ; 45(9): 1931-45, 2016 09.
Artículo en Inglés | MEDLINE | ID: mdl-27474042

RESUMEN

Digital media, especially mobile communication technologies, enable adolescents to explore and experiment with each other with only limited adult control. Conflicts between peers can be easily staged since nearly everybody can be reached at any time under the radar of authorities. Therefore, involvement in conflicts and bullying might depend on how adolescents use and behave online. In the present study, we provide a comprehensive picture of the role aspects of online communication play in long-term involvement in cyberbullying. We focused on a gender-specific perspective, as girls and boys were found to differ not only according to their online communication but also in their cyberbullying involvement. Using a two-wave panel survey of 1817 adolescents between 13 and 17 years (56 % female), we found that girls' cyberbullying involvement (perpetration and victimization) could be traced back to more intensive online social activities and a higher amount of online contact with strangers. In contrast, for boys, only higher exposure to antisocial media content predicted higher levels of victimization over time. The findings indicate that certain patterns of online communication increase the cyberbullying risk over time. However, it needs to be noted that these risk factors vary between girls and boys.


Asunto(s)
Acoso Escolar , Teléfono Celular , Comunicación , Internet , Adolescente , Víctimas de Crimen , Femenino , Humanos , Masculino , Asunción de Riesgos , Factores Sexuales
3.
Curr Opin Psychol ; 45: 101284, 2022 06.
Artículo en Inglés | MEDLINE | ID: mdl-35016088

RESUMEN

In recent years, there have been increasing global concerns about the abuse of digital technologies for malicious 'dark participation', the spreading of digital offenses, hate speech, fake news, and conspiracy theories. Clearly, dark participation can have severe effects on the victims and on society at large. However, less is known about the impact of dark participation on the perpetrators' well-being. Preliminary research on the perpetrators indicates positive emotions and specific gratifications resulting from their behavior, in particular when it is fully consistent with their ideologies. Uncovering these gratifications-and the positive effects dark participation may have on perpetrators' well-being-could be the key to a better understanding of the dark side of social media.


Asunto(s)
Medios de Comunicación Sociales , Humanos
4.
Front Public Health ; 10: 834835, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-35493391

RESUMEN

The current study examined antecedents and possible consequences of smartphone use disorder (SmUD). In particular, we aimed to increase the understanding of the interplay of SmUD, mental health, and physical symptoms. Studies found that SmUD is associated with diverse psychological and physical health impairments, ranging from depression and anxiety to headaches and sleep disturbances. Based on existing works, we assumed that mental problems mediate the relationship between SmUD and bodily problems. We conducted a cross-sectional random-quota online survey among 938 German smartphone owners aged 14 to 64 years. An instrument based on the 5th edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) was used to measure SmUD severity. The data was analyzed using structural equation modeling. We identified a rate of 4.0% potentially disordered users. Males and younger participants showed more signs of SmUD. As expected, SmUD severity was found to be associated with physical (more frequent headaches, sleep disturbances, gastrointestinal problems) as well as psychological (higher levels of loneliness, stress, depression/anxiety) health impairments. Investigating the interplay of these variables showed that depression and anxiety, and stress partially mediated the relationship between SmUD severity and physical symptoms. Taken together, our results confirm that increased SmUD severity is associated with mental problems as well as with somatic symptoms. We assume complex (and presumably circular) relationships, which future studies should examine in more detail. SmUD prevention and intervention programs should follow a broad approach that considers decreases in physical and mental health, possibly causing or resulting from SmUD.


Asunto(s)
Salud Mental , Trastornos del Sueño-Vigilia , Ansiedad/psicología , Estudios Transversales , Cefalea , Humanos , Masculino , Trastornos del Sueño-Vigilia/epidemiología , Teléfono Inteligente
5.
Front Psychol ; 12: 674072, 2021.
Artículo en Inglés | MEDLINE | ID: mdl-34955940

RESUMEN

Several cross-sectional studies have shown that online sexual engagement (OSE) in the form of sexting or sexy self-presentation on social media is associated with an increased risk of experiencing negative consequences, such as online sexual victimization (OSV) or lower levels of psychosocial well-being. However, representative and longitudinal studies are scarce. The current study follows three research goals: (1) examining the prevalence of OSE and OSV among a random-quota sample of 1,019 German Internet users aged 14-64 years, (2) examining gender and age-related differences in OSE and OSV, and (3) examining the longitudinal relationships between OSE, OSV, and psychosocial well-being over a period of 1 year. Our results indicate that OSE and OSV are relatively widespread: 17.7% of the participants had already experienced OSV, 25.3% indicated that they had presented themselves online in a sexualized manner at least once in the past 2 months, and 22.7% showed a certain willingness to engage in sexting. We found higher rates among the younger participants. However, to a certain degree, older individuals were also affected. Male participants showed higher sexting willingness and more often presented themselves in a sexualized manner than females, whereas only small differences related to OSV were found. Concerning relationships with psychosocial well-being, our cross-sectional results showed that OSE, OSV, and mental problems are intercorrelated. Furthermore, we detected a significant long-term relationship between higher sexting willingness at time 1 and more victimization experienced 1 year later, whereas no significant longitudinal associations with lower levels of psychosocial well-being were identified.

6.
J Behav Addict ; 9(2): 491-496, 2020 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-32544080

RESUMEN

BACKGROUND AND AIMS: There is a considerable amount of research on the psychological antecedents and outcomes of gaming disorder. Although many studies have examined various personality traits or motivations as predictors in isolation, fewer studies have investigated the mediations between personality traits and motivations. Furthermore, the analyzed personality traits have been limited to a few core concepts, with the Big Five personality traits being a standard model in this context. However, more recently the dark triad of personality traits (Machiavellianism, narcissism, and psychopathy) has been found to be associated with various forms of problematic online behavior and usage, such as online gambling, yet little is known about gaming disorder. The current study examines the relationship of these dark personality traits to gaming disorder with three gaming motivations (achievement, social, and escapism) as mediators. METHOD: The study uses an online survey of 1,502 German digital game users. RESULTS: Results indicate a fully mediated association for narcissism via escapism and partial mediation associations for Machiavellianism and psychopathy. Direct effects on gaming disorder were observed for Machiavellianism and psychopathy. Indirect effects by psychopathy were observed via escapism and social motivation, by narcissism via escapism, and by Machiavellianism via social motivation. DISCUSSION AND CONCLUSIONS: These findings contribute to the theoretical understanding of the mediation of gaming motivations and the dark triad personality traits' importance for gaming disorder.


Asunto(s)
Logro , Adaptación Psicológica/fisiología , Trastorno de Personalidad Antisocial/fisiopatología , Trastorno de Adicción a Internet/fisiopatología , Maquiavelismo , Motivación/fisiología , Narcisismo , Interacción Social , Juegos de Video , Adolescente , Adulto , Trastorno de Personalidad Antisocial/epidemiología , Comorbilidad , Femenino , Alemania/epidemiología , Humanos , Trastorno de Adicción a Internet/epidemiología , Masculino , Adulto Joven
7.
Front Sociol ; 5: 574811, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-33869500

RESUMEN

Drawn from the stress process model, the pandemic has imposed substantial stress to individual economic and mental well-being and has brought unprecedented disruptions to social life. In light of social distancing measures, and in particular physical distancing because of lockdown policies, the use of digital technologies has been regarded as the alternative to maintain economic and social activities. This paper aims to describe the design and implementation of an online survey created as an urgent, international response to the COVID-19 pandemic. The online survey described here responds to the need of understanding the effects of the pandemic on social interactions/relations and to provide findings on the extent to which digital technology is being utilized by citizens across different communities and countries around the world. It also aims to analyze the association of use of digital technologies with psychological well-being and levels of loneliness. The data will be based on the ongoing survey (comprised of several existing and validated instruments on digital use, psychological well-being and loneliness), open for 3 months after roll out (ends September) across 11 countries (Austria, France, Germany, India, Malta, Portugal, Romania, Spain, Turkey, and UK). Participants include residents aged 18 years and older in the countries and snowball sampling is employed via social media platforms. We anticipate that the findings of the survey will provide useful and much needed information on the prevalence of use and intensities of digital technologies among different age groups, gender, socioeconomic groups in a comparative perspective. Moreover, we expect that the future analysis of the data collected will show that different types of digital technologies and intensities of use are associated with psychological well-being and loneliness. To conclude, these findings from the study are expected to bring in our understanding the role of digital technologies in affecting individual social and emotional connections during a crisis.

8.
J Behav Addict ; 7(1): 1-9, 2018 03 01.
Artículo en Inglés | MEDLINE | ID: mdl-29529886

RESUMEN

We greatly appreciate the care and thought that is evident in the 10 commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games is related to life problems. We believe that understanding this population and the nature and severity of the problems they experience should be a focus area for future research. However, moving from research construct to formal disorder requires a much stronger evidence base than we currently have. The burden of evidence and the clinical utility should be extremely high, because there is a genuine risk of abuse of diagnoses. We provide suggestions about the level of evidence that might be required: transparent and preregistered studies, a better demarcation of the subject area that includes a rationale for focusing on gaming particularly versus a more general behavioral addictions concept, the exploration of non-addiction approaches, and the unbiased exploration of clinical approaches that treat potentially underlying issues, such as depressive mood or social anxiety first. We acknowledge there could be benefits to formalizing gaming disorder, many of which were highlighted by colleagues in their commentaries, but we think they do not yet outweigh the wider societal and public health risks involved. Given the gravity of diagnostic classification and its wider societal impact, we urge our colleagues at the WHO to err on the side of caution for now and postpone the formalization.


Asunto(s)
Conducta Adictiva , Juegos de Video , Manual Diagnóstico y Estadístico de los Trastornos Mentales , Humanos , Clasificación Internacional de Enfermedades , Organización Mundial de la Salud
9.
J Behav Addict ; 6(2): 121-123, 2017 06 01.
Artículo en Inglés | MEDLINE | ID: mdl-28301967

RESUMEN

Based on their analysis of Internet gaming disorder (IGD) criteria, Kuss, Griffiths, and Pontes (2017) come to the conclusion that the current situation can be described as "chaos and confusion." Their assessment is not an exaggeration. It can be argued that there are even more issues, on logical/definitional and political/social levels: (a) the IGD diagnosis is lacking a well-defined object, (b) the cause and effect cannot be differentiated outside lab conditions, (c) the social and political effects of declaring a social behavior as a disease are worrying, and (d) a rushed diagnosis may construct an addiction with potentially harmful effects on (formerly) healthy populations. Instead of closing the debate by declaring a consensus and codifying IGD in the DSM, an undogmatic, intensified, and broader discussion is needed.


Asunto(s)
Conducta Adictiva , Juegos de Video , Consenso , Manual Diagnóstico y Estadístico de los Trastornos Mentales , Humanos , Internet
10.
J Behav Addict ; 6(3): 267-270, 2017 Sep 01.
Artículo en Inglés | MEDLINE | ID: mdl-28033714

RESUMEN

Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming. The act of formalizing this disorder, even as a proposal, has negative medical, scientific, public-health, societal, and human rights fallout that should be considered. Of particular concern are moral panics around the harm of video gaming. They might result in premature application of diagnosis in the medical community and the treatment of abundant false-positive cases, especially for children and adolescents. Second, research will be locked into a confirmatory approach, rather than an exploration of the boundaries of normal versus pathological. Third, the healthy majority of gamers will be affected negatively. We expect that the premature inclusion of Gaming Disorder as a diagnosis in ICD-11 will cause significant stigma to the millions of children who play video games as a part of a normal, healthy life. At this point, suggesting formal diagnoses and categories is premature: the ICD-11 proposal for Gaming Disorder should be removed to avoid a waste of public health resources as well as to avoid causing harm to healthy video gamers around the world.


Asunto(s)
Conducta Adictiva/clasificación , Conducta Adictiva/diagnóstico , Juegos de Video , Manual Diagnóstico y Estadístico de los Trastornos Mentales , Juegos Recreacionales , Humanos , Internet , Estigma Social , Organización Mundial de la Salud
11.
Cyberpsychol Behav Soc Netw ; 18(4): 197-202, 2015 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-25844719

RESUMEN

From the oversexualized characters in fighting games, such as Dead or Alive or Ninja Gaiden, to the overuse of the damsel in distress trope in popular titles, such as the Super Mario series, the under- and misrepresentation of females in video games has been well documented in several content analyses. Cultivation theory suggests that long-term exposure to media content can affect perceptions of social realities in a way that they become more similar to the representations in the media and, in turn, impact one's beliefs and attitudes. Previous studies on video games and cultivation have often been cross-sectional or experimental, and the limited longitudinal work in this area has only considered time intervals of up to 1 month. Additionally, previous work in this area has focused on the effects of violent content and relied on self-selected or convenience samples composed mostly of adolescents or college students. Enlisting a 3 year longitudinal design, the present study assessed the relationship between video game use and sexist attitudes, using data from a representative sample of German players aged 14 and older (N=824). Controlling for age and education, it was found that sexist attitudes--measured with a brief scale assessing beliefs about gender roles in society--were not related to the amount of daily video game use or preference for specific genres for both female and male players. Implications for research on sexism in video games and cultivation effects of video games in general are discussed.


Asunto(s)
Actitud , Sexismo/psicología , Juegos de Video/psicología , Adolescente , Adulto , Factores de Edad , Agresión , Femenino , Humanos , Estudios Longitudinales , Masculino , Percepción , Sexismo/estadística & datos numéricos , Juegos de Video/estadística & datos numéricos , Adulto Joven
12.
Cyberpsychol Behav Soc Netw ; 17(3): 141-6, 2014 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-24053382

RESUMEN

Online gaming has become an activity associated with a highly specific, caricatured, and often negative image. This "stereotype" has permeated the collective consciousness, as online gamers have become common caricatures in popular media. A lack of comprehensive demographic inquiries into the online gaming population has made it difficult to dispute these stereotypical characteristics and led to rising concerns about the validity of these stereotypes. The current study aims to clarify the basis of these negative characterizations, and determine whether online video game players display the social, physical, and psychological shortcomings stereotypically attributed them. Sampling and recruiting was conducted using a two-stage approach. First, a representative sample of 50,000 individuals aged 14 and older who were asked about their gaming behavior in an omnibus telephone survey. From this sample, 4,500 video game players were called for a second telephone interview, from which the current data were collected. Only those participants who completed all of the questions relating to video game play were retained for the current analysis (n=2,550). Between- and within-group analyses were enlisted to uncover differences between online, offline, and nongame playing communities across varying degrees of involvement. The results indicate that the stereotype of online gamers is not fully supported empirically. However, a majority of the stereotypical attributes was found to hold a stronger relationship with more involved online players than video game players as a whole, indicating an empirical foundation for the unique stereotypes that have emerged for this particular subgroup of video game players.


Asunto(s)
Sobrepeso , Aislamiento Social , Estereotipo , Juegos de Video , Actividades Cotidianas , Adolescente , Adulto , Anciano , Recolección de Datos , Femenino , Humanos , Masculino , Persona de Mediana Edad , Juegos de Video/psicología , Juegos de Video/estadística & datos numéricos , Adulto Joven
13.
Addiction ; 109(11): 1910-7, 2014 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-24938480

RESUMEN

AIMS: To investigate the longitudinal patterns (stability and change) of problematic computer game use and its interdependencies with psychosocial wellbeing in different age groups. DESIGN: Three-wave, annual panel study using computer-assisted telephone surveys. SETTING: Germany. PARTICIPANTS: A total of 112 adolescents aged between 14 and 18 years, 363 younger adults between 19-39 years and 427 adults aged 40 years and older (overall n = 902). MEASUREMENTS: Problematic game use was measured with the Gaming Addiction Short Scale (GAS), which covers seven criteria including salience, withdrawal and conflict. Additionally, gaming behaviour and psychosocial wellbeing (social capital and support, life satisfaction and success) were measured in all three panel waves. FINDINGS: The generally low GAS scores were very stable in yearly intervals [average autocorrelation across waves and age groups: r = 0.74, confidence interval (CI) = 0.71, 0.77]. Only nine respondents (1%, CI = 0.5, 1.9) consistently exhibited symptoms of problematic game use across all waves, while no respondent could be classified consistently as being addicted according to the GAS criteria. Changes in problematic gaming were not related consistently to changes in psychosocial wellbeing, although some cross-lagged effects were statistically significant in younger and older adult groups. CONCLUSIONS: Within a 2-year time-frame, problematic use of computer games appears to be a less stable behaviour than reported previously and not related systematically to negative changes in the gamers' lives.


Asunto(s)
Conducta Adictiva/epidemiología , Conducta Adictiva/psicología , Juegos de Video/psicología , Adolescente , Adulto , Femenino , Alemania/epidemiología , Humanos , Estudios Longitudinales , Masculino , Encuestas y Cuestionarios , Adulto Joven
14.
Cyberpsychol Behav Soc Netw ; 17(7): 447-53, 2014 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-24660878

RESUMEN

Some researchers believe that online gaming spaces can be socially accommodating environments for socially inhibited individuals, such as the socially inept, socially anxious, or shy. While previous research has examined, and found, significant links between these populations and online video game play, it remains unknown to what extent these spaces are contributing to tangible social benefits for the socially inhibited. The current study addresses this question by evaluating the link between gaming-related friendships and shyness, as quantified by emotional sensitivity. Drawing from a representative sample of German game players, the results indicate that emotionally sensitive players are using online gaming spaces differently from their less emotionally sensitive counterparts and reporting tangible differences in their in-game friendship networks. This suggests that online games hold the potential to be socially advantageous for shy individuals by allowing them to overcome their traditional social difficulties and generate new friendships as well as strengthen old ones.


Asunto(s)
Amigos/psicología , Timidez , Apoyo Social , Juegos de Video/psicología , Adolescente , Adulto , Anciano , Emociones , Femenino , Humanos , Internet , Masculino , Persona de Mediana Edad , Adulto Joven
15.
Psychol Assess ; 26(2): 419-32, 2014 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-24447279

RESUMEN

The competitive reaction time task (CRTT) is the measure of aggressive behavior most commonly used in laboratory research. However, the test has been criticized for issues in standardization because there are many different test procedures and at least 13 variants to calculate a score for aggressive behavior. We compared the different published analyses of the CRTT using data from 3 different studies to scrutinize whether it would yield the same results. The comparisons revealed large differences in significance levels and effect sizes between analysis procedures, suggesting that the unstandardized use and analysis of the CRTT have substantial impacts on the results obtained, as well as their interpretations. Based on the outcome of our comparisons, we provide suggestions on how to address some of the issues associated with the CRTT, as well as a guideline for researchers studying aggressive behavior in the laboratory.


Asunto(s)
Agresión/psicología , Conducta Competitiva , Tiempo de Reacción , Adulto , Femenino , Humanos , Masculino , Conducta Social , Análisis y Desempeño de Tareas , Adulto Joven
16.
Addiction ; 108(3): 592-9, 2013 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-23078146

RESUMEN

AIMS: Playing digital games has been associated with forms of addictive behavior. Past research on the subject has often been criticized on theoretical and empirical grounds, due mainly to measurement or sampling issues. The present study aims to overcome these two limitations, and presents data from a representative study in Germany using an already established instrument for measuring problematic game use. DESIGN: Large-scale, representative study using a computer-assisted telephone survey. SETTING: Germany. PARTICIPANTS: A total of 580 adolescents between 14 and 18 years of age, 1866 younger adults between 19-39 years and 1936 older adults aged 40 years and older (overall n = 4382). MEASUREMENTS: Problematic game use was measured with the Gaming Addiction Short Scale (GAS), which covers seven criteria including salience, withdrawal and conflicts. Additionally, differential aspects of personality, as well as gaming behaviour, were measured. FINDINGS: Only seven respondents [0.2%, 95% confidence interval (CI): 0.1, 0.3] met all criteria of the GAS Scale. In contrast, 3.7% (95% CI: 3.1, 4.3) of the respondents can be considered problematic users, meeting at least half these conditions. The percentage of problematic gamers among adolescents is above average (7.6%, 95% CI: 5.6, 10.1). High GAS scores are associated with aggression, low sociability and self-efficacy and lower satisfaction with life. Additionally, these scores correspond with intensive use and preferences for certain gaming genres across all age groups. CONCLUSIONS: Following Gaming Addiction Short Scale criteria, gaming addiction is currently not a widespread phenomenon among adolescents and adults in Germany. Gaming Addiction Short Scale scores are associated with intensive use, as well as certain problematic aspects of individuals' personalities and social lives.


Asunto(s)
Conducta Adictiva/psicología , Juegos de Video/psicología , Adolescente , Adulto , Distribución por Edad , Anciano , Anciano de 80 o más Años , Agresión/psicología , Conducta Adictiva/epidemiología , Femenino , Alemania/epidemiología , Humanos , Masculino , Persona de Mediana Edad , Satisfacción Personal , Trastornos de la Personalidad/epidemiología , Trastornos de la Personalidad/psicología , Prevalencia , Autoeficacia , Adulto Joven
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