ABSTRACT
Problematic internet use (PIU) has adverse effects on adolescent health. Parenting may play an important role in the prevention of this condition, but the associations between PIU and parental behavior are unknown. This meta-analysis examined the associations between adolescent PIU and general and media-specific parenting. Studies were obtained using searches in scientific databases and using references identified from bibliographies. Searches covered English written journal articles, master's theses, and doctoral dissertations from the year each database started until April 2022. Studies were included if they (a) measured PIU, (b) measured parenting, (c) used data obtained from children or adolescents, and (d) reported a valid analysis. Two coders decided whether each study met the required criteria. Data were pooled using a random effects model. We found weak negative associations between PIU and general parenting, namely, warmth (r = -0.17, [-0.13, -0.20], k = 24; N = 58401), control (r = -0.10, [-0.01, -0.18], k = 10, N = 12199), and authoritative parenting (r = -0.12, [-0.02, -0.21], k = 8, N = 5431), but the associations between PIU and media-specific parenting, namely, active mediation (r = -0.02, [-0.07, 0.02], k = 11, N = 30545) and restrictive mediation (r = 0.01, [-0.10, 0.11], k = 16, N = 36997), were non-significant. In older adolescents, the association between restrictive mediation and PIU was significant but positive. Media parenting has only weak association with PIU and thus restrictions should be used cautiously, especially in older adolescents. Additional prospective studies on parenting and specific PIU activities are needed.
Subject(s)
Adolescent Behavior , Behavior, Addictive , Adolescent , Behavior, Addictive/epidemiology , Child , Humans , Internet , Internet Use , Parenting , Prospective StudiesABSTRACT
Children's excessive screen use is associated with health risks such as obesity, sleep problems, attention problems, and others. The effect of parental regulative efforts focused on screen/media use (media parenting) is currently unclear and difficult to examine given the heterogeneity of measuring tools used for its assessment. We aimed to develop an inventory that would enable reliable and valid measurement of media parenting practices (especially active and restrictive mediation) in parents of primary school children. The inventory builds on existing tools, it is comprehensive, yet easy to use in research setting. The original MEPA-36 (36 items) and revised MEPA-20 (20 items) inventories were examined using data from 341 Czech and Slovak parents of children aged between 6 and 10 years. Psychometrical properties were estimated using confirmatory factor and reliability analyses. Model fit was better for MEPA-20 and similar to other currently available tools. Both active and restrictive mediation subscales demonstrated high internal consistency. The internal consistency of newly constructed risky mediation subscales (risky active, risky restrictive, and over-protective mediation) was low. MEPA-20, especially active and restrictive mediation subscales, can be recommended for research on media parenting in context of screen/media use of school-aged children.
Subject(s)
Child Behavior , Parenting , Child , Humans , Parent-Child Relations , Psychometrics , Reproducibility of Results , Schools , Surveys and QuestionnairesABSTRACT
The Ten-Item Internet Gaming Disorder Test (IGDT-10) is a short screening instrument developed to assess Internet gaming disorder (IGD) as proposed in the Diagnostic and Statistical Manual of MentalDisorders, fifth edition (DSM-5), adopting a concise, clear, and consistent item-wording. According to initial studies conducted in 2014, the instrument showed promising psychometric characteristics. The present study tested the psychometric properties, including language and gender invariance, in a large international sample of online gamers. In this study, data were collected from 7,193 participants comprising Hungarian (n = 3,924), Iranian (n = 791), English-speaking (n = 754), French-speaking (n = 421), Norwegian (n = 195), Czech (n = 496), and Peruvian (n = 612) online gamers via gaming-related websites and gaming-related social-networking-site groups. A unidimensional factor structure provided a good fit to the data in all language-based samples. In addition, results indicated both language and gender invariance on the level of scalar invariance. Criterion and construct validity of the IGDT-10 was supported by its strong association with the Problematic Online Gaming Questionnaire and moderate association with weekly gaming time, psychopathological symptoms, and impulsivity. The proportions of each sample that met the cut-off score on the IGDT-10 varied between 1.61% and 4.48% in the individual samples, except for the Peruvian sample (13.44%). The IGDT-10 shows robust psychometric properties and appears suitable for conducting cross-cultural and gender comparisons across seven languages. (PsycINFO Database Record (c) 2019 APA, all rights reserved).
Subject(s)
Behavior, Addictive/diagnosis , Internet , Video Games , Adult , Australia , Canada , Cross-Cultural Comparison , Czech Republic , Diagnostic and Statistical Manual of Mental Disorders , Factor Analysis, Statistical , Female , Humans , Hungary , Impulsive Behavior , Iran , Italy , Language , Male , Middle Aged , Norway , Peru , Psychometrics , Reproducibility of Results , Republic of Korea , Research Design , Slovakia , Slovenia , Surveys and Questionnaires , United Kingdom , United States , Young AdultABSTRACT
We examined the effect of habitual regulation of massive multiplayer online role-playing game (MMORPG) playing on the problematic (addictive) usage and excessiveness of gaming (time that user spent playing weekly, per session, and in relation to his other leisure activities). We developed the approach to assess the strength of habitual regulation that was based on sensitivity to situational cues. We defined cues as real-life or in-game conditions (e.g., work to be done, activities with friends or family, need to relax, new game expansion) that usually promote gaming (proplay cues) or prevent it (contraplay cues). Using a sample of 377 MMORPG players, we analyzed relationships between variables through partial least squares path modeling. We found that proplay cues sensitivity significantly positively affected the excessiveness of gaming (playing time) as well as the occurrence of problematic usage symptoms. Conversely, contraplay cues sensitivity functioned as a protective factor from these conditions; significant negative effects were found for playing time and problematic usage. Playing time was confirmed to be a mediating variable, affected by cues sensitivity and at the same time affecting problematic usage symptoms. We obtained moderately strong coefficients of determination for both endogenous variables (R(2) = 0.28 for playing time; R(2) = 0.31 for problematic usage) suggesting that the proposed variables possess good explanatory power. Based on our results, we argue that the strength of habitual regulation within MMORPG usage has both positive and negative effects on excessive and problematic usage, which is a new and important finding within the area of Internet gaming addiction.