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1.
2.
Front Public Health ; 10: 834835, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35493391

RESUMO

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.


Assuntos
Saúde Mental , Transtornos do Sono-Vigília , Ansiedade/psicologia , Estudos Transversais , Cefaleia , Humanos , Masculino , Transtornos do Sono-Vigília/epidemiologia , Smartphone
3.
Front Psychol ; 12: 674072, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34955940

RESUMO

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.

4.
J Behav Addict ; 9(2): 491-496, 2020 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-32544080

RESUMO

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.


Assuntos
Logro , Adaptação Psicológica/fisiologia , Transtorno da Personalidade Antissocial/fisiopatologia , Transtorno de Adição à Internet/fisiopatologia , Maquiavelismo , Motivação/fisiologia , Narcisismo , Interação Social , Jogos de Vídeo , Adolescente , Adulto , Transtorno da Personalidade Antissocial/epidemiologia , Comorbidade , Feminino , Alemanha/epidemiologia , Humanos , Transtorno de Adição à Internet/epidemiologia , Masculino , Adulto Jovem
5.
Aggress Behav ; 46(1): 127-135, 2020 01.
Artigo em Inglês | MEDLINE | ID: mdl-31736097

RESUMO

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.


Assuntos
Assédio Sexual , Jogos de Vídeo , Feminino , Hostilidade , Humanos , Predomínio Social
6.
Front Sociol ; 5: 574811, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-33869500

RESUMO

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.

7.
Cyberpsychol Behav Soc Netw ; 20(2): 97-103, 2017 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-28170308

RESUMO

Some studies indicated that playing online games yields a "rich-get-richer effect" and is especially socially beneficial for extraverted players, while other authors argue that online gaming could have compensational effects for introverted players. The current survey study (N = 409) investigates the connection between introversion/extraversion and social capital outcomes of playing the popular role-playing game World of Warcraft and shows that the rich-get-richer and the compensation perspective are not mutually exclusive. Path analysis revealed that extraverted players communicated and self-disclosed more extensively, more often engaged in team play, and, hence, had better chances to build up social capital than introverts. However, at least some of the introverted players used the game for social compensation. These players chose a more social playing style, which increased their chances to acquire social capital. The results demonstrate that the group of introverted players is more heterogeneous than previously thought and that the links between personality aspects and social outcomes of playing are quite complex and rather indirect than direct.


Assuntos
Extroversão Psicológica , Internet , Introversão Psicológica , Capital Social , Jogos de Vídeo/psicologia , Estudos Transversais , Humanos
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