Internet Gaming Disorder (IGD) has been recognized by the American Psychiatric Association (APA) as a tentative disorder in the latest fifth revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). In order to advance research on IGD, the APA has suggested that further research on the nine IGD criteria to investigate its clinical and empirical feasibility is necessary. The aim of the present study was to develop the Polish the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) and scrutinize the nine IGD criteria empirically. To achieve this, the newly developed IGDS9-SF was examined using a wide range of psychometric methods, including a polytomous Item Response Theory (IRT) analysis to evaluate the measurement performance of the nine IGD criteria. A sample of 3377 gamers (82.7% male, mean age 20 years, SD = 4.3 years) was recruited online for the present study. Overall, the findings obtained confirmed that suitability of the Polish IGDS9-SF to assess IGD amongst Polish gamers given the adequate levels of validity and reliability found. The IRT analysis revealed that the IGDS9-SF is a suitable tool to measure IGD levels above the average; however, criteria “continuation” (item 6), “deception” (item 7), and “escape” (item 8) presented with poor fit. Taken together, these results suggest that some of the diagnostic criteria may present with a different clinical weighting towards final diagnosis of IGD. The implications of these findings are further discussed.
Given recent advances in technology, connectivity, and the popularity of social media platforms, recent literature has devoted great attention to problematic Facebook use. However, exploring the potential predictors of problematic social media use beyond Facebook use has become paramount given the increasing popularity of multiple alternative platforms. In this study, a sample of 584 social media users (Mage = 32.28 years; 67.81% female) was recruited to complete an online survey assessing sociodemographic characteristics, patterns, and preferences of social media use, problematic social media use (PSMU), social media use motives, psychological well-being, self-esteem, and positive and negative affect. Results indicated that 6.68% (n = 39) of all respondents could be potentially classed as problematic users. Moreover, further analysis indicated that intrapersonal motive (β = 0.38), negative affect (β = 0.22), daily social media use (β = 0.18), surveillance motive (β = 0.12), and positive affect (β = −0.09) each predicted PSMU. These variables accounted for about 37% of the total variance in PSMU, with intrapersonal motive driving the greatest predictive contribution, over and above the effects of patterns of social media use and sociodemographic variables. These findings contribute to the increasing literature on PSMU. The results of this study are discussed in light of the existing literature on PSMU.
Internet Gaming Disorder (IGD) has been recognized in May 2013 and can be evaluated using the criteria developed by American Psychiatric Association (APA). The present study investigated the role each IGD criteria plays in diagnosing disordered gaming. A total of 3377 participants (mean age 20 years, SD = 4.3 years) participated in the study. The data collected was scrutinized to detect patterns of IGD using Conditional Inference Tree (Ctree), a sophisticated machine algorithm. Participants provided basic sociodemographic information and completed the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF). The results identified classes of IGD-related symptoms, indicating that endorsing ‘withdrawal’ and ‘loss of control’ increases the probability of disordered gaming by 77.77% while endorsement of ‘withdrawal’, ‘loss of control’ and ‘negative consequences’ increases the probability of disordered gaming by 26.66%. Moreover, lack of endorsement of ‘withdrawal’ and endorsement of ‘preoccupation’ increases the likelihood of disordered gaming by 7.14%. Taken together, the results obtained illustrate that different IGD criteria can present with different clinical weighing as unique diagnostic roles in the development of disordered gaming can be evidenced by each criterion. Moreover, the present findings help inform future revisions of diagnostic manuals and helps enhancing the assessment of IGD in the future. Additional research and clinical implications are discussed.
. Konsumenci korzystają z serwisów społecznościowych nie tylko po to, by kontaktować się z rodziną i znajomymi, lecz coraz częściej także, by wyrażać swoje preferencje w zakresie produktów, angażując się w szereg działań związanych z markami 3 . Witryny tego typu dają wręcz nieograniczone możliwości współpracy, wyrażania opinii, wypowiadania się, udziału w tworzeniu treści dotyczących marek i produktów, z którymi mogą identyfikować się inni internauci. Zamiast biernie odbierać treści tworzone przez marketerów, konsumenci angażują się w działania związane z kreowaniem marek.W ciągu ostatnich kilku lat naukowcy w różnych krajach analizowali zależności pomiędzy markami i komunikacją w mediach społecznościowych. Badano między innymi konotacje między markami a pozytywnym i negatywnym marketingiem szeptanym (word-of-mouth communication) 4 , reklamą w mediach społecznościowych 5 , recenzjami i komentarzami online 6 , społecznościami tworzącymi się wokół marek oraz ich fanpage'ów 7 i treściami generowanymi przez konsumentów 8 . W Polsce również były prowadzone badania mające na celu rozpoznanie wybranych
English-language editing of that article was financed under Agreement 672/ P-DUN /2019 with funds from the Ministry of Science and Higher Education allocated to the popularization of science.
The development of social media has a substantial impact on the surge of social engagement of Internet users. It is particularly prominent in the domain of content creation and content sharing. Such communication may contain various references to different products brands and companies. Internet users may refer to them explicitly or brands may be present in the background only. Therefore, it is pivotal for managers and researchers to isolate the factors that may trigger consumers' brand-related engagement in the Internet. The objective of the research was to determine whether the susceptibility to interpersonal influence (both informational and normative) stimulates the three types of group behavior associated with consumer brand-related activity in the social media. The dedicated online survey was completed by 1,025 Polish consumers and analyzed using structural equation modeling (SEM). The results demonstrate that the factors of informational social influenceirrespective of its type-directly influence the consumers' online engagement with brands controlled for age, gender, social media and brand usage. Regardless of whether the brand communication is initiated by some organization or by the consumers themselves, an eagerness to share the content perceived as valuable on social media plays a prominent role.
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