BackgroundOnline gaming has become increasingly popular. However, this has led to concerns that these games might induce serious problems and/or lead to dependence for a minority of players. Aim: The aim of this study was to uncover and operationalize the components of problematic online gaming.MethodsA total of 3415 gamers (90% males; mean age 21 years), were recruited through online gaming websites. A combined method of exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) was applied. Latent profile analysis was applied to identify persons at-risk.ResultsEFA revealed a six-factor structure in the background of problematic online gaming that was also confirmed by a CFA. For the assessment of the identified six dimensions – preoccupation, overuse, immersion, social isolation, interpersonal conflicts, and withdrawal – the 18-item Problematic Online Gaming Questionnaire (POGQ) proved to be exceedingly suitable. Based on the latent profile analysis, 3.4% of the gamer population was considered to be at high risk, while another 15.2% was moderately problematic.ConclusionsThe POGQ seems to be an adequate measurement tool for the differentiated assessment of gaming related problems on six subscales.
The rise and growing popularity of online games has led to the appearance of excessive gaming that in some cases can lead to physical and psychological problems. Several measures have been developed to explore the nature and the scale of the phenomenon. However, few measures have been validated psychometrically. The aim of the present study was to test the psychometric properties of the 12-item Problematic Online Gaming Questionnaire Short-Form (POGQ-SF) and to assess the prevalence of problematic online gaming. Data collection was carried out to assess the prevalence of problematic online gaming in a national representative adolescent sample by using an offline (pen and pencil) method. A total of 5,045 secondary school students were assessed (51% male, mean age 16.4 years, SD = 0.9 years) of which 2,804 were gamers (65.4% male, mean age 16.4 years, SD = 0.9 years). Confirmatory factor analysis was applied to test the measurement model of problematic online gaming, and latent profile analysis was used to identify the proportion of gamers whose online game use can be considered problematic. Results showed that the original six-factor model yielded appropriate fit to the data, and thus the POGQ-SF has appropriate psychometric properties. Latent profile analysis revealed that 4.6% of the adolescents belong to a high risk group and an additional 13.3% to a low risk group. Due to its satisfactory psychometric characteristics, the 12-item POGQ-SF appears to be an adequate tool for the assessment of problematic online gaming.
. The mediating effect of self-esteem, depression and anxiety between satisfaction with body appearance and problematic internet use. American Journal of Drug and Alcohol Abuse, 39,[259][260][261][262][263][264][265] The moderating effect of self-esteem, depression and anxiety between satisfaction with body appearance and problematic internet use ABSTRACT Background and objectives: Given that dissatisfaction with bodily appearance can sometimes lead to the avoidance of personal contacts and the increase of internet use, the present 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. Additionally, satisfaction with body appearance had a positive effect on self-esteem and negative on anxiety. However, neither self-esteem nor anxiety had a direct significant effect on problematic internet use. However, the effect of dissatisfaction with body appearance also 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.Keywords: internet addiction, body appearance, self-esteem, anxiety, depression INTRODUCTIONProblematic internet use and 'internet addiction' have been areas for serious empirical research since the first academically published papers in 1996 (1, 2). Since then, well over 150 studies have been published that have explored this phenomenon from research examining prevalence rates and etiology, through to intervention and treatment studies (3)(4)(5). Despite these many studies, there is still no consensus as to the most appropriate name or the most comprehensive operationalization of the problem. However, numerous empirical studies have shown that very excessive internet use can lead to many consequences associated with more traditional addictions such as salience, tolerance, cravings, withdrawal symptoms, conflicts (with work, education, relationships, etc.), and relapse (6).It should also be noted that there is a distinct difference between addictions on the internet and addictions to the internet. As Griffiths and Widyanto (7) noted, being an internet gambling addict or an internet gaming addict are not internet addicts but gambling or gaming addicts using the medium of the internet to fuel their addiction. However, there are many activities (such as excessive use of chat rooms or social networking) that could be regarded as genuine internet addictions as these are activities that cannot occur anywhe...
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