Our results confirm that the excessive use of video games is associated with a number of problems which resemble a dependence syndrome, and the PVP appears as a useful instrument for the measurement of such problems.
Student engagement within the development of learning analytics services in Higher Education is an important challenge to address. Despite calls for greater inclusion of stakeholders, there still remains only a small number of investigations into students’ beliefs and expectations towards learning analytics services. Therefore, this paper presents a descriptive instrument to measure student expectations (ideal and predicted) of learning analytics services. The scales used in the instrument are grounded in a theoretical framework of expectations, specifically ideal and predicted expectations. Items were then generated on the basis of four identified themes (Ethical and Privacy Expectations, Agency Expectations, Intervention Expectations, and Meaningfulness Expectations), which emerged after a review of the learning analytics literature. The results of an exploratory factor analysis and the results from both an exploratory structural equation model and confirmatory factor analysis supported a two‐factor structure best accounted for the data pertaining to ideal and predicted expectations. Factor one refers to Ethical and Privacy Expectations, whilst factor two covers Service Feature Expectations. The 12‐item Student Expectations of Learning Analytics Questionnaire (SELAQ) provides researchers and practitioners with a means of measuring of students’ expectations of learning analytics services.
The proliferation of indecent images of children (IIOCs) on the Internet has exceeded the resources required to investigate suspects effectively. This article examines the validity of the Kent Internet Risk Assessment Tool—Version 2 (KIRAT– 2), an evidence-based framework for prioritizing IIOC suspects according to their risk of committing contact offenses against children. Data were obtained from 374 police files (11 police forces across the United Kingdom) corresponding to individuals who were convicted for IIOC offense(s) during the period 2001–2013. Some 170 offenders had convictions or allegations of contact sexual offenses against children; police defined these as higher risk of contact offending (HR) as opposed to the remaining 204 individuals without convictions or allegations of contact sexual offenses (lower risk of contact offending, LR). We coded 166 variables previously discussed in the literature or from law enforcement experience that may discriminate dual from noncontact offenders. Receiver operating characteristic (ROC) curve analysis was conducted to test which variables or combination of variables discriminated between HR and LR offenders. The final model, represented as a phased decision tree, uses 17 variables with 4 filters or decision steps examining previous convictions, access to children, current evidence of both online and offline behavior, and other relevant factors. The model classified 97.6% of HR within the higher risk levels (high or very high) and 62.3% of LR within the lower risk levels (low or medium). Findings are discussed in terms of contribution to the Internet sex offending risk assessment literature and practical implications for police forces.
Problem use of video games is an increasing risk behaviour. High exposure of adolescents to video games has been linked to a variety of disorders, but the relationship between problem video game playing and emotional welfare is unknown. The aim of the study is to analyse problem video game playing in a sample of adolescents and to determine whether there are differences between online and offline players, in addition to examining its relationship with anxiety and depressive symptomatology. A sample of adolescents (N = 380) completed self-reports measuring video game use and symptoms of anxiety and depression. We found that 7.4% of females and 30% of males can be considered as playing at problem levels. Online players were almost 12 times more likely to play at high frequency than offline players (χ2 (1, 267) = 72.72, p < .001, OR = 11.63, 95% CI [6.31, 21.43]). Males play more frequently, and play more online (χ2 (1, 267) = 50.85, p < .001, OR = 6.74, 95% CI [3.90, 11.64]), with a clear relationship between problem video game playing and anxiety (r = .24; p < .001). In females, there is a relationship between problem video game playing and depression (r = .19; p < .05). Our findings contribute to a better understanding of the psychological variables involved in problem video game playing. The implementation of strategies is suggested in order to prevent pathological gaming and associated problems.
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