420 research outputs found
Ahead of the Game: Balancing the Gaming Industry and Public Interest
Besides socio-demographic [i.e. age, gender, cultural background, family condition, romantic relationship involvement], game use information [i.e. daily playing time], the Internet Gaming Disorder Test - Short Form [IGD9-SF; reflecting the APA criteria] and the Gaming Disorder Test [GDT-4; reflecting the WHO criteria] for gaming disorder behaviours, participants addressed:
a) personality with the Mini-International Personality Item Pool [20 items]; b) depression and anxiety with the Depression Anxiety and Stress Scale [DASS 21 ];
c) cultural values with the Individualism and Collectivism Scale [ICS];
d) the experience of the game surrounding as real with the Presence Questionnaire [PQ];
e) the absorbance by the online activity with the Online Flow Questionnaire [OFQ];
f) the experience of the avatar as the physical, emotional and identity extension of one’s self with the Self-Presence Questionnaire [SPQ];
g) the level of identification, immersion and compensation through the avatar with User-Avatar-Questionnaire [UAQ];
h) how much the user behaves like the avatar in real-life with the Proteus Effect Scale [PES] and;
i) how fulfilling their communication within their family is with the Family Communication Scale [FCS]. Fitbit actigraphy also recorded total steps, distance moved in Kilometres, calorie expenditure, sleep duration, and active minutes for seven days surrounding the assessment
Gaming Research Group 2016: Internet Gaming Disorder Risk and Protective Factors 2016
Internet Gaming Disorder (IGD) was introduced as a condition with significant consequences requiring further research (American Psychiatric Association-APA, 2013). This study assessed, over a maximum period of three months, a sample of 60 Australian/permanent residents, players of massively multiplayer online (MMO) games, aged between 18 to 29 years about their IGD behaviors. IGD behaviors have been shown to peak among MMO gamers within this age range, and are related to individual, family and gaming associated risk and protective factors (Kuss & Griffiths, 2012).The present study used a battery of questionnaires to assess psychopathological behaviors (i.e depression, anxiety, Attention Deficit and Hyperactivity symptoms) and personality traits as individual factors, family relationships (family cohesion) as a family factor. Additional measures were: the level that the gamer is absorbed by the game action (online flow), and the game context (presence) and the bond between the gamer and his figure of representation (avatar) in the game (user self-presence) as gaming patterns related to IGD behaviors. Physiological activity and sleep duration were additionally measured using a fitness tracker (wearable actograph-bracelet). Basic demographic (i.e. gender, age, relationship status) and internet use questions (i.e. daily time consumed online) were included. Participants were provided with a plain language information sheet (PLS) and informed of all information needed toconsent to the study. Participants were then invited to complete the survey (40 minutes approximately) and to wear the fitness tracker (three days per measurement). The data were collected either online (survey monkey/lime survey) or face to face across three time points, one month apart, and participants’ measures were matched through a re-identifiable code. The study looked at unveiling risk and protective (individual, family and gaming related) factors for IGD behaviors.
Procedure:
Inclusion criteria
18 to 29 years of age; players of massively multiplayer online (MMO) games, who were able and consent to: either a) attend three face to face assessment sessions onsite and carry a fitness tracker for 9 days (3 days per assessment point, one month apart, over three months) or: b) to complete an online assessment sessions without carrying a fitness tracker.
Exclusion criteria
Due to self-monitoring and the inclusion of the physical activity tracking, those meeting the following criteria were not able to participate: had a documented life threatening illnesses or brain injury, mobility issues or a current untreated severe mental illness. These was done through a brief face to face interview prior to the setup of the fitbit
Individuals interested received the Plain Language Information Statement (PLIS). If a person chose to participate they were then be required to provide informed consent (signing the consent form).
For physiological measurements, participants were provided with a fitness tracker (fitbit) to wear for three days (per assessment point). Fitness tracker data was collected through a unique online account referring to the device. The account was paired with an anonymous email address created by the information technology department of the University (i.e. [email protected]) where the data could be accessed. Each email address was assigned (randomly) to a different participant by the researchers.
For all other measurements, participants were required to attend onsite for an approximately (40) minute data collection session per time-point, wherein they had to fill in a battery of 12 (paper & pencil) questionnaires. Besides demographic and internet use information (17 items) and the Internet gaming disorder - short form 9 (9 items) (Pontes & Griffiths, 2015) to assess IGD behaviors, these included:
a. Assessing individual psychopathological factors associated to IGD: Beck depression inventory - second edition (21 items)(Beck, Steer & Brown, 1996), Beck anxiety inventory (Beck & Steer, 1990), Hikikomori-social withdrawal scale (5 items) (Teo et al., 2015), Attention Deficit Hyperactivity self-report scale (18 items) (Kessler et al., 2005) and the ten item personality inventory (Gosling, Rentfrow & Swann, 2003)
b. Assessing family factors associated to IGD, the family cohesion scale (7 items) (Olson, 2011),
c. Assessing gaming patterns associated to IGD: presence questionnaire (10 items) (Faiola, Newlon, Pfaff, & Smyslova, 2013), flow questionnaire (5 items) (Chen Wigand & Nilan, 2000), self-presence questionnaire (Ratan & Hasler, 2010) and the Gaming-Contingent Self-Worth Scale (12 items) (GCSW; Beard & Wickham, 2016).
d. in face to face collection the assessment process was repeated three times. Fitbit accounts were deleted at the end of the study
AB-2019-paper-postreview1-supplenentary-material.-figure-FINALdocx_1 – Supplemental material for Confirmatory Factor Analysis and Exploratory Structural Equation Modeling of the Structure of Attention-Deficit/Hyperactivity Disorder Symptoms in Adults
Supplemental material, AB-2019-paper-postreview1-supplenentary-material.-figure-FINALdocx_1 for Confirmatory Factor Analysis and Exploratory Structural Equation Modeling of the Structure of Attention-Deficit/Hyperactivity Disorder Symptoms in Adults by Rapson Gomez and Vasileios Stavropoulos in Assessment</p
2018_3_sdq_v1_Supplementary_material_following_3rd_round_review – Supplemental material for Malaysian Parent Ratings of the Strengths and Difficulties Questionnaire: Factor Structure and Measurement Invariance Across Language Versions, Gender, Informants, and Race
Supplemental material, 2018_3_sdq_v1_Supplementary_material_following_3rd_round_review for Malaysian Parent Ratings of the Strengths and Difficulties Questionnaire: Factor Structure and Measurement Invariance Across Language Versions, Gender, Informants, and Race by Rapson Gomez and Vasileios Stavropoulos in Assessment</p
supplementary_material – Supplemental material for Confirmatory Factor Analysis and Exploratory Structural Equation Modeling of the Structure of Attention-Deficit/Hyperactivity Disorder Symptoms in Adults
Supplemental material, supplementary_material for Confirmatory Factor Analysis and Exploratory Structural Equation Modeling of the Structure of Attention-Deficit/Hyperactivity Disorder Symptoms in Adults by Rapson Gomez and Vasileios Stavropoulos in Assessment</p
2018_Assessment_supplementary_naterial – Supplemental material for Correlated Trait–Correlated Method Minus One Analysis of the Convergent and Discriminant Validity of the Conners 3 Short Forms
Supplemental material, 2018_Assessment_supplementary_naterial for Correlated Trait–Correlated Method Minus One Analysis of the Convergent and Discriminant Validity of the Conners 3 Short Forms by Rapson Gomez, Alasdair Vance and Vasileios Stavropoulos in Assessment</p
supplementary_material – Supplemental material for ROC Analyses of Relevant Conners 3–Short Forms, CBCL, and TRF Scales for Screening ADHD and ODD
Supplemental material, supplementary_material for ROC Analyses of Relevant Conners 3–Short Forms, CBCL, and TRF Scales for Screening ADHD and ODD by Rapson Gomez, Alasdair Vance, Shaun Watson and Vasileios Stavropoulos in Assessment</p
Data for: User-Avatar Bond Profiles: How do they associate with Disordered Gaming?
Disordered Gaming User-Avatar Bon
Data for: User-Avatar Bond Profiles: How do they associate with Disordered Gaming?
Disordered Gaming User-Avatar Bon
Book review: living with hacktivism - from conflict to symbiosis by Vasileios Karagiannopoulos
Convictions of politically-motivated hackers - so-called 'hacktivists' - have hit the headlines in recent years. Living with Hacktivism: From Conflict to Symbiosis offers one of the first legal and regulatory analyses of this evolving phenomena. Author Vasileios Karagiannopoulos attentively guides the reader through the shortcomings of the contemporary legislative cybercrime and cyberterrorism landscape, focusing specifically on the USA and UK. Although Leonie Maria Tanczer would have hoped to see a stronger engagement with the work of ‘hackademics’, the publication is an important contribution to the evolving body of cybercrime literature
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