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Pregled bibliografske jedinice broj: 1268181

ONLINE GAMING AMONG HIGH SCHOOL STUDENTS - GAMING CHARACTERISTICS AND PREDICTORS OF VIDEO GAME ADDICTION


Mandić, Sabina; Dodig Hundrić, Dora; Ricijaš, Neven
ONLINE GAMING AMONG HIGH SCHOOL STUDENTS - GAMING CHARACTERISTICS AND PREDICTORS OF VIDEO GAME ADDICTION // InPACT2023 - Book of Abstracts / Pracana, Carla ; Wang, Michael (ur.).
Lisabon: World Institute for Advanced Research and Science, 2023. str. 12-13 (predavanje, međunarodna recenzija, sažetak, znanstveni)


CROSBI ID: 1268181 Za ispravke kontaktirajte CROSBI podršku putem web obrasca

Naslov
ONLINE GAMING AMONG HIGH SCHOOL STUDENTS - GAMING CHARACTERISTICS AND PREDICTORS OF VIDEO GAME ADDICTION

Autori
Mandić, Sabina ; Dodig Hundrić, Dora ; Ricijaš, Neven

Vrsta, podvrsta i kategorija rada
Sažeci sa skupova, sažetak, znanstveni

Izvornik
InPACT2023 - Book of Abstracts / Pracana, Carla ; Wang, Michael - Lisabon : World Institute for Advanced Research and Science, 2023, 12-13

ISBN
978-989-53614-9-6

Skup
International Psychological Applications Conference and Trends (InPACT) 2023

Mjesto i datum
Lisabon, Portugal, 22.04.2023. - 24.04.2023

Vrsta sudjelovanja
Predavanje

Vrsta recenzije
Međunarodna recenzija

Ključne riječi
high school students ; gaming ; internet addiction ; internet gaming disorder ; predictors ; stepwise regression analysis

Sažetak
Playing video games is one of the most popular leisure activities among youth, the use of which has increased significantly due to the development of online versions of games. For this reason, the number of individuals who develop gaming related problems has also increased, and therefore the World Health Organization has included gaming disorder as a behavioral addiction in its’ eleventh version of the ICD (Ciccarelli et al., 2021). High school students are the group at highest risk of developing addiction. Although there are numerous studies examining the predictors of gaming addiction, there are no studies to date that have included the most important predictors in a comprehensive regression model that allows analysis of their individual and comprehensive contribution to explaining the criteria, as well as their interactions. Accordingly, the main goal of this study is to explore the characteristics of online gaming and to examine the contribution of demographic characteristics, personality traits, mental health problems, social-emotional competencies, interpersonal relationships, motivation, and intensity of playing in explaining gaming addiction using a probabilistic sample of N=825 Zagreb high school students (Mage=16.65 ; F=50.7%, M=49.0%). To meet the research goal, an extensive battery of measurement instruments was used: (1) Questionnaire on participants' baseline characteristics ; (2) Questionnaire on frequency of use of online video games ; (3) Internet Addiction Test (Young, 1998) ; (4) International Personality Item Pool-20 (Donnellan et al., 2006) ; (5) Self- Description Questionnaire II (Marsh, 1992) ; (6) General Self-Efficacy Scale (Schwarzer, Jerusalem, 1995) ; (7) Hyperactivity-impulsivity-attention Scale (Vulić-Prtorić, 2006) ; (8) Questionnaire of emotional skills and competence (Takšić, 1998) ; (9) Depression, Anxiety and Stress Scale-21 (Lovibond and Lovibond, 1995) ; (10) Internet Motive Questionnaire for Adolescents (Bischof- Kastner, Kuntsche, Wolstein, 2014) ; (11) Social Comparison Scale (Gibbons, Buunk, 1999) ; (12) Social and Emotional Loneliness Scale (diTommaso, Spinner, 1993). The results indicate that approximately 15-20% of high school students, mostly males, play online video games daily, with first-person shooter games being the most common. Hierarchical regression analysis was performed and significant predictors of Internet addiction among adolescents who predominantly play online video games were higher levels of attention problems, motivation to use the Internet as a coping strategy for stressful life situations, and more intensive gaming. The research findings suggest that there is a need to change the way online gaming addiction is studied. The findings also provide a starting point for developing effective prevention and treatment interventions for adolescents.

Izvorni jezik
Engleski

Znanstvena područja
Edukacijsko-rehabilitacijske znanosti



POVEZANOST RADA


Ustanove:
Edukacijsko-rehabilitacijski fakultet, Zagreb

Profili:

Avatar Url Sabina Mandić (autor)

Avatar Url Neven Ricijaš (autor)

Avatar Url Dora Dodig Hundrić (autor)

Poveznice na cjeloviti tekst rada:

inpact-psychologyconference.org

Citiraj ovu publikaciju:

Mandić, Sabina; Dodig Hundrić, Dora; Ricijaš, Neven
ONLINE GAMING AMONG HIGH SCHOOL STUDENTS - GAMING CHARACTERISTICS AND PREDICTORS OF VIDEO GAME ADDICTION // InPACT2023 - Book of Abstracts / Pracana, Carla ; Wang, Michael (ur.).
Lisabon: World Institute for Advanced Research and Science, 2023. str. 12-13 (predavanje, međunarodna recenzija, sažetak, znanstveni)
Mandić, S., Dodig Hundrić, D. & Ricijaš, N. (2023) ONLINE GAMING AMONG HIGH SCHOOL STUDENTS - GAMING CHARACTERISTICS AND PREDICTORS OF VIDEO GAME ADDICTION. U: Pracana, C. & Wang, M. (ur.)InPACT2023 - Book of Abstracts.
@article{article, author = {Mandi\'{c}, Sabina and Dodig Hundri\'{c}, Dora and Ricija\v{s}, Neven}, year = {2023}, pages = {12-13}, keywords = {high school students, gaming, internet addiction, internet gaming disorder, predictors, stepwise regression analysis}, isbn = {978-989-53614-9-6}, title = {ONLINE GAMING AMONG HIGH SCHOOL STUDENTS - GAMING CHARACTERISTICS AND PREDICTORS OF VIDEO GAME ADDICTION}, keyword = {high school students, gaming, internet addiction, internet gaming disorder, predictors, stepwise regression analysis}, publisher = {World Institute for Advanced Research and Science}, publisherplace = {Lisabon, Portugal} }
@article{article, author = {Mandi\'{c}, Sabina and Dodig Hundri\'{c}, Dora and Ricija\v{s}, Neven}, year = {2023}, pages = {12-13}, keywords = {high school students, gaming, internet addiction, internet gaming disorder, predictors, stepwise regression analysis}, isbn = {978-989-53614-9-6}, title = {ONLINE GAMING AMONG HIGH SCHOOL STUDENTS - GAMING CHARACTERISTICS AND PREDICTORS OF VIDEO GAME ADDICTION}, keyword = {high school students, gaming, internet addiction, internet gaming disorder, predictors, stepwise regression analysis}, publisher = {World Institute for Advanced Research and Science}, publisherplace = {Lisabon, Portugal} }




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