Pregled bibliografske jedinice broj: 894244
Correlates of problematic internet gaming – is there support for proneness to risky behaviour?
Correlates of problematic internet gaming – is there support for proneness to risky behaviour? // Psychiatria Danubina, 29 (2017), 3; 302-312 doi:10.24869/psyd.2017.302 (međunarodna recenzija, članak, znanstveni)
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Naslov
Correlates of problematic internet gaming – is there support for proneness to risky behaviour?
Autori
Šincek, Daniela ; Tomašić Humer, Jasmina ; Duvnjak, Ivana
Izvornik
Psychiatria Danubina (0353-5053) 29
(2017), 3;
302-312
Vrsta, podvrsta i kategorija rada
Radovi u časopisima, članak, znanstveni
Ključne riječi
problematic gaming ; cyber violence ; self-disclosure ; risky behaviour
Sažetak
This paper explores problematic internet gaming in the context of other forms of risky behaviour. The basic premise is that children and adolescents at risk will display different types of risky behaviour in various settings. Children and adolescents (N=1150) were surveyed about (cyber)violence, problematic gaming (habits, motives and symptoms), self-disclosure via Facebook and self-esteem.Regular gamers were more violent both face-to-face and via the Internet, and were more prone to problematic gaming than occasional gamers. Those who played games for more than five hours per day (9% of respondents) were classified as potentially problematic gamers. They experienced and committed more violence both face-to-face and via the Internet, were more involved in self- disclosure and had more problematic gaming symptoms than those who played less than five hours a day, but these groups did not differ in self-esteem. Participants could choose from a list of eight different motives for their gaming ; those motivated by peer communication, a sense of control, relaxation, conformism, self-efficacy and to distract from problems reported more symptoms of problematic gaming than those not motivated by these factors. Gender, age, self-esteem, self-disclosure and committing violence contributed to explaining the variance in problematic gaming, accounting for about 26% of its variance. Boys, lower self-esteem, more self-disclosure and committing both types of violence more regularly were connected with reporting more symptoms of problematic gaming. The results will be discussed in the context of a general proneness to risky behaviour. Committing violence against peers (both traditional and cyber) significantly predicts problematic gaming. This supports the premise that children and adolescents at risk are prone to exhibiting different forms of risky behaviour in different settings.
Izvorni jezik
Engleski
Znanstvena područja
Psihologija
POVEZANOST RADA
Ustanove:
Filozofski fakultet, Osijek
Citiraj ovu publikaciju:
Časopis indeksira:
- Current Contents Connect (CCC)
- Web of Science Core Collection (WoSCC)
- Science Citation Index Expanded (SCI-EXP)
- Social Science Citation Index (SSCI)
- SCI-EXP, SSCI i/ili A&HCI
- Scopus
- MEDLINE