Being There: A Preliminary Study Examining the Role of Presence in Internet Gaming Disorder.
Internet Gaming Disorder (IGD) has been introduced as an emerging mental health condition requiring further study. Associations between IGD and gaming presence (i.e., absorption in the virtual environment) have been implied. The aim of the present study was twofold: (a) to evaluate the extent to whi...
| Publicado en: | International Journal of Mental Health & Addiction Vol. 17; no. 4; pp. 880 - 891 |
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| Autores principales: | , , , , |
| Formato: | Artículo |
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Springer Nature
Aug2019
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=137907672&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 137907672 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 15571874 46AW jtl: International Journal of Mental Health & Addiction issn: 15571874 maglogo: N pubinfo: dt: Aug2019 vid: 17 iid: 4 pid: 237 pub: Springer Nature artinfo: ui: 137907672 10.1007/s11469-018-9891-y ppf: 880 ppct: 11 formats: fmt: – @attributes: type: T – @attributes: type: P size: 512KB tig: atl: Being There: A Preliminary Study Examining the Role of Presence in Internet Gaming Disorder. aug: au: Stavropoulos, Vasileios Burleigh, Tyrone L. Beard, Charlotte L. Gomez, Rapson Griffiths, Mark D. affil: Cairnmillar Institute, Hawthorn East, Australia Federation University, Mount Helen, Australia Palo Alto University, California, USA Nottingham Trent University, Nottingham, UK su: Compulsive behavior Video games sug: subj: Compulsive behavior Video games Video game design and development services Video game publishers Doll, Toy, and Game Manufacturing Home entertainment equipment merchant wholesalers keyword: Emerging adulthood Immersion Internet Gaming Disorder Presence Video gaming Emerging adulthood Immersion Internet Gaming Disorder Presence Video gaming ab: Internet Gaming Disorder (IGD) has been introduced as an emerging mental health condition requiring further study. Associations between IGD and gaming presence (i.e., absorption in the virtual environment) have been implied. The aim of the present study was twofold: (a) to evaluate the extent to which presence contributes to IGD severity and (b) to examine longitudinal differences in IGD according to the initial level of presence experienced. The participants comprising 125 emerging adults aged 18 to 29 years completed either (i) three face-to-face assessments (1 month apart, over 3 months) or (ii) a cross-sectional, online assessment. IGD was assessed with the 9-item IGD Scale Short Form and presence was assessed using the Presence Questionnaire. Regression and latent growth modeling analyses were conducted. Findings demonstrated that the level of gaming presence related to IGD severity but not to linear change in severity over a 3-month period. The study shows that emergent adults who play Internet games may be at a high risk of IGD given a more salient sense of being present within the gaming environment. Clinical implications considering prevention and intervention initiatives are discussed. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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