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Psychiatria Danubina
Article . 2017 . Peer-reviewed
Data sources: Crossref
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CORRELATES OF PROBLEMATIC GAMING – IS THERE SUPPORT FOR PRONENESS TO RISKY BEHAVIOUR?

Authors: Šincek, Daniela; Tomašić Humer, Jasmina; Duvnjak, Ivana;

CORRELATES OF PROBLEMATIC GAMING – IS THERE SUPPORT FOR PRONENESS TO RISKY BEHAVIOUR?

Abstract

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 for 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) predicts significantly problematic gaming. This supports the premise that children and adolescents at risk are prone to exhibiting different forms of risky behaviour in different settings.

Country
Croatia
Keywords

Male, Self Disclosure, Psihologija, Adolescent, 070, Croatia, Statistics as Topic, 150, Social Sciences, cyber violence, Risk Assessment, Young Adult, Risk-Taking, Surveys and Questionnaires, DRUŠTVENE ZNANOSTI. Psihologija, Psychology, Humans, Child, Društvene znanosti, Internet, Motivation, Bullying, SOCIAL SCIENCES. Psychology, problematic gaming, Self Concept, Behavior, Addictive, Video Games, self-disclosure, Female, risky behaviour, problematic gaming ; cyber violence ; self-disclosure ; risky behaviour

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    influence
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    This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
16
Top 10%
Top 10%
Top 10%
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