This study aimed to test the effect of online gaming speculative experiences on problem gambling via irrational beliefs in and attitudes toward gambling. Data were obtained from the Korea Center on Gambling Problems, and participants comprised 386 adolescents (female 168, male 218) who currently play online games and have experience with betting games or gambling. The main findings are that (i) online game speculative experience positively influenced gambling attitude ( = 0.172, < 0.001); (ii) online game speculative experience positively influenced irrational beliefs ( = 0.194, < 0.001); (iii) online game speculative experience ( = 0.140, < 0.001), gambling attitude ( = 0.294, < 0.01), and irrational beliefs ( = 0.689, < 0.001) was positively correlated with problem gambling. Also, the mediation effect was statistically significant. Policy and practical measures to assess the impact of gaming facilitating speculative experience and for intervening in gambling problems in adolescents are discussed. The results suggest the need to screen, educate, and provide short-term interventions to adolescents with online game speculative experience. Strict assessments, regulation, and surveillance of speculative elements can preserve online gaming as a healthy play culture for the adolescents.
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http://dx.doi.org/10.3390/healthcare11091226 | DOI Listing |
J Behav Addict
January 2025
Department of Psychology, Sun Yat-sen University, Guangzhou, China.
Background And Aims: Uncontrollable gaming behavior is a core symptom of Internet Gaming Disorder (IGD). Attentional bias towards game-related cues may contribute to the difficulty in regulating online gaming behavior. However, the context-specific attentional bias and its cognitive mechanisms in individuals with IGD have not been systematically investigated.
View Article and Find Full Text PDFNeuropsychopharmacol Rep
March 2025
National Center of Neurology and Psychiatry, National Institute of Mental Health, Kodaira, Tokyo, Japan.
Aim: The Internet Gaming Disorder Scale is a 9-item screening instrument developed based on the diagnostic criteria for Internet Gaming Disorder (IGD) in the DSM-5. This study aimed to examine the reliability and validity of the Internet Gaming Disorder Scale for children (IGDS-C) in Japanese clinical and nonclinical populations.
Methods: The study included clinical outpatients aged 9-29 with problematic game use and nonclinical adolescents aged 12-18 who played online games at least once a week.
PLoS One
January 2025
Department of Management Science and Statistics, The University of Texas at San Antonio, San Antonio, Texas, United States of America.
This study examines the pricing policies and the dual-channel strategies in a two-tier supply chain where a manufacturer distributes products through a retailer and considers the opening of a traditional direct online channel or a live-streaming sales channel The manufacturer has three sales modes, i.e., traditional retail channel only, opening a traditional direct online channel and opening a live-streaming direct sales channel, to consider.
View Article and Find Full Text PDFCyberpsychol Behav Soc Netw
January 2025
Department of Psychology, Faculty of Arts, University of Delhi, North Campus, Delhi, India.
The growth of online video-game players has seen a parallel growth in online gaming communities. Membership in these communities has been well known to play a vital role in shaping social connections and fostering social capital. This systematic review explored the role of interacting virtual identities in shaping the relationship between membership in gaming communities and social capital as an outcome.
View Article and Find Full Text PDFBehav Sci (Basel)
December 2024
Research Group Movement Sciences and Sport (MS&SPORT), Department of Physical Activity and Sport, Faculty of Sport Sciences, University of Murcia, 30100 Murcia, Spain.
Previous research has determined the relevance of video games for adolescents; however, it has not been possible to establish differences in usage patterns and certain psychological variables according to gender, parental control, academic performance, physical activity level or game type, nor the relationship between these variables. For this reason, the aims of this research were as follows: (a) to determine the differences in the gaming variables and the psychological variables related to video games according to gender, the closest environment, the academic performance and the level of physical activity; and (b) to determine which gaming variables and behavioral variables influence psychological variables in adolescents. A descriptive, cross-sectional study was carried out involving 2567 adolescents (mean age: 15.
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