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Volume '17, 2019, Pages 291-303, ISSN 0747-5632, improve visual-spatial cognition,(Spence
The popularity of playing video games & Feng, 2010), arithmetic, memorization,
has grown immensely over the past leadership, and team functioning
decade. Approximately llialf of Ameri~ (Thirunarayanan & Vilchez, 2012).
play v@eo gam~ on various electronic However, it is also known that\probl§s7
Intro
devices while 10~ of those who play se]g may arise when video game playing is
~ n!ioc_~ing a gamerjsomeone who excessive. In Canada, a survey study NcQa1,red
consistently plays video games and
r bf
using the Problematic Videogame Playing s.,rvc.y
identifies with the gaming community) (Tejeiro Salguero & Moran, 2002)
(Pew Research Centre, 2016). A growing found that 9-4% of adolescent gamera
body of research has found positive uses experience problematic gaming with 1.9%,
for video games (Ferguson, 2010), being described as having severe ,
including reducing flashbacks problems (Faulkner, Irving, Adlaf, &
een e. ~i+s from posttraumatic stress Turner, 2014; Turner et al., 2012).
disorder (Holmes, James, Coode-Bate, & Although there is an ongoing debate
Deeprose, 2009), reducing chronic pain lnter,urtion~
regarding the inclusion of gaming
Cla,,i{ica\-iot\
(Jones, Moore, & Choo, 2016), and disorder in the.!£Q:u van Rooij et al., o4 Oi11q,es
training of health care 2018), it is generally understood that
1",9fec rvif h incl~~,· • .
P. . 1,__;., 119 !JJMl()J d1,1>rcier itt Ht ICD -/1.
rob/tA«fie "rtl1 lea,, l'lill'lf -\ci o~\-.en b~t 1, . ( / _1
b· . . . l!ltony t'Cl,U1Q
1.99er pri>b/t,,,.. It "'fl., 8°"'".J 11,lc!,clion f~ct½ CCJtJ'I C.\1(.!st severe
do"''ae fo 6<7r,eon,'s /if e
Import(;()\- { problem gaming is not necessarily ~al11imd§-often ep~ in that it may
10 Qck,,o..,\,cl,e "addicted" gannng.
·
.,J
appear and disappear quickly from one's
video gaming that results in psychological t Gamers have been found to play for a
2013; Shapira et al., 2003). Recent ~roblematic play was a response to lifE\f
from Vadlin et al. (2018) where itfouncl component, experiencing fantasy, and
igam,1J11 (Thege, Woodin, Hodgins, & were motivations to gaming (King, Herd,
Williams, 2015). Furthermore, a & Delfabbro, 2018; Kuss, Louws, & Wiers,
correlational panel study of lGermaii 2012; Laconi, Pires, & Chabrol, 2017).
deprivation (or boredom) (Townsend & ~ nst~ fies and a loss of interest in
H~,flJ the previous nobtiies,'activities (Colder
{recdo111 ot ch01t.('
. con
redt-Ct one's shes.,.
Carras et al., 2018). Several other studies a pragmatism worldview that was used to
2007; Gentile, Lynch, Linder, & Walsh, framework that human behaviors, Ofl f,0Pl111! .
·
environmental cond"1t1ons,
. and weII-be". mg/ .,-,~
2004; Hastings et al., 2009; Hellstrom,
Nilsson, Leppert, & Slund, 2012). are inter-related (Stokols, 1996). Applied
gamers' lives have some very practical solely based in the individual gamer but
1.2. Thematic anchors and study aims where J!()Orer .()arental relationships were I ihc .lisc:~
associated_with increase probleIILgamingf •t ,5QJ"ldl'.S
Qualitative research focuses on obtaining +. pc:,,ono,I
and long-term problem gaming had rcla\ioul,irl
an in-depth understanding of a specific
negative effects on the family (Schneider,
set of experiences with in real-world
King, & Delfabbro, 2017). Furthermore,
contexts,(Creswell, 2009; Mays & Pope,
a systematic review of longitudinal trends
2000). Hence, the social ecological model
with those who experienced Internet use
as a guiding model for this study
and problematic Internet use examined
demonstrates excellent compatibility with
issues occurring at the individual, peer,
I
Steen, & Stavropoulos, 2017). This study problem gamers\Wftliout fii"jiiiifrom non-
found an interplay between these internal problem gamers. The aim of this study is