Internet pornography viewing preference as a risk factor for adolescent Internet addiction : The moderating role of classroom personality factors
- Authors: Alexandraki, Kyriaki , Stavropoulos, Vasileios , Burleigh, Tyrone , King, Daniel , Griffiths, Mark
- Date: 2018
- Type: Text , Journal article
- Relation: Journal of Behavioral Addictions Vol. 7, no. 2 (2018), p. 423-432
- Full Text:
- Reviewed:
- Description: Background and aims: Adolescent Internet pornography viewing has been significantly increased in the last decade with research highlighting its association with Internet addiction (IA). However, there is little longitudinal data on this topic, particularly in relation to peer context effects. This study aimed to examine age- and context-related variations in the Internet pornography-IA association. Methods: A total of 648 adolescents, from 34 classrooms, were assessed at 16 years and then at 18 years to examine the effect of Internet pornography preference on IA in relation to the classroom context. IA was assessed using the Internet Addiction Test (Young, 1998), Internet pornography preference (over other Internet applications) was assessed with a binary (yes/no) question, and classroom introversion and openness to experience (OTE) with the synonymous subscales within the Five Factor Questionnaire (Asendorpf & Van Aken, 2003). Results: Three-level hierarchical linear models were calculated. Findings showed that viewing Internet pornography exacerbates the risk of IA over time, while classroom factors, such as the average level of OTE and introversion, differentially moderate this relationship. Discussion and conclusion: The study demonstrated that the contribution of Internet pornography preference (as an IA risk factor) might be increased in more extroverted classrooms and decreased in OTE classrooms.
Flow on the Internet : A longitudinal study of Internet addiction symptoms during adolescence
- Authors: Stavropoulos, Vasileios , Griffiths, Mark , Burleigh, Tyrone , Kuss, Daria , Doh, Young , Gomez, Rapson
- Date: 2018
- Type: Text , Journal article
- Relation: Behaviour and Information Technology Vol. 37, no. 2 (2018), p. 159-172
- Full Text: false
- Reviewed:
- Description: Internet Addiction (IA) constitutes an excessive Internet use behavior with a significant impact on the user’s well-being. Online flow describes the users’ level of being absorbed by their online activity. The present study investigated age-related, gender, and flow effects on IA in adolescence. The sample comprised 648 adolescents who were assessed twice at age 16 and 18 years. IA was assessed using the Internet Addiction Test and online flow was assessed using the Online Flow Questionnaire. A three-level hierarchical model estimated age-related, gender, and online flow effects on IA symptoms and controlled for clustered random effects. IA symptoms decreased over time (for both genders) with a slower rate in males. Online flow was associated with IA symptoms and this remained consistent over time. Findings expand upon the available literature suggesting that IA symptoms could function as a development-related manifestation at the age of 16 years, while IA-related gender differences gradually increase between 16 and 18 years. Finally, the association between online flow and IA symptoms remained stable independent of age-related effects. The study highlights individual differences and provides directions for more targeted prevention and intervention initiatives for IA. © 2018 Informa UK Limited, trading as Taylor & Francis Group.
Internet Gaming Disorder : The interplay between physical activity and user–avatar relationship
- Authors: Liew, Lucas , Stavropoulos, Vasileios , Adams, Baxter , Burleigh, Tyrone , Griffiths, Mark
- Date: 2018
- Type: Text , Journal article
- Relation: Behaviour and Information Technology Vol. 37, no. 6 (2018), p. 558-574
- Full Text:
- Reviewed:
- Description: Understanding both the risk and protective factors associated with Internet Gaming Disorder (IGD) has been viewed by many in the gaming studies field as an area of research priority. The present study focused on the potential risk and protective effects of user–avatar (game figure) relationship and physical activity (PA), respectively. To address these aims, a cross-sectional and a longitudinal mixed-methods design were combined (comprising both psychological and physiological assessments). A sample of 121 emerging adult gamers (18–29 years) residing in Australia, who played massively multiplayer online games, were assessed in relation to their IGD behaviours using the nine-item Internet Gaming Disorder Scale–Short Form. Additionally, the Proto-Self-Presence (PSP) scale was used to evaluate the extent to which gamers identified with the body of their avatar. Finally, a PA monitor (Fitbit Flex) measured levels of energy consumed during real-world daily activities (active minutes). A number of linear regressions and moderation analyses were conducted. Findings confirmed that PSP functioned as an IGD risk factor and that PA acted protectively, weakening the association between PSP and IGD behaviours. Implications of these findings are discussed in relation to IGD treatment and gaming development aspects.
Associations between comorbid stress and internet gaming disorder symptoms : are there cultural and gender variations?
- Authors: Andreetta, Jesse , Teh Msc, Justin , Burleigh, Tyrone , Gomez, Rapson , Stavropoulos, Vasileios
- Date: 2020
- Type: Text , Journal article
- Relation: Asia-Pacific Psychiatry Vol. 12, no. 2 (2020), p.
- Full Text: false
- Reviewed:
- Description: Introduction: The American Psychiatric Association has requested additional studies examine risk, protective, and cultural factors in relation to Internet Gaming Disorder (IGD). The present study aimed to explore the association between stress as a potential IGD risk effect, the possible exacerbating role of cultural orientation (vertical individualism [VI]), and how this may vary between genders. Methods: The sample included adult gamers from the USA, UK, and Australia. Analyses were conducted via linear regression, moderation, and moderated moderation. Results: The results suggested that higher stress symptoms act to increase IGD risk. Gender and VI also influenced this association. Discussion: Males presenting with higher levels of stress and VI were at greater risk of IGD compared to females who exhibited a reduction in IGD-related behaviors. This demonstrates a need for more research to determine how culture and gender can act to mitigate or worsen the risks associated with excessive gaming. © 2020 John Wiley & Sons Australia, Ltd
Depression, Internet Gaming Disorder, and the moderating effect of the gamer-avatar relationship : An exploratory longitudinal study
- Authors: Burleigh, Tyrone , Stavropoulos, Vasileios , Liew, Lucas , Adams, Baxter , Griffiths, Mark
- Date: 2018
- Type: Text , Journal article
- Relation: International Journal of Mental Health and Addiction Vol. 16, no. 1 (2018), p. 102-124
- Full Text:
- Reviewed:
- Description: Research into Internet gaming disorder (IGD) literature largely uses cross-sectional designs and seldom examines gaming context-related factors. Therefore, the present study combined a cross-sectional and longitudinal design to examine depression and the gameravatar relationship (GAR) as risk factors in the development of IGD among emerging adults. IGD behaviors of 125 gamers (64 online gamers, Mage = 23.3 years, SD = 3.4; 61 offline gamers, Mage = 23.0 years, SD = 3.4) were assessed using the nine-item Internet Gaming Disorder Scale Short Form (IGDS-SF9; Pontes and Griffiths Revista Argentina de Ciencias del Comportamiento, 7, 102–118, 2015a; Computers in Human Behavior, 45, 137–143, 2015b). The Self-Presence Scale (Ratan and Dawson Communication Research, 2015) and the Beck Depression Inventory (Beck et al. 1996) were also used to assess gamers’ levels of GAR and depressive symptoms, respectively. Regression and moderation analyses revealed that depression and the GAR act as individual risk factors in the development of IGD over time. Furthermore, the GAR exacerbates the IGD risk effect of depression.
The role of internet gaming in the association between anxiety and depression : a preliminary cross-sectional study
- Authors: Stavropoulos, Vasileios , Vassallo, Jeremy , Burleigh, Tyrone , Gomez, Rapson , Colder Carras, Michelle
- Date: 2022
- Type: Text , Journal article
- Relation: Asia-Pacific Psychiatry Vol. 14, no. 2 (2022), p.
- Full Text: false
- Reviewed:
- Description: Background: Disordered Internet gaming is thought to be perpetuated by one's need to escape their real-life distress or mental health symptoms, which may in turn generate depressive feelings. Nevertheless, moderate engagement with Internet games has also been suggested to provide relief, thus improving one's mood. This study aspires to clarify the contribution of Internet gaming and gender in the association between anxiety and depression. Methods: A large sample of Internet gamers (N = 964) were recruited online. Disordered Internet gaming was assessed with the Internet Gaming Disorder Scale, 9 Items Short Form (IGD9S-SF). Anxiety and depression symptoms were assessed using the Depression, Anxiety and Stress Scale, 21 items (DASS-21). Results: Regression, moderation and moderated moderation analyses accounting for the effects of gender on the relationship between disordered gaming, anxiety, and depression found a significant effect for anxiety symptoms on depression symptoms and a significant interaction between anxiety and Internet gaming disorder on depression symptoms. Findings support the theory that although anxious gamers bear a higher depression risk, this is buffered with lower and exacerbated with higher disordered gaming symptoms. Conclusion: Findings suggest a dual role of Internet gaming in the association between anxiety and depression, depending on the intensity of one's disordered gaming symptoms. Depression prevention and intervention protocols should be optimized by considering the effects of Internet gaming among anxious gamers by focusing on the intensity of a gamer's involvement and any gaming disorder symptoms. Further research should include clinical samples to better understand this interaction. © 2021 John Wiley & Sons Australia, Ltd.