A multilevel longitudinal study of experiencing virtual presence in adolescence : The role of anxiety and openness to experience in the classroom
- Authors: Stavropoulos, Vasileios , Wilson, Peter , Kuss, Daria , Griffiths, Mark , Gentile, Douglas
- Date: 2017
- Type: Text , Journal article
- Relation: Behaviour & Information Technology Vol. 36, no. 5 (2017), p. 524-539
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- Description: Presence describes the feeling of reality and immersion that users of virtual/Internet environments have. Importantly, it has been suggested that there are individual and contextual differences regarding susceptibility to presence. These aspects of presence have been linked to both beneficial and disadvantageous uses of the Internet, such as online therapeutic applications and addictive Internet behaviours. In the present study, presence was studied in relation to individual anxiety symptoms and classroom-level openness to experience (OTE) using a normative sample of 648 adolescents aged between 16 and 18 years. Presence was assessed with the Presence II questionnaire, anxiety symptoms with the relevant subscales of the SCL-90-R, and OTE with the Five-Factor Questionnaire. A three-level hierarchical linear model was calculated. Results showed that experiencing presence in virtual environments dropped between the ages of 16 and 18 years. Additionally, although anxiety symptoms were associated with higher presence at 16 years, this association decreased with age. Results also demonstrated that adolescents in classrooms higher on OTE reported reduced level of experiencing presence. The practical and theoretical implications of these findings are discussed.
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
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- 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
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- 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.
Reinforcement sensitivity theory of personality questionnaire : factor structure based on CFA and ESEM, and Associations with ADHD
- Authors: Gomez, Rapson , Watson, Shaun , Wynen, Johan , Trawley, Steven , Stavropoulos, Vasileios , Corr, Philip
- Date: 2021
- Type: Text , Journal article
- Relation: Journal of Personality Assessment Vol. 103, no. 4 (2021), p. 523-534
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- Description: Revised reinforcement sensitivity theory (r-RST) of personality is a major neuropsychological theory of motivation, emotion and personality. This paper presents the results of a study examining: (1) the factor structure of the Reinforcement Sensitivity Theory of Personality Questionnaire (RST-PQ) using confirmatory factor analysis (CFA) and exploratory structural equation modeling (ESEM); and (2) the relationships of the r-RST constructs in the RST-PQ with attention deficit hyperactivity disorder (ADHD) symptom groups of inattention (IA) and hyperactivity/impulsivity (HI). A total of 572 (Sample 1) and 309 (Sample 2) adults completed the RST-PQ. Participants in Sample 2 also completed a questionnaire measuring ADHD symptoms. Results revealed more support for the ESEM model with six factors than the CFA model. For both the ESEM and CFA models, both IA and HI symptom groups were associated positively with the RST-PQ constructs of behavioral inhibition system (BIS) and behavioral approach system (BAS) Impulsivity, with IA also associated negatively with the BAS-Goal-Drive Persistence. The theoretical implications of these findings for understanding the factor structure of the RST-PQ, and for ADHD (IA and HI) in terms of r-RST, are discussed. © 2020 Taylor & Francis Group, LLC.
Measurement invariance of the Internet Gaming Disorder Scale Short-Form (IGDS9-SF) between the United States of America, India and the United Kingdom
- Authors: Pontes, Halley , Stavropoulos, Vasileios , Griffiths, Mark
- Date: 2017
- Type: Text , Journal article
- Relation: Psychiatry Research Vol. 257, no. (2017), p. 472-478
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- Description: The Internet Gaming Disorder Scale Short-Form (IGDS9-SF) has been extensively used worldwide to assess Internet Gaming Disorder (IGD) behaviors. Therefore, investigating cultural limitations and implications in its applicability is necessary. The cross-cultural feasibility of a test can be psychometrically evaluated with measurement invariance analyses. Thus, the present study used Multigroup Confirmatory Factor Analysis (MGCFA) to examine the IGDS9-SF measurement invariance across garners from the United States of America (USA), India, and the United Kingdom (UK). A total of 1013 garners from the USA (n = 405), India (n = 336), and the UK (n = 272) were recruited. Although the one-factor structure of the IGD construct was supported, cross-country variations were demonstrated considering the way that this was reflected on items assessing preoccupation/salience, tolerance, deception, gaming escapism/mood modification, as well as daily activities' impairment related to gaming. Furthermore, the same scores on items assessing withdrawal symptoms, tolerance, lack of control over gaming engagement, escapism/mood modification and daily activities impairment associated to gaming, have been found to reflect various levels of IGD severity across the three groups. The implications of these results are further discussed in the context of existing evidence regarding the assessment of IGD.