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The immediate and long-term effects of time perspective on Internet gaming disorder
K. Lukavská,
Jazyk angličtina Země Maďarsko
Typ dokumentu časopisecké články
NLK
Directory of Open Access Journals
od 2012
Free Medical Journals
od 2012
PubMed Central
od 2013
Europe PubMed Central
od 2013 do 2018
Open Access Digital Library
od 2013-01-01
ROAD: Directory of Open Access Scholarly Resources
od 2012
PubMed
29313730
DOI
10.1556/2006.6.2017.089
Knihovny.cz E-zdroje
- MeSH
- dítě MeSH
- dospělí MeSH
- internet * MeSH
- lidé středního věku MeSH
- lidé MeSH
- longitudinální studie MeSH
- mladiství MeSH
- mladý dospělý MeSH
- následné studie MeSH
- návykové chování psychologie MeSH
- senioři MeSH
- videohry * MeSH
- vnímání času * MeSH
- Check Tag
- dítě MeSH
- dospělí MeSH
- lidé středního věku MeSH
- lidé MeSH
- mladiství MeSH
- mladý dospělý MeSH
- mužské pohlaví MeSH
- senioři MeSH
- ženské pohlaví MeSH
- Publikační typ
- časopisecké články MeSH
Backgrounds and aims This study focuses on the role of time perspective (TP) in Internet gaming disorder (IGD). An inventory-based study on 377 massive multiplayer online role playing game players was conducted, followed by a 3-year-follow-up in which 48 active players from the original sample participated. We proposed that TP factors (negative TP and future positive TP) will influence either the current presence of IGD symptoms or the further development of IGD over time. In other words, the effect of TP is stable. Finally, game usage patterns were analyzed in the sense of changes in playing time and IGD symptoms in gamers after 3 years. Methods To access the variables, two scales were administered through online inventory, the Zimbardo Time Perspective Inventory-short, and Charlton and Danforths' Core Addiction Scale, both in 2012 (N = 377) and 2015 (N = 48). The amount of time that gamers usually spent playing were obtained through self-reports. Results The study's primary presumptions were confirmed. Both negative TP and future positive TP were confirmed as significant predictors of the presence of IGD symptoms, either immediately or in the following 3 years. Data on game usage showed a significant decrease in playing time and IGD symptoms between year 0 and year 3 of the study.
Citace poskytuje Crossref.org
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