online gaming Dotaz Zobrazit nápovědu
Vzdělávání, výchova a začleňování do společnosti osob s disabilitou je trvalým cílem speciálních školních institucí. Významnou pozici v kurikulech vzdělávání žáků těchto škol zaujímají také sportovní programy s herním obsahem (pohybové hry, modifikované sportovní hry, cílové sporty). V tomto prostředí je aplikace těchto aktivit poznamenána didaktickými odlišnostmi a dílčími diferencemi. Vyjádřeny jsou výběrem a uspořádáním učiva, jeho didaktickou redukcí, aplikovanými didaktickými formami, úpravami pravidel. Příznivý dopad herních aktivit mezi zdravotně postiženými se efektivně projevuje především v oblasti psychické a socializační.
Education of people with disability is a permanent objective of special educational institutions focused on their integration into society. An important position in the education curriculum of these students is occupied by sports programs with gaming content (motion games, modified sports games, target sports). Application of game activities among disabled people is marked by didactic differences. The differences are expressed by didactic reduction of curriculum, by selecting and organizing the curriculum, applied didactic forms, modifications of the rules as well. The positive effect of the appliation of game activities among disabled manifests itself especially in the psychological and socialization area.
Příspěvek se věnuje problematice negativních důsledků hraní MMORPG a jejich vztahu k herní závislosti. Výzkumu se zúčastnilo 786 respondentů (685 mužů a 101 žen) s průměrným věkem 21 let. Ve výzkumu byl použít nově vytvoření dotazník přítomnosti negativních důsledků (s využitím položek dotazníku PRIME-MD PHQ) a zkrácená verze dotazníku herní závislosti (Lemmens, Valkenburg, Peter, 2009). Výsledky prokázaly přítomnost řady negativních důsledků. V oblasti zdravotních problémů se nejčastěji objevilo zanedbávání spánku (48%), bolesti zad (21,5%) a opomíjení jídla (17,8%). Jako nejvíce problematická se jeví oblast sociálního a pracovního života, kde čtvrtina respondentů uvedla zanedbávání rodiny a přátel (24,9%), stížnosti okolí na nadměrné hraní (24,7%), věnování veškerého volného času hraní (22,5%), upřednostňování hraní před jinými pracovními/studijními činnostmi (29,5%). U necelé pětiny hráčů se objevily také pocity zlosti vůči těm, kteří je rušili při hraní (16,9%) a zhoršení pracovního/studijního výkonu (15,3%). Korelační analýza prokázala silné vztahy mezi všemi oblastmi negativních důsledků a přítomností herní závislosti (r = ,444 - ,577), stejně jako středně silné vztahy mezi negativními důsledky a počtem hodin odehraných týdně (r = ,293 - ,388).
The paper aims on the issue of negative consequences of playing MMORPG and their relation to gaming addiction. The sample was composed of 786 respondents (685 males and 101 females) with a mean age of 21 years. The newly created questionnaire presence of negative consequences (using the items from PRIME-MD questionnaire) and a shortened version of the gaming addiction questionnaire (Lemmens, Valkenburg, Peter, 2009) were used. The results showed the presence of a number of adverse consequences. In the area of health problems we observed mainly neglect of sleep (48%), back pain (21.5%) and neglect of food (17.8%). As the most problematic areas seem the social and work life, where a quarter of respondents reported neglect of family and friends (24.9%), complaints of neighborhood about excessive gaming (24.7%) devoting of all free time to playing (22.5%), preference for playing in front of other work/school activities (29.5%). Less than a fifth of the respondents also reported feelings of anger towards those who are disturbing them while playing (16.9%) and worsening of work/study performance (15.3%). Correlation analysis showed a strong relationship between all negative consequences and gaming addiction (r = ,444 - ,577), as well as moderately strong relationship between negative consequences and the number of hours played per week (r = ,293 - ,388).
- Klíčová slova
- MMORPG, herní závislost, negativní důsledky,
- MeSH
- hráčství * diagnóza etiologie komplikace patofyziologie prevence a kontrola psychologie terapie MeSH
- internet MeSH
- interní-externí kontrola MeSH
- interpersonální vztahy MeSH
- lidé MeSH
- průzkumy a dotazníky využití MeSH
- sebepojetí MeSH
- videohry * psychologie škodlivé účinky MeSH
- závislost (psychologie) MeSH
- Check Tag
- lidé MeSH
- mužské pohlaví MeSH
- ženské pohlaví MeSH
INTRODUCTION: This systematic review aims to synthesize and summarize the available evidence on the definitions of craving and withdrawal, the nature and presence of withdrawal symptoms, the duration of abstinence, the prevalence and nature of craving. RESULTS: A total of 29 studies met the inclusion criteria. Inconsistencies were revealed in definitions of craving and abstinence, as well as in the specific withdrawal symptoms that might be present among players. Furthermore, there is a predominance of exploration of affective symptoms compared to cognitive and physical symptoms. Mini meta-analyses indicate a significant difference in depression, anxiety, and craving between players with Internet Gaming Disorder (IGD) and regular players. Most studies typically used short-term abstinence, during which participants refrain from specific behaviours for periods ranging from a few days. A majority of studies did not provide information on the occurrence of craving. CONCLUSIONS: Emphasizing craving reduction may alleviate gaming-related withdrawal severity. Longitudinal and qualitative research is essential for understanding craving and withdrawal phenomenology. Bridging the empirical-clinical gap in gaming disorder requires interdisciplinary studies. Investigating prevalent withdrawal symptoms aids in comprehensive research and refined treatments. Prioritizing craving assessment before, during, and after abstinence is crucial.
This study aimed to (i) analyse the prevalence of gaming in young elementary school-aged children; (ii) assess the effect of gaming frequency on excessive screen use; and (iii) identify sociodemographic variables associated with frequent gaming. METHODS: A survey was conducted in April–June 2021 with parents of children attending grades 1–3 in randomly selected elementary schools in Czechia, Slovakia, and Finland. Parents (n = 1871) reported the daily screen time and the weekly gaming frequency of their children during a typical week and provided sociodemographic information. RESULTS: Of the sample, 82% of children played digital games at least once a week. The prevalence significantly differed based on country, with the highest prevalence in Finland (94%), followed by Czechia (81%) and Slovakia (75%): χ2 (2) = 52, p < .001. There was a significant association between an increased frequency of gaming and screen time. Screen time was the highest in daily gamers (constituting 24% of the sample), in which it was as high as 280 minutes per day. Daily gaming was associated with country (χ2 (2) = 68, p < .001), gender (χ2 (1) = 12, p < .001, OR = 1.46 [1.18–1.81]), school year (χ2 (2) = 22.8, p < .001), and position among siblings (χ2 (2) = 19.8, p < .001). CONCLUSIONS: These findings may help to determine the appropriate focus for prevention interventions.
Background and aims The present study explores the relationship between social motivations and addiction to online gaming and if that possible connection can be explained by the personality traits responsible for social functioning. Methods We employ Bernstein's concept of interpersonal dependency to distinguish healthy dependency, dysfunctional detachment, and destructive overdependence, and Charlton and Danforth's conceptualisation of online gaming addiction and high engagement. An online questionnaire was administered to a self-nominated sample of 4,074 online gamers. Two regression models were constructed to separately explain gaming addiction and high engagement using social motivations to play, while controlling for age, gender, and time spent online. Results High scores on subscales measuring dysfunctional detachment and destructive overdependence were positively associated with online gaming addiction, while healthy dependency was negatively correlated with addiction scores. In contrast, the overall role of social motivation was negligible. Discussion People with healthy relationship profiles are less likely to develop problematic patterns of online gaming. High in-game engagement, although sharing some factors with addiction, was only poorly explained by the study variables, suggesting the mutual exclusiveness of addiction and engagement.
- MeSH
- dítě MeSH
- dospělí MeSH
- internet * MeSH
- interpersonální vztahy MeSH
- lidé středního věku MeSH
- lidé MeSH
- lineární modely MeSH
- longitudinální studie MeSH
- mladiství MeSH
- mladý dospělý MeSH
- motivace MeSH
- návykové chování psychologie MeSH
- psychiatrické posuzovací škály MeSH
- senioři MeSH
- videohry psychologie MeSH
- závislost (psychologie) * 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
- Geografické názvy
- Česká republika epidemiologie MeSH
- Slovenská republika epidemiologie MeSH
BACKGROUND: The Universal Treatment Curriculum (UTC) is offered to the academic community to integrate substance use-specific knowledge, skills, and evidence-based practices into the continuing professional development of current and future service providers. Although widely disseminated in many countries, the adaptation focuses on language translation and in-person trainings. AIMS: This study aims to describe the processes and evaluate the results of UTC academic integration as an online course offering in the Philippines. METHODS: A concurrent mixed-method approach was used to analyze data gathered through focus group discussion, post-online class evaluation, and pre-test and post-test scores. PARTICIPANTS: Fifty-two participants from 22 universities completed the online training. RESULTS: Participants appreciated the novelty of online classes and the convenience of Zoom and Google classroom platforms. Game-based learning, resource speakers, and asynchronous sessions facilitated the learning process. Participants noted that the topics selected were informative and useful for their work, but supplemental reading material was excessive. Internet connectivity was the main challenge encountered. Post- test results show a statistically significant increase in knowledge scores and no significant difference in the post-test scores of participants who took face-to- face training and online classes. CONCLUSIONS: The UTC Philippine (UTC-P) adaptation was a collaborative process that was revised several times before piloting. Faculty teaching style and confidence with the use of the platform can affect the overall quality of the online course. Online classes seem to have the same effect on similar audiences, with the added advantage of cost- efficiency for a wider audience.
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- MeSH
- duševní poruchy diagnóza etiologie MeSH
- lidé MeSH
- návykové chování psychologie MeSH
- netholismus MeSH
- průzkumy a dotazníky MeSH
- videohry * psychologie škodlivé účinky MeSH
- Check Tag
- lidé MeSH
- Geografické názvy
- Slovenská republika MeSH
The central theme of the article is the phenomenon of online communities within cyberspace. We reflect on why they are important for many adolescents who ex-perience unacceptance and failure in their lives, and above all we draw attention to the downsides of cyberspace and the risks these young people may encounter. This current and little explored topic is supported by research on the role-playing game operators and players. Based on the results, we are considering how to maximalize cyberspace prevention and make the cyber environment safer.
- MeSH
- chování mladistvých MeSH
- duševní procesy MeSH
- internet * MeSH
- kvalitativní výzkum MeSH
- kyberšikana klasifikace MeSH
- lidé MeSH
- mladiství MeSH
- mladý dospělý MeSH
- online sociální sítě MeSH
- problémové chování * MeSH
- průzkumy a dotazníky MeSH
- riziko MeSH
- software MeSH
- statistika jako téma MeSH
- videohry psychologie škodlivé účinky MeSH
- volnočasové aktivity MeSH
- Check Tag
- lidé MeSH
- mladiství MeSH
- mladý dospělý MeSH
Moderní technologie se staly běžnou součástí každodenního života a do dětských rukou se dostávají často již v kojeneckém období. Nadměrné používání chytrých telefonů, tabletů či počítačů s sebou nese negativní důsledky včetně rizika ohrožení zdravého vývoje a duševního zdraví (MKN-11 nově zařadila duševní poruchu Gaming disorder). Otázkou není, zda moderní technologie používat, či nepoužívat, ale kdy, jaká pravidla používání nastavit a jak být dítěti dobrým průvodcem. Od pediatrů se očekává, že budou včas rodiče a děti edukovat o možných rizicích digitálních technologií a preventivních opatřeních při možném rozvoji technologické závislosti – o tom, že je vhodné omezovat čas strávený u obrazovek, volit přiměřený obsah sledovaného materiálu a zajistit optimální způsoby rodičovské intervence.
Digital technologies have become a regular part of everyday life and children meet them already during infancy. Excessive use of smartphones, tablets or computers has negative consequences, including the risk of pathological development and causing mental health problems (gaming disorder is already described in ICD-11). There is no question whether children should or shouldn't use modern technology, but when, and how to set the rules of use and how to be a good guide. Pediatricians are expected to know when and how to talk to families and children in order to reduce the potential risks of over-exploiting technology and to prevent the development of technological addiction – it is desirable to limit the screen time, to choose the appropriate content and to ensure optimal ways of parental intervention.
- MeSH
- dítě MeSH
- dospělí MeSH
- hráčství * epidemiologie klasifikace komplikace MeSH
- internet MeSH
- lidé MeSH
- návykové chování epidemiologie etiologie MeSH
- rodina MeSH
- videohry normy psychologie škodlivé účinky MeSH
- Check Tag
- dítě MeSH
- dospělí MeSH
- lidé MeSH
- Publikační typ
- přehledy MeSH