Internet gaming as addictive as gambling? Let's find out

November 5, 2016

Washington, Nov 5: Playing games on internet is not as addictive as gambling, says a new study.

The study by Oxford University is the first of its kind that has tried to measure the scale of gaming addiction in the general population using symptoms of 'internet gaming disorder' as defined by the American Psychiatric Association (APA).

gamers

Researchers from the University's Oxford Internet Institute asked nationally representative samples of men and women in four countries how they felt after gaming using the APA checklist of health symptoms.

The study investigates concerns voiced recently by the APA about a lack of good quality research into the effects of playing internet games.

Researchers from the University of Oxford surveyed 19,000 men and women from the UK, the United States, Canada and Germany. Over half of the sample said they had played internet games recently. Of these, between two and three percent reported they had experienced five or more of the symptoms on the list, with between one percent and half a percent saying they also had feelings of 'significant distress' in being unable to curb their play.

These rates are less than half those reported recently for gambling by the British Gambling Prevalence Survey. In that survey, 2.6 percent of those aged 18-24 and one percent of adults in the general population said they had experienced symptoms linked by the researchers with a gambling disorder.

Two years ago, the American Psychiatric Association outlined the potential problem as 'internet gaming disorder' and proposed nine standard symptoms that might characterise possible diagnoses.

The APA gave each symptom equal weight, and specified there had be an over-riding 'feeling of significant distress'. The Oxford study discusses this as a 'key feature', noting that while many gamers may feel preoccupied and distracted from other responsibilities in a similar way to a sports fan whose team has reached the finals, they are not likely to have a pathological condition unless there are feelings of significant distress.

All the study participants, recruited through YouGov and Google Surveys, completed symptom and health checklists. To be identified as a possible gaming addict, they had to report five of the nine symptoms from the APA list and also feel significant distress. Symptoms included preoccupation with internet gaming, anxiety and other withdrawal symptoms (if the game was taken away), increasing amounts of time spent gaming, loss of control, reduced interests, social withdrawal, and losing opportunities as a result of gaming. Unique to this study was an emphasis on open materials, open data, and a pre-registered data analysis plan.

Study lead author Dr Andrew Przybylski, from the Oxford Internet Institute, commented, "To our knowledge, these are the first findings from a large-scale project to produce robust evidence on the potential new problem of "internet gaming disorder". Internet games are currently one of the most popular leisure activities, but we can't leap to conclusions and assume that if 160 million Americans play them, one million of them might be addicted. Contrary to what was predicted, the study did not find a clear link between potential addiction and negative effects on health, however, more research grounded in open and robust scientific practices is needed to learn if games are truly as addictive as many fear. If clear evidence does emerge, this would have huge clinical significance as treatments for addicted gamers would vie with a range of serious psychiatric disorders in the current climate of limited health service resources."

"There were some striking findings, for instance, we found specific indicators like increasing playtime to increase excitement were reported three times more frequently than other indicators, such as risking social relationships. Importantly, the great majority of gamers - nearly three in four - reported no symptoms at all that we would link with addictive gaming behavior," Przybylski added.

The study has been published in the American Journal of Psychiatry.

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Agencies
July 18,2020

New Delhi, Jul 18: India's national cybersecurity agency CERT-in, has warned people of credit card skimming spreading across the world through e-commerce platforms.

Attackers are typically targeting e-commerce sites because of their wide presence, popularity and the environment LAMP (Linux, Apache, MySQL, and PHP), the Computer Emergency Response Team (CERT-In) said in a notice on Thursday.

Recently, attackers targeted sites which were hosted on Microsoft's IIS server running with the ASP.NET web application framework, it said.

Some of the sites affected by the attack were found to be running ASP.NET version 4.0.30319, which is no longer officially supported by Microsoft and may contain multiple vulnerabilities, CERT-In said.

The notice also included a list of best practices for website developers including the use of the latest version of ASP.NET web framework, IIS web server and database server.

The advisory is based on research by Malwarebytes which found that this skimming campaign likely began sometime in April this year.

Credit card skimming has become a popular activity for cybercriminals over the past few years, and the increase in online shopping during the pandemic means additional business for them, too, Malwarebytes said in a blog post, adding that attackers do not need to limit themselves to the most popular e-commerce platforms.

Researchers from global cybersecurity and anti-virus brand Kaspersky had warned in December last year that more cybercriminal groups will target online payment processing systems in 2020. 

It said that over the past couple of years, so-called JS-skimming (the method of stealing of payment card data from online stores), has gained immense popularity among attackers. 

Kaspersky researchers in their report said they are currently aware of at least 10 different actors involved in these type of attacks.

Their number will continue to grow during the next year, the report said, adding that the most dangerous attacks will be on companies that provide services such as e-commerce as-a-service, which will lead to the compromise of thousands of companies.

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News Network
July 9,2020

U.S. electric vehicle maker Tesla Inc is "very close" to achieving level 5 autonomous driving technology, Chief Executive Elon Musk said on Thursday, referring to the capability to navigate roads without any driver input.

"I'm extremely confident that level 5 or essentially complete autonomy will happen and I think will happen very quickly," Musk said in remarks made via a video message at the opening of Shanghai's annual World Artificial Intelligence Conference (WAIC).

"I remain confident that we will have the basic functionality for level 5 autonomy complete this year."

Automakers and tech companies including Alphabet Inc Waymo and Uber Technologies are investing billions in the autonomous driving industry.

However industry insiders have said it would take time for the technology to get ready and public to trust autonomous vehicles fully.

The California-based automaker currently builds cars with an Autopilot driver-assistance system.

Tesla is also developing new heat-projection or cooling systems to enable more advanced computers in cars, Musk said.

Industry data showed Tesla sold nearly 15,000 China-made Model 3 sedans last month.

Tesla has become the highest-valued automaker as its shares surged to record highs and its market capitalisation overtook that of former front-runner Toyota Motors Corp.

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Agencies
May 10,2020

In the wake of the gas leak at a factory in Visakhapatnam, the National Disaster Management Authority (NDMA) has issued detailed guidelines for restarting industries after the lockdown and the precautions to be taken for the safety of the plants as well as the workers.

In a communication to all states and union territories, the NDMA said due to several weeks of lockdown and the closure of industrial units, it is possible that some of the operators might not have followed the established standard operating procedures.

As a result, some of the manufacturing facilities, pipelines, valves may have residual chemicals, which may pose risk. The same is true for the storage facilities with hazardous chemicals and flammable materials, it said.

The NDMA guidelines said while restarting a unit, the first week should be considered as the trial or test run period after ensuring all safety protocols.

Companies should not try to achieve high production targets. There should be 24-hour sanitisation of the factory premises, it said.

The factories need to maintain a sanitisation routine every two-three hours especially in the common areas that include lunch rooms and common tables which will have to be wiped clean with disinfectants after every single use, it added.

For accommodation, the NDMA said, sanitisation needs to be performed regularly to ensure worker safety and reduce the spread of contamination.

To minimise the risk, it is important that employees who work on specific equipment are sensitised and made aware of the need to identify abnormalities like strange sounds or smell, exposed wires, vibrations, leaks, smoke, abnormal wobbling, irregular grinding or other potentially hazardous signs which indicate the need for immediate maintenance or if required shutdown, it said.

At least 11 people lost their lives and about 1,000 others were exposed to a gas leak at a factory in Andhra Pradesh''s Visakhapatnam on May 7.

The incident took place after it restarted operations when the government allowed industrial activities in certain sectors following several weeks of lockdown.

The lockdown was first announced by Prime Minister Narendra Modi on March 24 for 21 days in a bid to combat the coronavirus threat. The lockdown was then extended till May 3 and again till May 17.

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