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
June 17,2020

In a bid to help tackle rise in domestic violence during the social distancing times in India, Twitter on Wednesday launched a dedicated search prompt to serve information and updates from authoritative sources around domestic violence.

Twitter has partnered with the Ministry of Women and Child Development the National Commission for Women in India to expand its efforts towards women.

The search prompt will be available on iOS, Android and on mobile.twitter.com in India, in both English and Hindi languages, the company said in a statement.

Data shows that since the outbreak of Covid-19, violence against women and girls has intensified in India and across the globe.

"We recognise collaboration with the public, government and NGOs is key to combating the complex issue of domestic violence. Accessing reliable information through this search prompt could be a survivor's first step towards seeking help against abuse and violence," said Mahima Kaul, Director, Public Policy, India and South Asia, Twitter.

Every time someone searches for certain keywords associated with the issue of domestic violence, a prompt will direct them to the relevant information and sources of help available on Twitter.

This is an expansion of Twitter's #ThereIsHelp prompt, which was specifically put in place for the public to find clear, credible information on critical issues.

The feature will be reviewed at regular intervals by the Twitter team to ensure that all related keywords generate the proactive search prompt, said the company.

Violence against women and girls across Asia Pacific is pervasive but at the same time widely under reported.

"In fact, in many countries in our region, the number is even greater, with as many as 2 out of 3 women in some countries reporting experiences of violence," added Melissa Alvarado, UN Women Asia Pacific Regional Manager on Ending Violence against Women.

Rekha Sharma, Chairperson, the NCW, said: "With social distancing norms in place, several women are unable to contact their regular support systems. This initiative by Twitter will provide big support to the survivors, who would otherwise be easily isolated without access to relevant information and help".

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News Network
January 27,2020

Mumbai, Jan 27: The country's largest car maker Maruti Suzuki India (MSI) on Monday said it has increased prices of select models by up to Rs 10,000 with immediate effect to offset the impact of rising input costs.

The price change varies across models and ranges up to 4.7 per cent (ex-showroom Delhi) and are effective from January, 27 2020, MSI said in a statement.

The price of entry level model Alto range has gone up in the range of Rs 9,000-6,000, S-Presso between Rs 1,500 to 8,000, WagonR between Rs 1,500 and Rs 4,000.

The company has also increased the price of its multi purpose vehicle Ertiga between Rs 4,000-10,000, Baleno by Rs 3,000 to 8,000 and XL6 by up to Rs 5,000 (all prices ex-showroom Delhi).

Currently, the company sells a range of vehicles starting from entry-level small car Alto to premium multi purpose vehicle XL6 with price ranging from Rs 2.89 lakh to Rs 11.47 lakh (ex-showroom Delhi).

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Agencies
July 3,2020

Mumbai, Jul 3: In yet another move to keep Chinese technologies companies at bay, the Centre has cancelled the 4G upgradation tender for BSNL as it has decided to come up with fresh specifications for the upgrade process, sources said.

The Department of Telecommunications (DoT) is likely to issue a fresh tender in the next two weeks.

People in the know said that the fresh tender may not allow Chinese companies to participate and that the new tenders that will be floated in the next two weeks will emphasise on Make in India.

As the border tussle with China escalated last month and around 20 soldiers lost their lives, the government had last month asked both BSNL and MTNL not to use equipment of Chinese makers in their upgrading process to 4G facilities.

Huawei and ZTE are the major Chinese telecom equipment makers working with Indian telecom companies and they would be the hardest hit by the decision.

The impact may be felt in terms of the much-awaited 5G trials in the country. After much deliberation, the Centre last December decided to allow Huawei to take part in the 5G trials.

The cancellation of tender for BSNL's 4G upgradation comes after the Centre on Monday banned 59 Chinese apps including TikTok, WeChat and UC Browser.

A statement by the Ministry of Electronics and IT said that the decision was taken since "there is credible information that these apps are engaged in activities which are prejudicial to sovereignty and integrity of India, defence of India, security of state and public order".

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