Literature DB >> 32031898

Problematic Facebook Use and Problematic Video Gaming Among Female and Male Gamers.

Andrzej Cudo1, Małgorzata Torój2, Tomasz Misiuro3, Mark D Griffiths4.   

Abstract

The development of modern technologies has facilitated positive functioning in various aspects of everyday life. However, in addition to positive changes, there are also issues related to problematic behavior associated with new technologies and new media, such as problematic Facebook use (PFU) and problematic video gaming (PVG). Therefore, the purpose of this study was to present the specificity of these problematic behaviors in a group of gamers and determine their predictors and interrelatedness. In addition, the aim was to analyze the differences between male and female gamers. The study comprised 1,270 gamers (684 female gamers; age range from 15 to 34 years; M = 19.17 years; SD = 2.91 years). The intensity of PFU was assessed using the Facebook Intrusion Scale, and intensity of PVG was assessed using the Problem Video Game Playing Questionnaire. Results showed that 6.4% of females had high levels of PFU compared to 3.1% of males, and that 1.8% of females had high levels of PVG compared to 5.8% of males. Structural equation modeling showed different predicators for problematic internet use and PVG, despite the correlation between both problematic behaviors. These findings enable better understanding of the relationship between PVG and PFU among gamers and differences between female and male gamers.

Keywords:  gamers; gender differences; problematic Facebook use; problematic video gaming

Mesh:

Year:  2020        PMID: 32031898     DOI: 10.1089/cyber.2019.0252

Source DB:  PubMed          Journal:  Cyberpsychol Behav Soc Netw        ISSN: 2152-2715


  6 in total

1.  The Relationship Between Early Maladaptive Schemas, Depression, Anxiety and Problematic Video Gaming Among Female and Male Gamers.

Authors:  Andrzej Cudo; Mateusz Dobosz; Mark D Griffiths; Daria J Kuss
Journal:  Int J Ment Health Addict       Date:  2022-06-27       Impact factor: 11.555

2.  Factors of parental COVID-19 vaccine hesitancy: A cross sectional study in Japan.

Authors:  Sayaka Horiuchi; Haruka Sakamoto; Sarah K Abe; Ryoji Shinohara; Megumi Kushima; Sanae Otawa; Hideki Yui; Yuka Akiyama; Tadao Ooka; Reiji Kojima; Hiroshi Yokomichi; Kunio Miyake; Takashi Mizutani; Zentaro Yamagata
Journal:  PLoS One       Date:  2021-12-17       Impact factor: 3.240

3.  How the COVID-19 Pandemic Changed Adolescents' Use of Technologies, Sense of Community, and Loneliness: A Retrospective Perception Analysis.

Authors:  Andrea Guazzini; Andrea Pesce; Fabiana Gino; Mirko Duradoni
Journal:  Behav Sci (Basel)       Date:  2022-07-13

4.  The Relationship between Depressive Symptoms, Loneliness, Self-Control, and Gaming Disorder among Polish Male and Female Gamers: The Indirect Effects of Gaming Motives.

Authors:  Andrzej Cudo; Marcin Wojtasiński; Przemysław Tużnik; Agnieszka Fudali-Czyż; Mark D Griffiths
Journal:  Int J Environ Res Public Health       Date:  2022-08-22       Impact factor: 4.614

5.  Psychometric Assessment and Gender Invariance of the Polish Version of the Gaming Disorder Test.

Authors:  Andrzej Cudo; Christian Montag; Halley M Pontes
Journal:  Int J Ment Health Addict       Date:  2022-10-05       Impact factor: 11.555

6.  The Relationship Between Problematic Video Gaming, Problematic Facebook Use, and Self-Control Dimensions Among Female and Male Gamers.

Authors:  Andrzej Cudo; Tomasz Misiuro; Mark D Griffiths; Małgorzata Torój
Journal:  Adv Cogn Psychol       Date:  2020-08-18
  6 in total

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