Literature DB >> 33561942

Gaming Behaviors among Polish Students with Visual Impairment.

Magdalena Agnieszka Wrzesińska1, Klaudia Tabała1, Patryk Stecz2.   

Abstract

The access of people with disabilities to digital solutions promotes their inclusion and participation in many aspects of life. Computer games based on hearing or haptic devices have been gaining popularity among persons with visual impairment (VI), and players tend to display improved spatial and abstract reasoning skills, as well as better social interaction and self-confidence, after playing these games. However, a recent survey suggested that excessive gaming could represent a public health concern as a harmful form of behavior in young people associated with risk factors of negative psychosomatic and physical complaints. Young persons with VI are regular users of various technologies, but little is still known about their media patterns. This study aimed to determine the characteristics of the variables associated with gaming for adolescents with VI. The participants were 490 students, aged 13-24 years, from special schools for students with VI. Data was collected using a self-administered questionnaire. The current survey indicated a tendency towards excessive gaming in a significant proportion of young persons with VI. Sociodemographic variables are important in predicting gaming prevalence or screen time, but further research focused on establishing possible mediators (such as parental attitudes towards media) are necessary for identifying problematic gaming behaviors among students with VI.

Entities:  

Keywords:  adolescents; behaviors; digital games; sociodemographic determinants; visual impairment; young adults

Year:  2021        PMID: 33561942      PMCID: PMC7914894          DOI: 10.3390/ijerph18041545

Source DB:  PubMed          Journal:  Int J Environ Res Public Health        ISSN: 1660-4601            Impact factor:   3.390


  29 in total

1.  Internet Gaming Disorder Explains Unique Variance in Psychological Distress and Disability After Controlling for Comorbid Depression, OCD, ADHD, and Anxiety.

Authors:  Benjamin T D Pearcy; Peter M McEvoy; Lynne D Roberts
Journal:  Cyberpsychol Behav Soc Netw       Date:  2017-01-13

Review 2.  A systematic review of gamification in e-Health.

Authors:  Lamyae Sardi; Ali Idri; José Luis Fernández-Alemán
Journal:  J Biomed Inform       Date:  2017-05-20       Impact factor: 6.317

Review 3.  Problematic computer game use among adolescents, younger and older adults.

Authors:  Ruth Festl; Michael Scharkow; Thorsten Quandt
Journal:  Addiction       Date:  2012-11-19       Impact factor: 6.526

4.  Urban and rural differences in sedentary behavior among American and Canadian youth.

Authors:  Valerie Carson; Ronald J Iannotti; William Pickett; Ian Janssen
Journal:  Health Place       Date:  2011-04-29       Impact factor: 4.078

Review 5.  E-Health interventions for anxiety and depression in children and adolescents with long-term physical conditions.

Authors:  Hiran Thabrew; Karolina Stasiak; Sarah E Hetrick; Stephen Wong; Jessica H Huss; Sally N Merry
Journal:  Cochrane Database Syst Rev       Date:  2018-08-15

6.  Parent and adolescent intentions to disclose and links to positive social behavior.

Authors:  Maria Paula Chaparro; Joan E Grusec
Journal:  J Fam Psychol       Date:  2014-12-15

7.  Effects of adolescent online gaming time and motives on depressive, musculoskeletal, and psychosomatic symptoms.

Authors:  Charlotta Hellström; Kent W Nilsson; Jerzy Leppert; Cecilia Åslund
Journal:  Ups J Med Sci       Date:  2015-06-14       Impact factor: 2.384

8.  Internet use and electronic gaming by children and adolescents with emotional and behavioural problems in Australia - results from the second Child and Adolescent Survey of Mental Health and Wellbeing.

Authors:  Wavne Rikkers; David Lawrence; Jennifer Hafekost; Stephen R Zubrick
Journal:  BMC Public Health       Date:  2016-05-13       Impact factor: 3.295

9.  Gaming behavior and addiction among Hong Kong adolescents.

Authors:  Irene Lai Kuen Wong; Millicent Pui Sze Lam
Journal:  Asian J Gambl Issues Public Health       Date:  2016-07-20

10.  Impact of COVID-19 on gaming disorder: Monitoring and prevention.

Authors:  Chih-Hung Ko; Ju-Yu Yen
Journal:  J Behav Addict       Date:  2020-06-06       Impact factor: 6.756

View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.