| Literature DB >> 35418911 |
Mateusz Grajek1, Łukasz Olszewski1, Karolina Krupa-Kotara2, Agnieszka Białek-Dratwa3, Krzysztof Sas-Nowosielski4.
Abstract
Introduction: The rapid development of technology has led to the transfer of entertainment to the virtual world. Many games and multimedia applications use the so-called augmented reality. With the development of a new technological branch, a new health problem has emerged, which is infoholic addiction, attracting people with the specific functionality that is cyberspace and the virtual world. Objective: The study aimed to assess health behaviors and the risk of addiction among users of urban multimedia games. Research methodology. The study was conducted among players 1,134 of urban multimedia games-Pokemon GO, in the period March-June 2021. A 990 correctly completed questionnaires were included in the final analyses. The author's questionnaire was used in the study, which included two standardized measurement scales in the Polish abbreviated version: a questionnaire of emotions and sensations associated with electronic entertainment and a questionnaire on addiction to electronic forms of entertainment. Statistica 13.0 program was used for statistical processing of the data. The probability level was p < 0.05.Entities:
Keywords: Pokemon GO; addiction to games; mental health; multimedia city games; physical activity
Year: 2022 PMID: 35418911 PMCID: PMC8997830 DOI: 10.3389/fpsyg.2022.862891
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Level of physical activity by respondents.
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| Lack of physical activity | 10.3% | 3.2% | |
| 30–60 min per day | 60.1% | 22.3% | |
| More than 60 min per day | 29.6% | 74.5% |
Reported negative mental health feelings related to gaming by respondents.
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| Sadness/grief over losing |
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| Anger/nervousness/frustration about failing the game |
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| The general decrease in self-confidence |
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| Avoidance of social interaction (closing off to the environment) |
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Advantages and disadvantages of urban multimedia games according to respondents.
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|---|---|---|---|
| Entertainment aspect (stress relief) | 64.6% | Loss of free time (addiction) | 42.3% |
| Improving physical activity | 23.2% | Frustration with competition | 29.6% |
| Group membership | 12.2% | Misunderstandings with people | 28.1% |
Questionnaire of addiction to electronic forms of entertainment.
| Subscale (questions) | Total | Player profile | Statistics | ||
|---|---|---|---|---|---|
| Affirmative answer “Yes” | Answer denying “No” | Affirmative answer “Yes” | Answer denying “No” | ||
| Do you feel | |||||
| preoccupied with the | |||||
| game to the point | |||||
| that you constantly think about the | 51.2% | 48.8% |
| 14.7% | |
| sessions you have had | |||||
| and/or cannot wait for | |||||
| the next sessions? | |||||
| Do you feel the need | |||||
| to increase the | |||||
| amount of time you | |||||
| spend playing the | 64.1% | 35.9% |
| 21.8% | |
| game to get more | |||||
| satisfaction. to feel | |||||
| more satisfaction? | |||||
| Have you made | |||||
| unsuccessful | |||||
| attempts to control, | 49.2% | 50.8% |
| 30.7% | |
| Limit, or stop your use | |||||
| of the game? | |||||
| Do you feel anxious, | |||||
| depressed or irritable | |||||
| when you have tried |
| 47.7% | 50.8% | 49.2% | |
| to limit or stop your | |||||
| use of the game? | |||||
| Do you find yourself, | |||||
| spending more time in the game than you |
| 16.6% | 71.9% | 28.1% | |
| originally planned? | |||||
| Have you ever risked losing a loved one, important relationships, job, education, or career because of spending too much time gaming? | 65.0% | 35.0% |
| 19.0% | |
| Have you ever lied to your loved ones or someone else to hide your excessive interest in gaming? | 23.8% |
| 46.1% | 53.9% | |
| Have you used the game to escape from problems or to avoid unpleasant feelings (e.g., feelings of helplessness guilt, anxiety, or depression)? | 43.0% | 57.0% |
| 29.0% | |
| Increased risk of addiction (min. 5 affirmative responses) |
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| No risk of addiction (0–4 affirmative responses) |
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Bold values are the highest values in a given section.
Emotions and experiences associated with electronic entertainment according to respondents (N = 990).
| Subscale (questions) | Never | Rarely | Sometimes | Often | Always |
|---|---|---|---|---|---|
| Have you ever spent more time in a game than you intended? | 5.1% | 2.5% |
| 5.1% | 22.7% |
| Do you find yourself putting off chores to have more time to play? | 6.6% | 13.6% | 28.3% |
| 16.2% |
| Do you happen to interact with other players? | 0.5% | 1.5% | 2.5% |
| 5.1% |
| Does your entourage complain about you spending too much time gaming? | 3.0% | 5.6% | 1.5% |
| 2.5% |
| Is your time in the game negatively impacting your work? | 4.5% |
| 33.8% | 5.1% | 5.1% |
| In the first place, do you happen to check your game progress before you do something useful? | 7.6% | 7.6% |
| 1.0% | 21.7% |
| Do you see a negative impact of the game on your performance? | 3.5% | 15.2% |
| 11.6% | 28.3% |
| Do you often drive away negative thoughts about your life by comforting yourself with the thought of the game? | 3.0% | 1.0% |
| 25.3% | 32.3% |
| Do you happen to get excited at the very thought of turning on a game? | 6.1% | 19.7% | 7.1% |
| 12.6% |
| Do you sometimes fear that life without games, would be boring, empty and devoid of charm? | 4.0% | 4.0% | 40.4% |
| 6.1% |
| Do you find yourself getting annoyed, raising your voice, or not responding politely when someone bothers you while you are playing? | 8.6% | 7.6% |
| 15.7% | 7.6% |
| Do you ever find yourself thinking intensely about a game when you are not currently playing? | 4.5% | 4.5% |
| 7.1% | 7.6% |
| Do you happen to say: “one more moment and I’m off”? | 0.0% | 0.0% | 16.2% |
| 11.6% |
| Have you ever made unsuccessful attempts to reduce your time spent in a game? | 5.1% | 2.5% |
| 5.1% | 22.7% |
| Do you conceal the amount of time you spend in the game from others? | 6.6% | 13.6% | 28.3% |
| 16.2% |
| Do you find yourself irritable and in a bad mood when you are not playing, and in a good mood when you are? | 0.5% | 1.5% | 2.5% |
| 5.1% |
Bold values are the highest values in a given section.