Although online gaming can have many advantages, there are still many young people that tend tobe excessively addicted to these online technologies, with a negative impact on their emotional andsocial functioning. For this reason, the attempt to understand the factors related to online gamingdependence and those related to encouraging positive use is an essential area of health promotionand a priority in preventing serious problems in school context. The aim of the study was to analyzepsychological factors (anxiety traits and motivation) related to online gaming and the relation betweengaming behaviour and emotional and social functioning at school. 62 secondary school studentswere recruited for the study. The participants completed the TAD (Anxiety and Depression Test),S.E.D.S. (Social-Emotional Dimension Scale), SDQ (Strength and Difficulties Questionnaire) andThe Internet Gaming Disorder Scale (IGD) and their time spent online gaming was recorded. Theresults showed that psychological factors are strongly related to online gaming time and, both seemto play a significant role in structuring gaming behavior abuse and maladaptive school habits.
Dysfunctional Use of Online Gaming and Socio-Emotional Adaptation at School: A Research Hypothesis
Oliva P.
2018-01-01
Abstract
Although online gaming can have many advantages, there are still many young people that tend tobe excessively addicted to these online technologies, with a negative impact on their emotional andsocial functioning. For this reason, the attempt to understand the factors related to online gamingdependence and those related to encouraging positive use is an essential area of health promotionand a priority in preventing serious problems in school context. The aim of the study was to analyzepsychological factors (anxiety traits and motivation) related to online gaming and the relation betweengaming behaviour and emotional and social functioning at school. 62 secondary school studentswere recruited for the study. The participants completed the TAD (Anxiety and Depression Test),S.E.D.S. (Social-Emotional Dimension Scale), SDQ (Strength and Difficulties Questionnaire) andThe Internet Gaming Disorder Scale (IGD) and their time spent online gaming was recorded. Theresults showed that psychological factors are strongly related to online gaming time and, both seemto play a significant role in structuring gaming behavior abuse and maladaptive school habits.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.