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The development of self in children is deeply rooted in social interactions, mainly through stages of play and structured games. These stages, outlined by sociologist George Herbert Mead, illustrate how children progressively learn to understand and adopt social roles, forming a cohesive sense of self.The Play Stage: Imitation and Simple Role-TakingIn the early years of childhood, the play stage is characterized by imitative behavior, where children engage in role-playing based on familiar...
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Related Experiment Video

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Stereoacuity Improvement using Random-Dot Video Games
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Smoking, ADHD, and Problematic Video Game Use: A Structural Modeling Approach.

Hyo Jin Lee1, Denise D Tran1, Holly E R Morrell1

  • 1Department of Psychology, Loma Linda University , Loma Linda, California.

Cyberpsychology, Behavior and Social Networking
|April 14, 2018
PubMed
Summary

Problematic video game use is linked to ADHD, smoking, and hours played. These factors explain over 40% of problematic gaming, aiding in prevention and assessment strategies.

Keywords:
ADHDaddictionfrequency of playproblematic usesmokingvideo games

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Area of Science:

  • Psychology
  • Behavioral Science
  • Public Health

Background:

  • Problematic video game use (PVGU) is associated with negative health and functional outcomes.
  • Key potential correlates include play frequency, smoking, and ADHD symptoms.

Purpose of the Study:

  • To investigate the interrelationships between ADHD, smoking, and video game play frequency in relation to PVGU.
  • To determine if two distinct scales measure the same construct of PVGU using structural modeling.

Main Methods:

  • Secondary data analysis of 2,801 video game users via online survey.
  • Structural equation modeling was employed to analyze the relationships between variables.
  • Two validated scales (Young's Internet Addiction Scale, Problem Videogame Playing Scale) were used to measure PVGU.

Main Results:

  • The proposed structural model demonstrated excellent fit to the data.
  • ADHD symptomatology, smoking behavior, and hours of video game use collectively explained 41.8% of the variance in PVGU.
  • Both PVGU measures loaded strongly onto a single latent PVGU factor, indicating they assess the same underlying construct.

Conclusions:

  • ADHD, smoking, and time spent gaming are significant predictors of problematic video game use.
  • The findings support the use of either Young's scale or the Problem Videogame Playing Scale as screeners for PVGU.
  • These variables are valuable targets for PVGU prevention and assessment efforts.