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Prevalence of Computer-gaming in the General Population of Adolescents: Results from a Czech Population-based Survey

Identifikátory výsledku

  • Kód výsledku v IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F61989592%3A15210%2F21%3A73605341" target="_blank" >RIV/61989592:15210/21:73605341 - isvavai.cz</a>

  • Výsledek na webu

    <a href="https://obd.upol.cz/id_publ/333185227" target="_blank" >https://obd.upol.cz/id_publ/333185227</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1080/0144929X.2021.1891461" target="_blank" >10.1080/0144929X.2021.1891461</a>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    Prevalence of Computer-gaming in the General Population of Adolescents: Results from a Czech Population-based Survey

  • Popis výsledku v původním jazyce

    While video games can be helpful in personal development, participating in certain gaming activities may lead to negative effects such as video game addiction. The overuse of computer games, which can lead to reduced quality of life and affect a person’s practical skills, is now included in the DSM-5 guidelines as “Internet Gaming Disorder” (IGD). Despite greater interest from scientists in the topic and epidemiological papers suggesting that around 3% of adolescents suffer from IGD, there is currently no universally accepted psychometric method. Up until this point, no one has adequately mapped video game habits among adolescents in the Czech Republic. The goal of this research was to provide comprehensive information on the extent of their gaming and the incidence of video game addiction. Another goal of this research was to apply the established AICA-S scale method in the context of the Czech Republic to test its reliability. Additionally, we wanted to conduct a survey of the Czech adolescent population. The AICA-S scale was applied to results from 3,901 respondents aged between 11 and 19. During the 2017/2018 school year, a battery of questionnaires in &quot;pen and paper&quot; form was administered to students at primary schools and secondary schools. The respondents were selected from all the regions of the Czech Republic through a random stratified selection to ensure that the respondents were an accurate representation of students across the Czech Republic. The results were obtained using statistical methods such as ANOVA, chi-square tests and t-tests. These results affirm the psychometric quality of AICA-S and note the prevalence of IGD among Czech adolescents. Based on our results, 0.8% of our respondents fulfilled the criteria for an Internet Gaming Disorder. The primary risk factors are being male and attending primary school (ISCED 2). AICA-S proved to be a suitable method for determining the presence of Internet Gaming Disorder as well as a method for comparing different epidemiological studies, which require a multifaceted approach. In the future, this systematic and verified research method could be used to quickly and easily identify high-risk individuals, enabling swift intervention that may improve their quality of life. At the same time, it should also allow researchers to compare various additional research and survey results and establish a general overview of the situation. This would help establish and further describe Internet Gaming Disorder within the International Classification of Psychological Disorders.

  • Název v anglickém jazyce

    Prevalence of Computer-gaming in the General Population of Adolescents: Results from a Czech Population-based Survey

  • Popis výsledku anglicky

    While video games can be helpful in personal development, participating in certain gaming activities may lead to negative effects such as video game addiction. The overuse of computer games, which can lead to reduced quality of life and affect a person’s practical skills, is now included in the DSM-5 guidelines as “Internet Gaming Disorder” (IGD). Despite greater interest from scientists in the topic and epidemiological papers suggesting that around 3% of adolescents suffer from IGD, there is currently no universally accepted psychometric method. Up until this point, no one has adequately mapped video game habits among adolescents in the Czech Republic. The goal of this research was to provide comprehensive information on the extent of their gaming and the incidence of video game addiction. Another goal of this research was to apply the established AICA-S scale method in the context of the Czech Republic to test its reliability. Additionally, we wanted to conduct a survey of the Czech adolescent population. The AICA-S scale was applied to results from 3,901 respondents aged between 11 and 19. During the 2017/2018 school year, a battery of questionnaires in &quot;pen and paper&quot; form was administered to students at primary schools and secondary schools. The respondents were selected from all the regions of the Czech Republic through a random stratified selection to ensure that the respondents were an accurate representation of students across the Czech Republic. The results were obtained using statistical methods such as ANOVA, chi-square tests and t-tests. These results affirm the psychometric quality of AICA-S and note the prevalence of IGD among Czech adolescents. Based on our results, 0.8% of our respondents fulfilled the criteria for an Internet Gaming Disorder. The primary risk factors are being male and attending primary school (ISCED 2). AICA-S proved to be a suitable method for determining the presence of Internet Gaming Disorder as well as a method for comparing different epidemiological studies, which require a multifaceted approach. In the future, this systematic and verified research method could be used to quickly and easily identify high-risk individuals, enabling swift intervention that may improve their quality of life. At the same time, it should also allow researchers to compare various additional research and survey results and establish a general overview of the situation. This would help establish and further describe Internet Gaming Disorder within the International Classification of Psychological Disorders.

Klasifikace

  • Druh

    J<sub>imp</sub> - Článek v periodiku v databázi Web of Science

  • CEP obor

  • OECD FORD obor

    50101 - Psychology (including human - machine relations)

Návaznosti výsledku

  • Projekt

  • Návaznosti

    S - Specificky vyzkum na vysokych skolach

Ostatní

  • Rok uplatnění

    2021

  • Kód důvěrnosti údajů

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Údaje specifické pro druh výsledku

  • Název periodika

    BEHAVIOUR &amp; INFORMATION TECHNOLOGY

  • ISSN

    0144-929X

  • e-ISSN

  • Svazek periodika

    40

  • Číslo periodika v rámci svazku

    11

  • Stát vydavatele periodika

    GB - Spojené království Velké Británie a Severního Irska

  • Počet stran výsledku

    8

  • Strana od-do

    1169-1176

  • Kód UT WoS článku

    000620541100001

  • EID výsledku v databázi Scopus

    2-s2.0-85101191661