Javascript must be enabled to continue!
Internet and Video Game Addiction
View through CrossRef
Internet and video games have become a major aspect of modern culture and daily life. According to Internet World Stats, more than 3.7 billion people worldwide accessed the Internet via computers, smartphones, and/or tablet computers in March 2017 (see World Internet Usage and Population Statistics, 2017). The 3.7 billion Internet users in 2017 represented a 933.8 percent increase over the number of Internet users in 2000 (see World Internet Usage and Population Statistics, 2017). Moreover, playing video games has become a major entertainment activity for many people. According to Global Games Market Report (2017), more than 2 billion people worldwide play video games via computer, game consoles (e.g., Sony PlayStation, Microsoft Xbox, and Nintendo), and/or mobile devices (e.g., smartphones and tablet computers) on the Internet and offline. Widespread Internet availability and video game development substantially benefit people by enhancing their access to a broad range of information and creating avenues for social communication and recreation. However, the penetration of the Internet and video games into daily life is a serious problem for an increasing number of people, rising to the level of addictive habits and carrying negative consequences similar to substance use and gambling disorders. China and South Korea have identified Internet and video game addiction as a significant public health issue. In addition to those countries, cases of Internet and video game addiction have been reported by media, clinical workers, and researchers in many other regions. Kimberly Young first adapted the DSM-IV compulsive gambling disorder criteria to define Internet addiction disorder in 1998 (Shaw and Black 2008, cited under An Overview of Internet and Video Game Addiction). In the past twenty years, a deluge of research has been conducted to conceptualize Internet and video game addiction, explore the etiology and mechanisms of Internet and video game addiction, estimate the prevalence rates of these problems in different regions and populations, and develop and evaluate measurement instruments, diagnostic criteria, and evidence-based intervention and prevention programs for Internet and video game addiction. A number of inpatient and outpatient intervention programs are provided in clinical settings for individuals suffering from Internet and video game addiction.
Title: Internet and Video Game Addiction
Description:
Internet and video games have become a major aspect of modern culture and daily life.
According to Internet World Stats, more than 3.
7 billion people worldwide accessed the Internet via computers, smartphones, and/or tablet computers in March 2017 (see World Internet Usage and Population Statistics, 2017).
The 3.
7 billion Internet users in 2017 represented a 933.
8 percent increase over the number of Internet users in 2000 (see World Internet Usage and Population Statistics, 2017).
Moreover, playing video games has become a major entertainment activity for many people.
According to Global Games Market Report (2017), more than 2 billion people worldwide play video games via computer, game consoles (e.
g.
, Sony PlayStation, Microsoft Xbox, and Nintendo), and/or mobile devices (e.
g.
, smartphones and tablet computers) on the Internet and offline.
Widespread Internet availability and video game development substantially benefit people by enhancing their access to a broad range of information and creating avenues for social communication and recreation.
However, the penetration of the Internet and video games into daily life is a serious problem for an increasing number of people, rising to the level of addictive habits and carrying negative consequences similar to substance use and gambling disorders.
China and South Korea have identified Internet and video game addiction as a significant public health issue.
In addition to those countries, cases of Internet and video game addiction have been reported by media, clinical workers, and researchers in many other regions.
Kimberly Young first adapted the DSM-IV compulsive gambling disorder criteria to define Internet addiction disorder in 1998 (Shaw and Black 2008, cited under An Overview of Internet and Video Game Addiction).
In the past twenty years, a deluge of research has been conducted to conceptualize Internet and video game addiction, explore the etiology and mechanisms of Internet and video game addiction, estimate the prevalence rates of these problems in different regions and populations, and develop and evaluate measurement instruments, diagnostic criteria, and evidence-based intervention and prevention programs for Internet and video game addiction.
A number of inpatient and outpatient intervention programs are provided in clinical settings for individuals suffering from Internet and video game addiction.
Related Results
Schule und Spiel – mehr als reine Wissensvermittlung
Schule und Spiel – mehr als reine Wissensvermittlung
Die öffentliche Schule Quest to learn in New York City ist eine Modell-Schule, die in ihren Lehrmethoden auf spielbasiertes Lernen, Game Design und den Game Design Prozess setzt. I...
Internet addiction among school children in the Western Province of Sri Lanka: A cross sectional analytical study (Preprint)
Internet addiction among school children in the Western Province of Sri Lanka: A cross sectional analytical study (Preprint)
BACKGROUND
The internet is widely used across the world and in Sri Lanka for many purposes. Though essential for everyday life there are many negative aspec...
Psychological characteristics of young men with Internet addiction: A cross-cultural study
Psychological characteristics of young men with Internet addiction: A cross-cultural study
Today’s youth actively use the Internet, which increases the risk of developing addiction, and thus raises the issue of investigating its factors to prevent the problem promptly an...
The influence of physical activity on internet addiction among Chinese college students: the mediating role of self-esteem and the moderating role of gender
The influence of physical activity on internet addiction among Chinese college students: the mediating role of self-esteem and the moderating role of gender
Abstract
Objectives
The significance of self-esteem in the relationship between physical activity and Internet addiction among college students cann...
Internet Addiction and Its Associated Factors Among African High School and University Students: Systematic Review and Meta-Analysis
Internet Addiction and Its Associated Factors Among African High School and University Students: Systematic Review and Meta-Analysis
IntroductionInternet addiction is characterized by excessive and uncontrolled use of the internet affecting everyday life. Adolescents are the primary risk group for internet addic...
Psychological Characteristics of Internet Addiction in Students in Problem Life Situations (COVID, War)
Psychological Characteristics of Internet Addiction in Students in Problem Life Situations (COVID, War)
The relevance of this research lies in the fact that the number of Internet addicts in the world is constantly growing (the premise of which we consider the possibilities of Intern...
Hubungan Antara Adiksi Internet Dengan Pola Makan Pada Mahasiswa Universitas HKBP Nommensen Medan
Hubungan Antara Adiksi Internet Dengan Pola Makan Pada Mahasiswa Universitas HKBP Nommensen Medan
ABSTRACT
Introduction: Internet addiction is a syndrome that characterized by spending an enormous amount of time using internet and not being able to control internet usage....
Hubungan antara Stres Akademik dan Adiksi Internet dengan Self-control sebagai Moderator
Hubungan antara Stres Akademik dan Adiksi Internet dengan Self-control sebagai Moderator
Abstract. Studies that discuss the relationship between academic stress and internet addiction produce varying strengths of the relationship ranging from weak to strong. The study ...

