Podcast
Questions and Answers
What are the dependent variables measured in this study?
What are the dependent variables measured in this study?
Life satisfaction and life balance
What is the main objective of the study?
What is the main objective of the study?
To determine the relationships among online gaming usage, life satisfaction, and life balance among PUP college students.
What demographic profiles of the respondents were examined?
What demographic profiles of the respondents were examined?
Age, gender, college department, and year level.
What are the subdimensions used to measure online gaming usage?
What are the subdimensions used to measure online gaming usage?
What are the subdimensions used to measure life satisfaction?
What are the subdimensions used to measure life satisfaction?
What are the subdimensions used to measure life balance?
What are the subdimensions used to measure life balance?
What did Mentzoni et.al., (2011) conclude about the relationship between psychosocial well-being and pathological gaming among adolescent gamers?
What did Mentzoni et.al., (2011) conclude about the relationship between psychosocial well-being and pathological gaming among adolescent gamers?
What were the associations found by Mentzoni et.al., (2011) between problematic use of video games and mental health indicators?
What were the associations found by Mentzoni et.al., (2011) between problematic use of video games and mental health indicators?
What was the estimated prevalence of video game addiction according to the nationwide survey conducted by Mentzoni et.al., (2011)?
What was the estimated prevalence of video game addiction according to the nationwide survey conducted by Mentzoni et.al., (2011)?
What percentage of the sample reported problematic use of video games in the survey conducted by Mentzoni et.al., (2011)?
What percentage of the sample reported problematic use of video games in the survey conducted by Mentzoni et.al., (2011)?
How was the initial sample selected for the survey conducted by Mentzoni et.al., (2011)?
How was the initial sample selected for the survey conducted by Mentzoni et.al., (2011)?
What were the key differences in mental health indicators between problem video gamers and non-gamers identified by Mentzoni et.al., (2011)?
What were the key differences in mental health indicators between problem video gamers and non-gamers identified by Mentzoni et.al., (2011)?
What is the significance of context in differentiating between excessive and addictive gaming?
What is the significance of context in differentiating between excessive and addictive gaming?
How do the two case studies mentioned in the text differ despite both players playing up to 14 hours per day?
How do the two case studies mentioned in the text differ despite both players playing up to 14 hours per day?
According to the study, what should the definition of online gaming addiction consider?
According to the study, what should the definition of online gaming addiction consider?
What conclusion does the study draw about playing video games for 14 hours every day?
What conclusion does the study draw about playing video games for 14 hours every day?
What does the study suggest about the relationship between the amount of time spent playing and problematic online gaming?
What does the study suggest about the relationship between the amount of time spent playing and problematic online gaming?
What percentage of the respondents are BS-Psychology students?
What percentage of the respondents are BS-Psychology students?
What has research shown about a small group of individuals in relation to gaming?
What has research shown about a small group of individuals in relation to gaming?
How many 4th year students are included in the respondents?
How many 4th year students are included in the respondents?
What percentage of the respondents are 1st year students?
What percentage of the respondents are 1st year students?
Which department has 37.6% of the respondents?
Which department has 37.6% of the respondents?
What is the weighted verbal mean interpretation for 'Occasionally' in terms of online gaming usage?
What is the weighted verbal mean interpretation for 'Occasionally' in terms of online gaming usage?
What is the percentage of 3rd year students among the respondents?
What is the percentage of 3rd year students among the respondents?
What questionnaire was used to assess problematic online gaming behavior (POGB) among the Rishikesh college students in India?
What questionnaire was used to assess problematic online gaming behavior (POGB) among the Rishikesh college students in India?
What were the two tools used to assess mental well-being and depressive symptoms among the participants?
What were the two tools used to assess mental well-being and depressive symptoms among the participants?
What was the prevalence of POGB among the cohort of Rishikesh college students?
What was the prevalence of POGB among the cohort of Rishikesh college students?
What was the significant association found in the study regarding mental well-being and depressive symptoms?
What was the significant association found in the study regarding mental well-being and depressive symptoms?
What did the study participants with poor mental well-being and mild to moderately severe depressive symptoms have higher odds of developing?
What did the study participants with poor mental well-being and mild to moderately severe depressive symptoms have higher odds of developing?
Where did Nahas et.al., (2018) conduct a study on problematic online gaming among college students?
Where did Nahas et.al., (2018) conduct a study on problematic online gaming among college students?