Online Gaming Usage, Life Satisfaction, and Life Balance Study
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Questions and Answers

What are the dependent variables measured in this study?

Life satisfaction and life balance

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?

Age, gender, college department, and year level.

What are the subdimensions used to measure online gaming usage?

<p>Preoccupation, Immersion, Withdrawal, Overuse, Interpersonal Conflicts, Social Isolation.</p> Signup and view all the answers

What are the subdimensions used to measure life satisfaction?

<p>School, Self, Family, Friends, Living Environment.</p> Signup and view all the answers

What are the subdimensions used to measure life balance?

<p>Health</p> Signup and view all the answers

What did Mentzoni et.al., (2011) conclude about the relationship between psychosocial well-being and pathological gaming among adolescent gamers?

<p>Lower psychosocial well-being can be considered an antecedent of pathological gaming.</p> Signup and view all the answers

What were the associations found by Mentzoni et.al., (2011) between problematic use of video games and mental health indicators?

<p>Problematic use of video games was associated with lower life satisfaction and elevated levels of anxiety and depression.</p> Signup and view all the answers

What was the estimated prevalence of video game addiction according to the nationwide survey conducted by Mentzoni et.al., (2011)?

<p>0.6 percent</p> Signup and view all the answers

What percentage of the sample reported problematic use of video games in the survey conducted by Mentzoni et.al., (2011)?

<p>4.1 percent</p> Signup and view all the answers

How was the initial sample selected for the survey conducted by Mentzoni et.al., (2011)?

<p>Randomly selected from the Norwegian National Registry</p> Signup and view all the answers

What were the key differences in mental health indicators between problem video gamers and non-gamers identified by Mentzoni et.al., (2011)?

<p>Problem video gamers had higher levels of anxiety and depression and lower life satisfaction.</p> Signup and view all the answers

What is the significance of context in differentiating between excessive and addictive gaming?

<p>Context plays a crucial role in understanding the motivations and experiences of gamers.</p> Signup and view all the answers

How do the two case studies mentioned in the text differ despite both players playing up to 14 hours per day?

<p>There were notable variations in their psychological motivations, the significance they attributed to gaming, and their overall gaming experiences.</p> Signup and view all the answers

According to the study, what should the definition of online gaming addiction consider?

<p>The detrimental effects that excessive gaming has on a gamer's life in general.</p> Signup and view all the answers

What conclusion does the study draw about playing video games for 14 hours every day?

<p>Playing for 14 hours daily does not necessarily lead to negative effects on a player's life.</p> Signup and view all the answers

What does the study suggest about the relationship between the amount of time spent playing and problematic online gaming?

<p>The amount of time spent playing is not necessarily equal to problematic online gaming.</p> Signup and view all the answers

What percentage of the respondents are BS-Psychology students?

<p>62.4%</p> Signup and view all the answers

What has research shown about a small group of individuals in relation to gaming?

<p>They develop a pattern of gaming that results in negative consequences.</p> Signup and view all the answers

How many 4th year students are included in the respondents?

<p>138</p> Signup and view all the answers

What percentage of the respondents are 1st year students?

<p>22.2%</p> Signup and view all the answers

Which department has 37.6% of the respondents?

<p>BS-Economics</p> Signup and view all the answers

What is the weighted verbal mean interpretation for 'Occasionally' in terms of online gaming usage?

<p>Seldom</p> Signup and view all the answers

What is the percentage of 3rd year students among the respondents?

<p>19.0%</p> Signup and view all the answers

What questionnaire was used to assess problematic online gaming behavior (POGB) among the Rishikesh college students in India?

<p>Problematic Online Gaming Questionnaire (POGQ)</p> Signup and view all the answers

What were the two tools used to assess mental well-being and depressive symptoms among the participants?

<p>World Health Organization Well-Being Index (WHO-5) and Patient Health Questionnaire-9 (PHQ-9)</p> Signup and view all the answers

What was the prevalence of POGB among the cohort of Rishikesh college students?

<p>27.4%</p> Signup and view all the answers

What was the significant association found in the study regarding mental well-being and depressive symptoms?

<p>Association between POGB and mental well-being, as well as depressive symptoms</p> Signup and view all the answers

What did the study participants with poor mental well-being and mild to moderately severe depressive symptoms have higher odds of developing?

<p>Problematic online gaming behavior (POGB)</p> Signup and view all the answers

Where did Nahas et.al., (2018) conduct a study on problematic online gaming among college students?

<p>Egypt</p> Signup and view all the answers

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