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      • KCI등재

        Characteristics and Psychiatric Symptoms of Internet Gaming Disorder among Adults Using Self-Reported DSM-5 Criteria

        NaRi Kim,SamuelSukHyun Hwang,JungSeok Choi,DaiJin Kim,Zsolt Demetrovics,Orsolya Kiraly,Katalin Nagygyorgy,Mark. D. Griffiths,SoYeon Hyun,HyunChul Youn,SamWook Choi 대한신경정신의학회 2016 PSYCHIATRY INVESTIGATION Vol.13 No.1

        Objective-The Section III of the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) proposed nine diagnostic criteria and five cut-point criteria for Internet Gaming Disorder (IGD). We aimed to examine the efficacy of such criteria. Methods-Adults (n=3041, men: 1824, women: 1217) who engaged in internet gaming within last 6 months completed a self-report online survey using the suggested wordings of the criteria in DSM-5. Major characteristics, gaming behavior, and psychiatric symptoms of IGD were analyzed using ANOVA, chi-square, and correlation analyses. Results-The sociodemographic variables were not statistically significant between the healthy controls and the risk group. Among the participants, 419 (13.8%) were identified and labeled as the IGD risk group. The IGD risk group scored significantly higher on all motivation subscales (p<0.001). The IGD risk group showed significantly higher scores than healthy controls in all nine psychiatric symptom dimensions, i.e., somatization, obsession-compulsion, interpersonal sensitivity, depression, anxiety, hostility, phobic anxiety, paranoid ideation, and psychoticism (p<0.001). Conclusion-The IGD risk group showed differential psychopathological manifestations according to DSM-5 IGD diagnostic criteria. Further studies are needed to evaluate the reliability and validity of the specific criteria, especially for developing screening instruments.

      • KCI등재

        Compensatory Usage of the Internet: The Case of Mukbang Watching on YouTube

        Kagan Kircaburun,Sabah Balta,Emrah Emirtekin,Ş,ule Betü,l Tosuntaş,,Zsolt Demetrovics,Mark D. Griffiths 대한신경정신의학회 2021 PSYCHIATRY INVESTIGATION Vol.18 No.4

        Objective Accumulating empirical research has emphasized that a wide range of online activities–such as using social networking sites–can be performed in order to compensate unattained needs or to cope with negative affect and psychopathological symptoms. Al-though the correlates of problematic social networking use have been extensively investigated, less is known about problematic YouTube use (PYU), an umbrella term grouping a number of different activities (e.g., viewing of online video games, watching specific YouTube channels). Furthermore, nothing is known concerning increasingly popular and distinct YouTube-related activities such as mukbang watching (i.e., watching livestream “eating broadcasts” where someone eats various foods in front of the camera while interacting with viewers). The aim of the present study was to examine the mediating role of problematic mukbang watching (PMW) on the relation-ships between depression and loneliness with PYU. Methods An online survey that comprised assessment tools for aforementioned variables was administered to 217 mukbang viewers (mean age=20.58 years, range 18–33 years). Results Results indicated that PMW was positively related to loneliness and PYU. Depression was positively and directly associated with PYU but was not associated with PMW. Conclusion Further research is required to better understand the psychological processes underlying problematic mukbang watching and its association with other mental health conditions (e.g., addictive disorders, eating disorders). Psychiatry Investig 2021;18(4):269-276

      • KCI등재

        Psychometric Assessment of the Motives for Online Gaming Questionnaire Among Iranian Gamers

        Marziyeh Hamzehzadeh,Arshiya Sangchooli,Rabert Farnam,Hosein Rafiemanesh,Behrang Shadloo,Kamyar Ghani,Maral Mardaneh Jobehdar,Masoumeh Amin-Esmaeili,Jamileh Rahimi,Zsolt Demetrovics,Orsolya Király,Afa 대한신경정신의학회 2022 PSYCHIATRY INVESTIGATION Vol.19 No.5

        Objective Gaming motivations are crucial aspects of healthy and problematic video gaming behavior. The aim of this study was to assess the psychometric properties of the widely used Motives for Online Gaming Questionnaire (MOGQ).Methods Test-retest reliability was evaluated in a sample of 66 university students. Data from 791 participants in an online survey of Iranian online gamers were examined to assess convergent validity and construct validity using confirmatory factor analysis. Internal consistency of MOGQ factors was assessed in both samples.Results The item content validity index (I-CVI) and the scale content validity index (S-CVI) were between 0.8 and 1.0 for clarity and relevancy. The test-retest reliability of the 27-item questionnaire was 0.85 and internal consistency was 0.94. After incorporating additional error paths, model fit improved to an acceptable level. The MOGQ factors had acceptable correlations with relevant motivational scales such as Gaming Motivation Scale and Player Experience of Need Satisfaction. Recreation motives had the highest average score in the sample and social ones had the lowest, and males scored higher than females across all motivation domains except escape.Conclusion The MOGQ is a suitable instrument for the assessment of online gaming motivations in the Iranian population.

      • KCI등재

        Psychometric Properties of the Persian Version of the Gaming Motivation Scale

        Kamyar Ghani,Rabert Farnam,Hosein Rafiemanesh,Behrang Shadloo,Arshiya Sangchooli,Marziyeh Hamzehzadeh,Maral Mardaneh Jobehdar,Masoumeh Amin-Esmaeili,Yekta Rahimi,Zsolt Demetrovics,Orsolya Király,Afari 대한신경정신의학회 2023 PSYCHIATRY INVESTIGATION Vol.20 No.7

        Objective Gaming motivations are a central aspect of playing video games, and their importance to understanding both healthy and problematic gaming behavior has been increasingly elucidated. In this study, we aimed to translate the 18-item Gaming Motivation Scale (GAMS-18) to Persian and validate it in a population of Persian speaking gamers, specifically for the assessment of online gaming.Methods After translation from English to Persian, content validity of the questionnaire was assessed by a panel of experts and test–retest reliability was calculated in a sample of 70 students. Data from an online survey of 791 Iranian online gamers were used for the assessment of construct validity using confirmatory factor analysis.Results The item content validity index and the scale content validity index for clarity and relevance ranged from 0.80 to 1.00. Internal consistency reliability of the GAMS-18 was 0.90 and the test–retest reliability was 0.89. The test–retest reliability of the GAMS-18 was 0.89, and the internal consistency was 0.90. The GAMS factors had acceptable correlation with other motivational scale such as Player Experience of Need Satisfaction. Incorporating the proposed additional error paths improved the model fit to an acceptable level.Conclusion The Persian version of the GAMS can assess digital gaming behavior based on the six self-determination theory motivation types, and measures different aspects of motivation that other instruments. It is also demonstrated to have good reliability and validity and could be used in research on the motivations of online gamers in Persian-speaking populations.

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