Volume 12, Issue 2, 2024
Poverty And Demographic Variables As Predictors Of Online Games Addiction Among Students In Lagos State University, Ojo – Counselling For Skill Acquisition.
Badejo A. O., & Gandonu Michael Babatunde
Abstract
This study investigates the relationship between poverty, demographic variables and online game addiction among students in Lagos State University: counselling for skill acquisition. Poverty, often characterized by limited financial resources may lead students to seek solace and entertainment in online games. Using online games addiction questionnaire, the research adopted a descriptive design to seek information about poverty, demographic variables and online game addiction among students in Lagos State University, Ojo: counselling for skill acquisition. Sample for the study consisted of 120 students from 3 faculties in Lagos State University, Ojo that were randomly selected from Education, Science and Arts. The instrument reliability coefficient using Cronbach’s Alpha test was 0.78. The instrument was administered on an individual basis and data collected were analysed using descriptive statistics of mean, standard deviation and percentages as well as inferential statistics of multiple regression analysis and ANOVA for stated hypotheses at a 0.05 level of significance. The result showed that there is a significant relationship between poverty, demographic variables and online game addiction among students in Lagos State University, Ojo. Counselling interventions include cognitive-behavioural therapy, family-based interventions and skill-acquisition programs
Keywords
Adolescents, Online games addiction, Poverty, Demographic variables, Counselling for skill acquisition
Full Text
Download
References
Ahn, J. & Randall, G., (2008). Computer game addiction. http://andrewd.ces.clemson.edu/courses/cpsc414/spring07/chp/team3.pdf.
Akınoglu, O. (2002). Egitim ve sosyalleşme açısından internet kullanımı (İstanbul örneği). Unpublished Phd’s Thesis, University of Sakarya, Sakarya, Turkey.
American Addiction Centers, Inc. (2022). PsychGuides.com. 444 W Beech St.., San Diego, CA, 92101. 1–(877)–849–6581. https://www.psychguides.com/about-psychguides/ on 11/4/2022.
Anderson CA, Bushman BJ (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychol Sci. 12:353-9.
Barnett J and Coulson M. (2010). Virtually Real: a Psychological Perspective on Massively Multiplayer Online Games. Review of General Psychology 14(2), 167–179.
Beranuy, M., Carbonell, X. & Griffiths, M. D. (2013). A Qualitative analysis of online gaming addicts in treatment. International Journal of Mental Health Addiction, 11: 149 – 161.
De Pasquale C, Sciacca F, Martinelli V, Chiappedi M, Dinaro C, Hichy Z. (2020) Relationship of internet gaming disorder with psychopathology and social adaptation in Italian young adults. Int J Environ Res Public Health. 2020;17:8201. https://doi. org/10.21203/rs.3.rs-15488/v1 PMid:33172015
Dwi, Yuniar, and kusuma wardhani (2022). “pada remaja laki-laki pemain game online di game center.†11: 96–100.
Faulkner, G., Irving, H., Adlaf, E. M. & Turner, N. (2014). Subtypes of adolescent video gamers: A latent class analysis. International journal of mental health addiction, http://link.springer.com/article/10 .1007/s11469-014-9501-6
Feng, W., Ramo, D. E., Chan, S. R., & Bourgeois, J. A. (2017). Internet gaming disorder: Trends in prevalence 1998–2016. Addictive Behaviours, 75, 17–24. https://doi.org/10.1016/j.addbeh.2017.06.010
Fisher, S. (1994). Identifying video game addiction in children and adolescents. Addictive behaviours, 19 (5): 545 – 553.
Gentile, D. A., Choo, H., Liau, A., Sim, T., Li, D., Fung, D. & Khoo, A. (2011). Pathological video game use among youths: A TwoYear Longitudinal Study. Pediatrics, 127 (2):e319 – e329.
Griffiths, M. & Wood, R. T. A. (2000). Risk Factors in Adolescence: The Case of Gambling, Videogame Playing, and the Internet. Journal Of Gambling Studies, 16 (2): 199 – 225.
Hassan, T., Alam, M. M., Wahab, A., & Hawlader, M. D. (2020). Prevalence and associated factors of internet addiction among young adults in Bangladesh. Journal of the Egyptian Public Health Association, 95(1), 3. https://doi.org/10.1186/s42506- 019-0032-7
Kaya (2013) A Scale Development Study: Motives and Consequences of Online Game Addiction. Turkish Neuropsychiatric Society, DOI:10.29399/npa.17017
Kaye, L. K., Kowert, R., & Quinn, S. (2017). The role of social identity and online social capital on psychosocial outcomes in MMO players. Computers in Human Behaviour, 74, 215–223. https://doi.org/10.1016/j.chb.2017.04.030
Kharisma, A. C., Fitryasari, R., & Rahmawati, P. D. (2020). Online Games Addiction and the Decline in Sleep Quality of College Student Gamers in the Online Game Communities in Surabaya, Indonesia. International Journal of Psychosocial Rehabilitation, 24(7)
Kiatsakared, P., & Chen, K. Y. (2022). The Effect of Flow Experience on Online Game Addiction during the COVID-19 Pandemic: The Moderating Effect of Activity Passion. Sustainability, 14, 12364. https://doi.org/10.3390/ su141912364
King, D. L., & Delfabbro, P. H. (2018). Internet gaming disorder: Theory, assessment, treatment, and prevention. Academic Press
King, D. L., Russell, A. M. T., Delfabbro, P. H., & Polisena, D. (2020). Fortnite microtransaction spending was associated with peers’ purchasing behaviors but not gaming disorder symptoms. Addictive Behaviors, 104(106311), 1–7. https://doi.org/ 10.1016/j.addbeh.2020.106311
Kiraly, ´ O., Griffiths, M. D., Urb´ an, R., Farkas, J., Kok¨ onyei, ¨ G., Elekes, Z., Tam´ as, D., & Demetrovics, Z. (2014). Problematic internet use and problematic online gaming are not the same: Findings from a large nationally representative adolescent sample. Cyberpsychology, Behaviour, and Social Networking, 17(12), 749–754. https://doi.org/ 10.1089/cyber.2014.0475
Király, O., Nagygyörgy, K., Griffiths, M. D., & Demetrovics, Z. (2014). Problematic online gaming. In K. P. Rosenberg & L. Curtiss Feder (Eds.), Behavioural addictions: Criteria, evidence, and treatment (61–97). Elsevier Academic Press. https://doi.org/10.1016/B978-0-12-407724-9.00004-5
Ko, C. H., Yen, J. Y., Yen, C. F., Chen, C. S., & Chen, C. C. (2012). The association between internet addiction and psychiatric disorder: A review of the literature. European Psychiatry: The Journal of the Association of European Psychiatrists, 27(1), 1–8. https://doi.org/10.1016/j.eurpsy.2010.04.011
Koo, H. J., & Kwon, J.-H. (2014). Risk and protective factors of internet addiction: A meta-analysis of empirical studies in Korea. Yonsei Medical Journal, 55(6), 1691–1711. https://doi.org/10.3349/ymj.2014.55.6.1691
Lee, J. Y., Shin, K. M., Cho, S.-M., & Shin, Y. M. (2014). Psychosocial risk factors associated with internet addiction in Korea. Psychiatry Investigation, 11(4), 380–386. https://doi.org/10.4306/pi.2014.11.4.380
Li, S., Ren, P., Chiu, M. M., Wang, C., & Lei, H. (2021b). The relationship between self-control and internet addiction among students: A meta-analysis. Frontiers in Psychology, 12. https://doi.org/10.3389/fpsyg.2021.735755
Liu M and Peng W. (2009). Cognitive and Psychological Predictors of The Negative Outcomes Associated with Playing Mmogs (Massively Multiplayer Online Games). 25(6), 1306–1311
Lucas, K. & Sherry, J. L. (2004). Sex Differences in Video Game Play: A Communication-Based Explanation. Communication research, 31 (5): 499 – 523
Marzilli, E., Cerniglia, L., Ballarotto, G., & Cimino, S. (2020). Internet addiction among young adult university students: The complex interplay between family functioning, impulsivity, depression, and anxiety (21), 1–15. https://doi.org/10.3390/ijerph17218231
Mihara & Higuchi (2017) Cross-sectional and longitudinal epidemiological studies of Internet gaming disorder: A systematic review of the literature. Psychiatry Clin Neurosci. (7):425-444. doi: 10.1111/pcn.12532. Epub
Mottram, A. J., & Fleming, M. J. (2009). Extraversion, impulsivity, and online group membership as predictors of problematic internet use. CyberPsychology and Behavior: The Impact of the Internet, Multimedia and Virtual Reality on Behaviour and Society, 12 (3), 319–321. https://doi.org/10.1089/cpb.2007.0170
Novrialdy, Eryzal (2019). Buletin Psikologi 27(2): 148
Paulus, Ohmann, Von Gontard, & Popow (2018) Internet gaming disorder in children and adolescents: A systematic review Developmental Medicine & Child Neurology, 60(7).
Peris, M., de la Barrera, U., Schoeps, K., & Montoya-Castilla, I. (2020). Psychological risk factors that predict social networking and internet addiction in adolescents. International Journal of Environmental Research and Public Health, 17(12), E4598. https://doi.org/10.3390/ijerph17124598
Pontes, C., Stavropoulos, M., & Griffiths, H. (2020) A brief psychological overview of disordered gaming. Current Opinion in Psychology 36:38-43
Pramudia, R. & Silvia, Y. (2018). Stop Kecanduan Game Online Stop Kecanduan Game Online
Pramudia, Rischa, and Silvia Yula Wardani (2018). Stop Kecanduan Game Online Stop Kecanduan Game Online
Puri, k. & Pugliese, R. (2012). Sex, lies, and video games: Moral panics of uses and gratifications. Bulletin of science, technology & Society, 32(5): 345 – 352
Shen, Y., Wang, L., Huang, C., Guo, J., De Leon, S. A., Lu, J., Luo, X., & Zhang, X. Y. (2021). Sex differences in prevalence, risk factors and clinical correlates of internet addiction among Chinese College Students. Journal of Affective Disorders, 279, 680–686. https://doi.org/10.1016/j.jad.2020.10.054.
Shi, J., Renwick, R. Turner, N.E. & Kirsh, B. (2019). Understanding the lives of problem gamers: The meaning, purpose, and influences of video gaming. Computers in Human Behaviour. 97, 291-303. https://doi.org/10.1016/j.chb.2019.03.023
Stansberry, K., Anderson, J., & Rainie, L. (2019). The internet will continue to make life better. Pew Research centre. https://www. Pewresearch.org.
Sugaya, Shirasaka, Takahashi, & Kanda (2019) Bio-psychosocial factors of children and adolescents with internet gaming disorder: a systematic review. Biopsychosoc Med. doi: 10.1186/s13030-019-0144-5. eCollection 2019.
Wang J-L, Sheng J-R and Wang H-Z (2019). The Association Between Mobile Game Addiction and Depression, Social Anxiety, and Loneliness. Front. Public Health 7:247. 0.doi: 10.3389/fpubh.2019.00247
Wittek, C. T., Finseras, T. R., Pallesen, S., Mentzoni, R. A., Hanss, D., Griffiths, M. D. & Molde, H. (2015). Prevalence and Predictors of Video Game Addiction: A Study Based on a National Representative Sample of Gamers. International Journal of Mental Health And Addiction. http://link.springer.com/article/10 .1007/s11469-015-9592- 8/fulltext.html
Yang, J., Fu, X., Liao, X., & Li, Y. (2020). Association of problematic smartphone use with poor sleep quality, depression, and anxiety: A systematic review and meta-analysis. Psychiatry Res, 284, 112686. https://doi.org/10.1016/j.psychres.2019.112686
Yeung, C. T. Y., & Chui, R. C. F. (2018). A Study on the Impact of Involvement in Violent Online Game and Self-Control on Hong Kong Young Adults’ Psychological Well-Being. In New Media for Educational Change (pp. 165 174). Springer, Singapore. https://doi.org/10.1007/978-981-10-8896-4_14
Young, K. S. (1996). Internet Addiction: The Emergence of a New Clinical Disorder. CyberPsychology & Behaviour, 1, 237-244.
Young, K.S. (2010). Understanding online gaming addiction and treatment issues for adolescents. The Centre for Internet Addiction Recovery [e-journal] Available through: Netaddiction.com.