º£ÆÃ¡¤°ÔÀÓ | Cases & Studies in Betting & Gaming | 赌ÚÏ & ÷áÏõ
- Article] Self-perception and life satisfaction in video game addiction in young adolescents (11-14 years old)
-
DocNo of ILP: 980
Doc. Type: Article
Title: Self-perception and life satisfaction in video game addiction in young adolescents (11-14 years old)
Authors: Gaetan, S; Bonnet, A; Pedinielli, JL
Full Name of Authors: Gaetan, S.; Bonnet, A.; Pedinielli, J. -L.
Keywords by Author: Virtual; Avatar; Self; Addiction; Video game; Adolescent
Keywords Plus:
Abstract: Introduction. - Video games are part of our society's major entertainments. This is now a global industry that covers the preferential activity of adolescents. But for some, the practice goes beyond a game and becomes an addictive functioning. Clinical practice is then faced with a new problem. It is important to understand the special bond that develops between a player and his/her video game in order to understand the addictive process. Background. - The game consists of a virtual world, a graphical construction that is a simulation of reality and which reinvents the laws that govern it. It also consists of a character embodied by the player who controls it: the avatar. Through the virtual world and avatar, the game offers the player a virtual personification that matches his/her expectations and projected ideal. The avatar allows the subject to compensate, or even to modify some aspects of the Self and thus enhance his/her perception of him/herself; the virtual life become more satisfying than real life. Objectives. - The aim of this research is to propose, from the study of the relationship between psychosocial variables (self-perception and life satisfaction) and the adolescent's practice of video games, elements of construction of an explanatory model of video gambling addiction. Methods. - The population of this research is composed of 74 adolescents aged 11-14 years (M-age = 12.78 and SD = 0.921). Fourteen are identified as addicted to video games by the results of the Game Addiction Scale. The quantitative methodology allows measurement of the different psychosocial variables which appear important in the addictive process. The instruments used are: the Game Addiction Scale, the Self-Perception Profile and the Satisfaction with Life Scale. Results. - The results show that adolescents addicted to video games see their virtual and current Self as being less proficient than other teenagers. Furthermore, teenagers addicted to video games see their virtual Self as more proficient and adapted to the environment than their current Self. Moreover, adolescents addicted perceive their lives as less satisfying than others'. Hence, virtual life is perceived as more satisfying than real life among teenagers addicted to video games. Finally, this virtual experience is thus one of the factors that explain the addiction to video games. Through the game, the teenager can "live" a new version of him/herself, becoming secondarily alienating. The virtual world supplants real life and becomes the source of a clash of identity. (c) L'Encephale, Paris, 2012.
Cate of OECD: Basic medicine
Year of Publication: 2012
Business Area: game
Detail Business: game
Country: France
Study Area: regulation, law, globalization, globalization, simulation, simulation, terminal, video, player, adolescent, addiction
Name of Journal: ENCEPHALE-REVUE DE PSYCHIATRIE CLINIQUE BIOLOGIQUE ET THERAPEUTIQUE
Language: French
Country of Authors: [Gaetan, S.; Bonnet, A.; Pedinielli, J. -L.] Univ Aix Marseille 1, F-13621 Aix En Provence, France
Press Adress: Gaetan, S (reprint author), Univ Aix Marseille 1, 29 Ave R Schuman, F-13621 Aix En Provence, France.
Email Address: sogaetan@gmail.com
Citaion:
Funding:
Lists of Citation: Bessiere K, 2007, CYBERPSYCHOL BEHAV, V10, P530, DOI 10.1089/cpb.2007.9994; Blais M. R., 1989, REV CAN SCI COMPORT, V21, P210; Bonnet A, 2003, ENCEPHALE, V29, P488; BOUFFARD T, 2002, REV CAN SCI COMPORT, V34, P158; Caillois R, 1957, JEUX HOMMES; Corcos M, 2006, PSYCHOTROPES, V12, P71; Diener E, 1999, PSYCHOL BULL, V125, P276, DOI 10.1037/0033-2909.125.2.276; Enquete IPSOS, 2009, ENF INT; GOODMAN A, 1990, BRIT J ADDICT, V85, P1403; Healy JM, 1990, ENDANGERED MINDS; Hermans H., 1995, SELF NARRATIVES CONS; HIGGINS ET, 1987, PSYCHOL REV, V94, P319, DOI 10.1037//0033-295X.94.3.319; Jeammet P, 2005, PSYCHOTROPES, V3-4, P9; Ko CH, 2005, J NERV MENT DIS, V193, P273, DOI 10.1097/01.nmd.00001583373.85150.57; Kohut H, 1974, SOI; Lemmens JS, 2008, MONTR ACT C INT COMM; McDougall J, 1982, THEATRE JE; McDougall J, 1978, PLAIDOYER CERTAINE A; McKenna KYA, 2000, PERS SOC PSYCHOL REV, V4, P57, DOI 10.1207/S15327957PSPR0401_6; Mediametrie, 2010, OBS JEUX VID; Messin A, 2009, USAGE INTERNET CULTU; Olievenstein C, 1982, VIE TOXICOMANE; Pedinielli JL, 2000, MONOGRAPHIES PSYCHOP; Pedinielli JL, 2008, PSYCHOTROPES, P3; QUEAU P., 1993, VIRTUEL VERTUS VERTI; Schmit S, 2011, ENCEPHALE, V37, P217, DOI 10.1016/j.encep.2010.06.006; Tisseron S, 1999, CARNETPSY, V47, P23; Tisseron S, 2009, PSYCHOTROPES, V15, P21; Tisseron S, 2006, ENFANT RISQUE VIRTUE; Valleur M, 2009, PSYCHOTROPES, V1, P9; Valleur M, 2002, ADDICTION SANS DROGU, P6; Valleur M, 2002, ADDICTIONS PANORAMA; Varescon I, 2009, ADDICTIONS COMPORTEM; Wan CS, 2006, CYBERPSYCHOL BEHAV, V9, P649
Number of Citaion: 34
Publication: MASSON EDITEUR
City of Publication: MOULINEAUX CEDEX 9
Address of Publication: 21 STREET CAMILLE DESMOULINS, ISSY, 92789 MOULINEAUX CEDEX 9, FRANCE
ISSN: 0013-7006
29-Character Source Abbreviation: ENCEPHALE
ISO Source Abbreviation: Enceph.-Rev. Psychiatr. Clin. Biol. Ther.
Volume: 38
Version: 6
Start of File: 512
End of File: 518
DOI: 10.1016/j.encep.2012.04.003
Number of Pages: 7
Web of Science Category: Neurosciences; Psychiatry
Subject Category: Neurosciences & Neurology; Psychiatry
Document Delivery Number: 082GF
Unique Article Identifier: WOS:000314379600010
[ÀÌ °Ô½Ã¹°Àº HyeJung Mo¡¦´Ô¿¡ ÀÇÇØ 2015-05-20 14:37:45 GAMBLING¿¡¼ À̵¿ µÊ]
- reply : 0
-
- list
-
- next