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Playing Video Games – Psychical Threat to Adults?

Published online by Cambridge University Press:  23 March 2020

M. Toś
Affiliation:
Medical University of Silesia, Department of Rehabilitation Psychiatry, Katowice, Poland
E. Wilk
Affiliation:
Medical University of Silesia, Department of Rehabilitation Psychiatry, Katowice, Poland
A. Myszczuk
Affiliation:
Medical University of Silesia, Department of Rehabilitation Psychiatry, Katowice, Poland
A. Bratek
Affiliation:
Medical University of Silesia, Department of Psychiatry and Psychotherapy, Katowice, Poland
K. Krzysztof
Affiliation:
Medical University of Silesia, Department of Rehabilitation Psychiatry, Katowice, Poland

Abstract

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Background

Video games become increasingly popular form of spending free time, therefore they are often a research subject. Researchers focus mainly on video games influence over children's psyche and their social interactions, although video games can also have an impact on adult's behaviour.

Objectives

Incidence of social anxiety disorder and impulsiveness among video game players and non-players.

Material and methods

An anonymous online survey included 263 students of medical university of Silesia (112 M and 151 W). In study group, 142 people (54%) declared to be players. Questionnaire contained questions about playing time, Barratt Impulsiveness Scale and Liebowitz Social Anxiety Scale. Statistical analyses were performed using the statistical software package Statistica 12.

Results

Using Liebowitz Scale in 168 (64.86%) all studied people lack of phobia was found, moderate social phobia 39 (15.06%), marked social phobia 26 (10.03%), severe social phobia 17(6.56%) and very severe social phobia 9(3.47%). There was no statistical significance between players and non-players (test Chi2P = 0.6521). Also in Barratt Scale statistical significance was not found in attentional impulsiveness (test U M-W P = 0.3267) and in Motor impulsiveness (test U M-W P = 0.3140). Statistical significance was observed in Non-planning impulsiveness (players: 23.68 V non-players: 22.02; test U M-W P = 0.0036).

Conclusions

The study did not show clear influence adult's video games playing over social phobia and impulsiveness occurrence.

Disclosure of interest

The authors have not supplied their declaration of competing interest.

Type
e-Poster walk: Anxiety disorders and somatoform disorders
Copyright
Copyright © European Psychiatric Association 2017
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