scispace - formally typeset
Search or ask a question
Author

Helge Molde

Bio: Helge Molde is an academic researcher from University of Bergen. The author has contributed to research in topics: Population & Personality. The author has an hindex of 24, co-authored 61 publications receiving 2644 citations.


Papers
More filters
Journal ArticleDOI
TL;DR: Gender (male) and age group (young) were strong predictors for problematic use of video games, and a higher proportion of high frequency compared with low frequency players preferred massively multiplayer online role-playing games, although the majority of high Frequency players preferred other game types.
Abstract: A nationwide survey was conducted to investigate the prevalence of video game addiction and problematic video game use and their association with physical and mental health An initial sample comprising 2,500 individuals was randomly selected from the Norwegian National Registry A total of 816 (340 percent) individuals completed and returned the questionnaire The majority (563 percent) of respondents used video games on a regular basis The prevalence of video game addiction was estimated to be 06 percent, with problematic use of video games reported by 41 percent of the sample Gender (male) and age group (young) were strong predictors for problematic use of video games A higher proportion of high frequency compared with low frequency players preferred massively multiplayer online role-playing games, although the majority of high frequency players preferred other game types Problematic use of video games was associated with lower scores on life satisfaction and with elevated levels of an

461 citations

Journal ArticleDOI
TL;DR: Estimating the global lifetime prevalence rate of anabolic-androgenic steroid (AAS) use and investigating moderators of the prevalence rate found sample type (athletes), assessment method, sampling method, and male sample percentage were significant predictors of AAS use prevalence.

391 citations

Journal ArticleDOI
TL;DR: Investigation of prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway, showed gender (being male) and age group (being young) were positively associated with addicted-, problem-, and engaged gamers.
Abstract: Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway (N = 3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers. Gender (being male) and age group (being young) were positively associated with addicted-, problem-, and engaged gamers. Place of birth (Africa, Asia, South- and Middle America) were positively associated with addicted- and problem gamers. Video game addiction was negatively associated with conscientiousness and positively associated with neuroticism. Poor psychosomatic health was positively associated with problem- and engaged gaming. These factors provide insight into the field of video game addiction, and may help to provide guidance as to how individuals that are at risk of becoming addicted gamers can be identified.

240 citations

Journal ArticleDOI
TL;DR: Psychological interventions for pathological gamble seem to be yield very favourable short- and long-term outcomes.
Abstract: Aims To investigate the short- and long-term effect of psychological treatments of pathological gambling and factors relating to treatment outcome. Design and setting This study provides a quantitative meta-analytical review of psychotherapeutic treatments of pathological gambling. Studies were identified by computer search in the PsycINFO and Medline databases covering the period from 1966 to 2004, as well as from relevant reference lists. Inclusion criteria The target problem was pathological gambling, the treatment was psychological, the study was published in English and outcomes directly pertaining to gambling were employed. Single case studies, studies where elimination of gambling not was the priority and studies with insufficient statistical information were excluded from the present meta-analysis. Participants A total of 37 outcome studies, published or reported between 1968 and 2004, were identified. Of these 15 were excluded, thus 22 studies were included, involving 1434 subjects. The grand mean age was 40.1 years. The overall proportion of men was 71.5%. Measurements The included studies were coded for outcome measures of pathological gambling. For each condition, means and standard deviations for gambling-related outcome measures, all based upon self-reports or therapist ratings, were compiled at three points in time: baseline, post-treatment and the last follow-up reported. Findings Effect sizes represent the difference between the mean score in a treatment condition and a control condition or the difference between mean scores at separated points in time for one group, expressed in terms of standard deviation units. At post-treatment the analysis indicated that psychological treatments were more effective than no treatment, yielding an overall effect size of 2.01 (P < 0.01). At follow-up (averaging 17.0 months) the corresponding effect size was 1.59 (P < 0.01). A multiple regression analysis showed that the magnitude of effect sizes at post-treatment were lower in studies including patients with a formal diagnosis of pathological gambling only, compared to studies not employing such inclusion criteria. Effect sizes were also higher in randomized controlled trials compared to not randomized controlled trials, higher in within subjects designs compared to between subjects designs and also positively related to number of therapy sessions. No mediator variables were significantly related to the magnitude of the effect sizes at follow-up. Conclusion Psychological interventions for pathological gamble seem to be yield very favourable short- and long-term outcomes.

238 citations

Journal ArticleDOI
TL;DR: Delayed sleep phase appears to be common amongst Norwegian adolescents and is associated with negative outcomes such as lower average school grades, smoking, alcohol usage, and elevated anxiety and depression scores.

187 citations


Cited by
More filters
01 Jan 2016
TL;DR: This application applied longitudinal data analysis modeling change and event occurrence will help people to enjoy a good book with a cup of coffee in the afternoon instead of facing with some infectious virus inside their computer.
Abstract: Thank you very much for downloading applied longitudinal data analysis modeling change and event occurrence. As you may know, people have look hundreds times for their favorite novels like this applied longitudinal data analysis modeling change and event occurrence, but end up in malicious downloads. Rather than enjoying a good book with a cup of coffee in the afternoon, instead they are facing with some infectious virus inside their computer.

2,102 citations

Journal ArticleDOI
TL;DR: The Bergen Facebook Addiction Scale was constructed and administered to 423 students together with several other standardized self-report scales, and was positively related to Neuroticism and Extraversion, and negatively related to Conscientiousness.
Abstract: The Bergen Facebook Addiction Scale (BFAS), initially a pool of 18 items, three reflecting each of the six core elements of addiction (salience, mood modification, tolerance, withdrawal, conflict, and relapse), was constructed and administered to 423 students together with several other standardized self-report scales (Addictive Tendencies Scale, Online Sociability Scale, Facebook Attitude Scale, NEO-FFI, BIS/BAS scales, and Sleep questions). That item within each of the six addiction elements with the highest corrected item-total correlation was retained in the final scale. The factor structure of the scale was good (RMSEA = .046, CFI = .99) and coefficient alpha was .83. The 3-week test-retest reliability coefficient was .82. The scores converged with scores for other scales of Facebook activity. Also, they were positively related to Neuroticism and Extraversion, and negatively related to Conscientiousness. High scores on the new scale were associated with delayed bedtimes and rising times.

1,128 citations

Journal ArticleDOI
TL;DR: High frequency of mobile phone use at baseline was a risk factor for mental health outcomes at 1-year follow-up among the young adults, and the risk for reporting mental health symptoms at follow- up was greatest among those who had perceived accessibility via mobile phones to be stressful.
Abstract: Background Because of the quick development and widespread use of mobile phones, and their vast effect on communication and interactions, it is important to study possible negative health effects of mobile phone exposure. The overall aim of this study was to investigate whether there are associations between psychosocial aspects of mobile phone use and mental health symptoms in a prospective cohort of young adults.

929 citations