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Maliheh Cheshmi

Bio: Maliheh Cheshmi is an academic researcher from University of Isfahan. The author has contributed to research in topics: Social skills. The author has an hindex of 1, co-authored 1 publications receiving 40 citations.
Topics: Social skills

Papers
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Journal Article
TL;DR: In this article, the authors investigated and compared the social skills of students addicted to computer games with normal students and found that the individuals addicted to these games have less social skills than normal students.
Abstract: Background: This study aimed to investigate and compare the social skills of students addicted to computer games with normal students. The dependent variable in the present study is the social skills. Methods: The study population included all the students in the second grade of public secondary school in the city of Isfahan at the educational year of 2009-2010. The sample size included 564 students selected using the cluster random sampling method. Data collection was conducted using Questionnaire of Addiction to Computer Games and Social Skills Questionnaire (The Teenage Inventory of Social Skill or TISS). Findings: The results of the study showed that generally, there was a significant difference between the social skills of students addicted to computer games and normal students. In addition, the results indicated that normal students had a higher level of social skills in comparison with students addicted to computer games. Conclusion: As the study results showed, addiction to computer games may affect the quality and quantity of social skills. In other words, the higher the addiction to computer games, the less the social skills. The individuals addicted to computer games have less social skills. Keywords: Computer games, Addiction to computer games, Social skills, Guidance school students.

44 citations


Cited by
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Journal ArticleDOI
TL;DR: Gaming disorder shares many features with addictions due to psychoactive substances and with gambling disorder, and functional neuroimaging shows that similar areas of the brain are activated.
Abstract: Online gaming has greatly increased in popularity in recent years, and with this has come a multiplicity of problems due to excessive involvement in gaming. Gaming disorder, both online and offline, has been defined for the first time in the draft of 11th revision of the International Classification of Diseases (ICD-11). National surveys have shown prevalence rates of gaming disorder/addiction of 10%-15% among young people in several Asian countries and of 1%-10% in their counterparts in some Western countries. Several diseases related to excessive gaming are now recognized, and clinics are being established to respond to individual, family, and community concerns, but many cases remain hidden. Gaming disorder shares many features with addictions due to psychoactive substances and with gambling disorder, and functional neuroimaging shows that similar areas of the brain are activated. Governments and health agencies worldwide are seeking for the effects of online gaming to be addressed, and for preventive approaches to be developed. Central to this effort is a need to delineate the nature of the problem, which is the purpose of the definitions in the draft of ICD-11.

321 citations

Journal ArticleDOI
TL;DR: The scientific literature on IGD is reviewed to provide an overview focusing on definitions, symptoms, prevalence, and aetiology.
Abstract: Aim Internet gaming disorder (IGD) is a serious disorder leading to and maintaining pertinent personal and social impairment. IGD has to be considered in view of heterogeneous and incomplete concepts. We therefore reviewed the scientific literature on IGD to provide an overview focusing on definitions, symptoms, prevalence, and aetiology. Method We systematically reviewed the databases ERIC, PsyARTICLES, PsycINFO, PSYNDEX, and PubMed for the period January 1991 to August 2016, and additionally identified secondary references. Results The proposed definition in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition provides a good starting point for diagnosing IGD but entails some disadvantages. Developing IGD requires several interacting internal factors such as deficient self, mood and reward regulation, problems of decision-making, and external factors such as deficient family background and social skills. In addition, specific game-related factors may promote IGD. Summarizing aetiological knowledge, we suggest an integrated model of IGD elucidating the interplay of internal and external factors. Interpretation So far, the concept of IGD and the pathways leading to it are not entirely clear. In particular, long-term follow-up studies are missing. IGD should be understood as an endangering disorder with a complex psychosocial background. What this paper adds In representative samples of children and adolescents, on average, 2% are affected by Internet gaming disorder (IGD). The mean prevalences (overall, clinical samples included) reach 5.5%. Definitions are heterogeneous and the relationship with substance-related addictions is inconsistent. Many aetiological factors are related to the development and maintenance of IGD. This review presents an integrated model of IGD, delineating the interplay of these factors.

290 citations

Journal ArticleDOI
TL;DR: A brief history of how research into video game addiction has changed over the last three decades (i.e., the 1980s, 1990s and 2000s) is given in this paper.
Abstract: Gaming addiction has become a topic of increasing research interest. The last decade has witnessed a significant increase in the number of empirical studies examining various aspects of problematic video game play and video game addiction. This paper begins with a brief past history of how research into video game addiction has changed over the last three decades (i.e., the 1980s, 1990s and 2000s). It then examines more thoroughly the contemporary research literature by analyzing the (i) prevalence of problematic video game use and video game addiction, (ii) negative consequences of excessive video game use, (iii) factors associated with problematic video game use and video game addiction, and (iv) the treatment of problematic video game use and video game addiction. The paper concludes by looking at the trends in the field and a somewhat theoretical examination of what the future of video game addiction might be.

222 citations

Book ChapterDOI
01 Apr 2015
TL;DR: The definition and conceptualization of problematic gaming have been discussed in this paper, where the authors discuss its history, its epidemiology, associated factors, and treatment interventions, including cognitive-behavioral therapy, other psychological treatments, and pharmacotherapy.
Abstract: This chapter presents issues surrounding the definition and conceptualization of problematic gaming, discusses its history, and reviews research into its epidemiology, associated factors, and treatment. A noticeable shift in the mode of video game play has occurred from “pay-to-play” arcade video games and stand-alone video games to online massively multiplayer video games. Many terms have been proposed to describe the excessive and detrimental use of video games, which in severe cases has compulsive or addictive characteristics similar to those seen in substance addiction. There are large inconsistencies in the prevalence rates of problematic gaming. Young males and university students appear to be at greatest risk. Studies have demonstrated an association of problematic gaming with numerous personality dimensions and traits and psychiatric disorders—neuroticism, aggression and hostility, sensation seeking, and attention deficit and hyperactivity disorder. Treatment interventions for problematic gaming include cognitive-behavioral therapy, other psychological treatments, and pharmacotherapy.

104 citations

Journal ArticleDOI
TL;DR: In this paper, a systematic review of available literature using Preferred Reporting Items for Systematic Reviews and Meta-analysis (PRISMA) guidelines was carried out, where 24 distinct personality traits had been examined in relation to IGD and some of these traits were demonstrated as risk factors for gaming addiction.
Abstract: For most individuals, videogame playing is a fun and enjoyable activity that brings many benefits. However, for a small minority, the activity can be problematic and has led to much research into “gaming disorder.” In explanations concerning the contributory factors to gaming disorder, personality traits have been increasingly studied. The present paper carried out a systematic review of available literature using Preferred Reporting Items for Systematic Reviews and Meta-analysis (PRISMA) guidelines. The inclusion criteria were (i) publication date between 2000 and 2018, (ii) being an empirical study, (iii) written in English and Turkish languages (the two languages spoken by the authors), (iv) published in a scholarly peer-reviewed journal, and (v) conducted an assessment of IGD and personality traits objectively. Studies were excluded from the review if they were (i) single-case studies, (ii) unpublished thesis and dissertation studies, and (iii) not published in a peer-reviewed journal. Following these procedures, 21 eligible empirical studies were included. Results demonstrated that 24 distinct personality traits had been examined in relation to IGD and that some of these traits were demonstrated as risk factors for gaming addiction (although not always in the same direction).

71 citations