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Institution

Nottingham Trent University

EducationNottingham, United Kingdom
About: Nottingham Trent University is a education organization based out in Nottingham, United Kingdom. It is known for research contribution in the topics: Population & Context (language use). The organization has 4702 authors who have published 12862 publications receiving 307430 citations. The organization is also known as: NTU & Trent Polytechnic.


Papers
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Journal ArticleDOI
TL;DR: In this paper, a study of the social identities of teenagers living in Brixton, South London, reveals the dialectic between identity and representation and highlights the importance of representations in the construction of identity.
Abstract: The aim of this paper is to address the question: what impact do others' representations have on the construction of identity. A study of the social identities of teenagers living in Brixton, South London, reveals the dialectic between identity and representation. The first section describes the research context, sets out the procedure to the 7 focus groups with a total of 44 school students (girls and boys from a variety of cultural backgrounds from three different secondary schools), and explains the process of computer-assisted qualitative analysis. In the second section I describe the findings. In exploring the different strategies teenagers use in the development of positive social identities and self-esteem, particularly in relation to black teenagers, the dynamic and contested nature of identity comes to the fore. These findings are then used, in section three, to demonstrate the value of incorporating social representations into social identity and self-categorisation theories. This demands a critical review of these theories and highlights the importance of representations in the construction of identity.

233 citations

Journal ArticleDOI
TL;DR: It appears that online gaming in general is not necessarily associated with problems, however, problematic gamers do seem to play online games more often, and a small subgroup of gamers – specifically boys – showed lower psychosocial functioning and lower grades.
Abstract: Aims: The current study explored the nature of problematic (addictive) video gaming (PVG) and the association with game type, psychosocial health, and substance use. Methods: Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking). Results: Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5%) than girls (1%). High problematic gamers showed higher scores on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG than non-users. Conclusions: It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers – specifically boys – showed lower psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming.

232 citations

Journal ArticleDOI
TL;DR: The EAI is a valid and reliable tool which would be capable of helping general practitioners to quickly and easily identify people affected by, or at risk of, exercise addiction.
Abstract: Objectives: To test further the EAI's psychometric properties and show that it would be quick and simple to administer by general practitioners. Methods: A sample of 200 habitual exercisers were given the EAI and two existing exercise addiction scales (obligatory exercise questionnaire; exercise dependence scale). Two weeks later, another sample of 79 exercisers were administered the EAI to determine the test-retest reliability of the questionnaire. Results: The original data from the preliminary report were reanalysed to determine the split half correlation of the EAI. This was found to be 0.84 (Guttman split-half coefficient). A correlation between weekly frequency of exercising and EAI scores was also determined, and it was found that the two variables shared 29% of the variance (r2 = 0.29). The test-retest reliability of the scale was found to be very good (0.85). Conclusions: The EAI is a valid and reliable tool which would be capable of helping general practitioners to quickly and easily identify people affected by, or at risk of, exercise addiction.

232 citations

Journal ArticleDOI
TL;DR: In this article, an interpretative phenomenological analysis (IPA) was used to examine how individuals perceived and made sense of EverQuest in the context of their lives. But it is clear that the accounts presented by players and ex-players appear to be "addicted" to the game in the same way that other people become addicted to alcohol or gambling.
Abstract: Over the last few years there has been an increasing interest in Massively Multiplayer Online Role-Playing Games (MMORPGs). These represent the latest Internet-only computer gaming experience consisting of a multi-player universe with an advanced and detailed world. One of the most popular (and largest) of these is Everquest. The data for this study were taken from a range of online gaming forums where individuals shared their experiences of playing EverQuest. Data were analyzed using interpretative phenomenological analysis (IPA), a method for analyzing qualitative data and meaning making activities. The study presents an IPA account of online gamers who perceive themselves to play excessively. The aim of the study was to examine how individuals perceived and made sense of EverQuest in the context of their lives. It is clear that the accounts presented by players and ex-players appear to be ‘addicted’ to EverQuest in the same way that other people become addicted to alcohol or gambling. Most of the individuals in this study appear to display (or allude to) the core components of addiction such as salience, mood modification, tolerance, conflict, withdrawal symptoms, cravings, and relapse.

232 citations


Authors

Showing all 4806 results

NameH-indexPapersCitations
David L. Kaplan1771944146082
Paul Mitchell146137895659
Matthew Nguyen131129184346
Ian O. Ellis126105175435
Mark D. Griffiths124123861335
Tao Zhang123277283866
Graham J. Hutchings9799544270
Andrzej Cichocki9795241471
Chris Ryan9597134388
Graham Pawelec8957227373
Christopher D. Buckley8844025664
Ester Cerin7827927086
Michael Hofreiter7827120628
Craig E. Banks7756927520
John R. Griffiths7635623179
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Performance
Metrics
No. of papers from the Institution in previous years
YearPapers
202346
2022144
20211,405
20201,278
2019973
2018825