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      The Association Between Video Gaming and Psychological Functioning

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          Abstract

          Video gaming is an extremely popular leisure-time activity with more than two billion users worldwide ( Newzoo, 2017). However, the media as well as professionals have underscored the potential dangers of excessive video gaming. With the present research, we aimed to shed light on the relation between video gaming and gamers’ psychological functioning. Questionnaires on personality and psychological health as well as video gaming habits were administered to 2,734 individuals (2,377 male, 357 female, M age = 23.06, SD age = 5.91). Results revealed a medium-sized negative correlation between problematic video gaming and psychological functioning with regard to psychological symptoms, affectivity, coping, and self-esteem. Moreover, gamers’ reasons for playing and their preferred game genres were differentially related to psychological functioning with the most notable findings for distraction-motivated players as well as action game players. Future studies are needed to examine whether these psychological health risks reflect the causes or consequences of video gaming.

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          You want to measure coping but your protocol's too long: consider the brief COPE.

          Studies of coping in applied settings often confront the need to minimize time demands on participants. The problem of participant response burden is exacerbated further by the fact that these studies typically are designed to test multiple hypotheses with the same sample, a strategy that entails the use of many time-consuming measures. Such research would benefit from a brief measure of coping assessing several responses known to be relevant to effective and ineffective coping. This article presents such a brief form of a previously published measure called the COPE inventory (Carver, Scheier, & Weintraub, 1989), which has proven to be useful in health-related research. The Brief COPE omits two scales of the full COPE, reduces others to two items per scale, and adds one scale. Psychometric properties of the Brief COPE are reported, derived from a sample of adults participating in a study of the process of recovery after Hurricane Andrew.
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            Assessing coping strategies: A theoretically based approach.

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              Age of onset of mental disorders: a review of recent literature

              The aim of this article is to review recent epidemiological research on age-of-onset of mental disorders, focusing on the WHO World Mental Health surveys. Median and inter-quartile range (IQR; 25th-75th percentiles) of age-of-onset is much earlier for phobias (7-14, IQR 4-20) and impulse-control disorders (7-15; IQR 4-35) than other anxiety disorders (25-53, IQR 15-75), mood disorders (25-45, IQR 17-65), and substance disorders (18-29, IQR 16-43). Although less data exist for nonaffective psychosis, available evidence suggests that median age-of-onset is in the range late teens through early 20s. Roughly half of all lifetime mental disorders in most studies start by the mid-teens and three quarters by the mid-20s. Later onsets are mostly secondary conditions. Severe disorders are typically preceded by less severe disorders that are seldom brought to clinical attention. First onset of mental disorders usually occur in childhood or adolescence, although treatment typically does not occur until a number of years later. Although interventions with early incipient disorders might help reduce severity-persistence of primary disorders and prevent secondary disorders, additional research is needed on appropriate treatments for early incipient cases and on long-term evaluation of the effects of early intervention on secondary prevention.
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                Author and article information

                Contributors
                Journal
                Front Psychol
                Front Psychol
                Front. Psychol.
                Frontiers in Psychology
                Frontiers Media S.A.
                1664-1078
                26 July 2019
                2019
                : 10
                : 1731
                Affiliations
                [1] 1Department of Psychology, Johannes Gutenberg University Mainz , Mainz, Germany
                [2] 2Department of Psychosomatic Medicine, University Medical Center , Mainz, Germany
                Author notes

                Edited by: Javier Jaen, Polytechnic University of Valencia, Spain

                Reviewed by: Carlos Vaz De Carvalho, Polytechnic Institute of Porto, Portugal; Inmaculada Montoya-Castilla, University of Valencia, Spain

                *Correspondence: Juliane M. von der Heiden, vonderheiden@ 123456uni-mainz.de

                This article was submitted to Human-Media Interaction, a section of the journal Frontiers in Psychology

                Article
                10.3389/fpsyg.2019.01731
                6676913
                31402891
                06040fe7-10dd-4893-9400-56ebef688091
                Copyright © 2019 von der Heiden, Braun, Müller and Egloff.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

                History
                : 14 September 2018
                : 11 July 2019
                Page count
                Figures: 0, Tables: 4, Equations: 0, References: 93, Pages: 11, Words: 0
                Categories
                Psychology
                Original Research

                Clinical Psychology & Psychiatry
                computer games,video gaming behavior,game genres,coping,psychological health

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