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      Is excessive online usage a function of medium or activity? An empirical pilot study

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          Aims: The purpose of the study was to seek a better insight into whether the online medium or the online activity was more important in relation to excessive online use. It is not clear whether those people who spend excessive amounts of time on the Internet are engaged in general Internet or whether excessive Internet use is linked to specific activities. Methods: Perceived changes in Internet use habits as function of hypothetical accessibility of favorite sites were investigated in young adults. University students ( n = 130, mean age = 20.6 years) who had (on average) spent over 20 hours a week on the Internet for at least nine years completed a survey. The most favored online activities and expected quality of life without Internet access were also investigated. Results: Findings revealed that social networking was by far the most popular online activity, and that lack of access to their preferred online activities would drop by 65% (as measured by perceived Internet usage). Approximately one in six participants (16%) claimed they would not even switch on the computer if access to their favorite online activities were unavailable. In relation to a hypothetical question about the quality of life without Internet access, the responses were normally distributed (rather than skewed). Conclusions: These results show that time spent with Internet activity is not random and/or generalized, but appears more focused. Attraction or addiction on Internet to one or more specific behavior(s) may be a better way forward in the quest for better understanding excessive human behavior in the online environment.

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          Most cited references 12

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          Development of a Facebook Addiction Scale.

          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.
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            Toward a consensus definition of pathological video-gaming: a systematic review of psychometric assessment tools.

            Pathological video-gaming, or its proposed DSM-V classification of "Internet Use Disorder", is of increasing interest to scholars and practitioners in allied health disciplines. This systematic review was designed to evaluate the standards in pathological video-gaming instrumentation, according to Cicchetti (1994) and Groth-Marnat's (2009) criteria and guidelines for sound psychometric assessment. A total of 63 quantitative studies, including eighteen instruments and representing 58,415 participants, were evaluated. Results indicated that reviewed instrumentation may be broadly characterized as inconsistent. Strengths of available measures include: (i) short length and ease of scoring, (ii) excellent internal consistency and convergent validity, and (iii) potentially adequate data for development of standardized norms for adolescent populations. However, key limitations included: (a) inconsistent coverage of core addiction indicators, (b) varying cut-off scores to indicate clinical status, (c) a lack of a temporal dimension, (d) untested or inconsistent dimensionality, and (e) inadequate data on predictive validity and inter-rater reliability. An emerging consensus suggests that pathological video-gaming is commonly defined by (1) withdrawal, (2) loss of control, and (3) conflict. It is concluded that a unified approach to assessment of pathological video-gaming is needed. A synthesis of extant research efforts by meta-analysis may be difficult in the context of several divergent approaches to assessment. Copyright © 2013 Elsevier Ltd. All rights reserved.
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              Excessive Internet Use: Implications for Sexual Behavior


                Author and article information

                J Behav Addict
                Journal of Behavioral Addictions
                Akadémiai Kiadó (Budapest )
                March 2014
                6 December 2013
                : 3
                : 1
                : 74-77
                1Nottingham Trent University, Nottingham, United Kingdom
                2Eötvös Loránd University, Budapest, Hungary
                Author notes
                *Corresponding addresses: Dr. Mark Griffiths, Professor of Gambling Studies; International Gaming Research Unit, Psychology Division, Nottingham Trent University, Burton Street, Nottingham, NG1 4BU, United Kingdom; mark.griffiths@ ; Attila Szabo, PhD, Associate Professor and Deputy Director; Institute for Health Promotion and Sports Sciences, Faculty of Education and Psychology, Eötvös Loránd University, Bogdánfy u. 10, H-1117 Budapest, Hungary; szabo.attila@ or drattilaszabo@
                © 2013 Akadémiai Kiadó

                This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

                Brief Report

                virtual environment, online, habit, dependence, computer, addiction


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