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Recognizing problem video game use

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Recognizing problem video game use
Recognizing problem video game use
In “Recognizing problem video game use” Porter, GuyStarcevic, VladanBerle, DavidFenech, Pauline. "Recognizing Problem Video Game Use." Australian & New Zealand Journal Of Psychiatry 44.2 (2010): 120-128. Psychology and Behavioral Sciences Collection. Web. 30 Sept. 2013, the author shows that video games can become an addictive pass time for some gamers, while others can spend less time at the controller.
The article tries to show how certain types of heavy gamers are effective from video games and compare them to light gaming. So the authors had created an online questioner to find the individuals that are considered to be addicted to gaming.
The survey was open to individuals aged 14, with a good under-standing of English. Participants between 14 and 18 years of age needed to have parental consent. Participants were not offered any reward for completing the survey. Names of participants and contact details such as email addresses were not recorded to ensure complete anonymity.
Identify the variable (independent, dependent, extraneous)
The independent variable is the type of game that is being most played by gamers and the dependent is the time spent playing. The extraneous variable is English-language requirement for participation in the study meant that many gamers, especially those from Asia, could not participate.

How many participants in the study?
A total of 1945 survey participants completed the survey.
What demographic information is reported?
They ranged from 14-40, single or living with a significant other, males, different continents and work back ground.
What is the hypothesis? The study hypothesized that video games are additive and it should be recognized as a mental health issue.
How was the data collected? The survey was administered using a professional online survey soft-ware program (www.questionpro.com) using a form that the authors created.
What are the results?

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