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Sökning: WFRF:(Bäcklund Christian)

  • Resultat 1-7 av 7
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1.
  • Bäcklund, Christian, et al. (författare)
  • Comparing psychopathological symptoms, life satisfaction, and personality traits between the WHO and APA frameworks of gaming disorder symptoms: A psychometric investigation
  • 2024
  • Ingår i: Scandinavian Journal of Psychology. - : John Wiley and Sons Inc. - 0036-5564 .- 1467-9450.
  • Tidskriftsartikel (refereegranskat)abstract
    • Introduction: The inclusion of Internet Gaming Disorder (IGD) in the fifth revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) by the American Psychiatric Association and Gaming Disorder in the 11th revision of the International Classification of Diseases (ICD-11) by the World Health Organization requires consistent psychological measures for reliable estimates. The current study aimed to investigate the psychometric properties of the Gaming Disorder Test (GDT), the Ten-Item Internet Gaming Disorder Test (IGDT-10), and the Five-Item Gaming Disorder Test (GDT-5) and to compare the WHO and the APA frameworks of gaming disorder symptoms in terms of psychopathological symptoms, life satisfaction, and personality traits.Methods: A sample of 723 Swedish gamers was recruited (29.8% women, 68.3% men, 1.9% other, Mage = 29.50 years, SD = 8.91).Results: The results indicated notable differences regarding the estimated possible risk groups between the two frameworks. However, the association between gaming disorder symptoms and personality traits, life satisfaction, and psychopathological symptoms appeared consistent across the two frameworks. The results showed excellent psychometric properties in support of the one-factor model of the GDT, IGDT-10, and GDT-5, including good reliability estimates (McDonald's omega) and evidence of construct validity. Additionally, the results demonstrated full gender and age measurement invariance of the GDT, IGDT-10, and GDT-5, indicating that gaming disorder symptoms are measured equally across the subgroups.Conclusion: These findings demonstrate that the IGDT-10, GDT-5, and GDT are appropriate measures for assessing gaming disorder symptoms and facilitating future research in Sweden.
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2.
  • Bäcklund, Christian, et al. (författare)
  • Exploring the relationship between personality and gaming disorder symptoms in a sample of Dota 2 players
  • 2024
  • Ingår i: Current Psychology. - : Springer. - 1046-1310 .- 1936-4733.
  • Tidskriftsartikel (refereegranskat)abstract
    • This study explored the relationship between the big five personality traits and gaming disorder symptoms (GDS) in a sample of Dota 2 players. Recent research has indicated that the relationship between personality traits and GDS may depend on the video game genre investigated. However, the association between GDS and personality has yet to be investigated within a specific game, which may be even more relevant to explore as each game offers unique gameplay mechanics that can influence player behavior differently. Thus, the present study investigated the relationship between the big five personality traits and GDS in a sample of video game players from a specific game, DOTA 2 (n = 321, M = 23.25 years, SD = 4.51). Multiple linear regression was used to analyze GDS formatted as a composite score, and multinomial logistic regressions were further conducted for analyses in which gamers were classified into normal gamers (i.e., less than three criteria endorsed), moderate-risk gamers (i.e., four criteria endorsed), and high-risk gamers (i.e., all criteria endorsed). The analysis of the composite score showed a significant relationship between neuroticism, conscientiousness, agreeableness, and GDS. Analyses of the gaming classifications revealed that neuroticism was the most crucial factor concerning differentiating moderate-risk and high-risk from normal gamers. The findings and their practical implications are further discussed.
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3.
  • Bäcklund, Christian, et al. (författare)
  • Gaming motivations and gaming disorder symptoms: A systematic review and meta-analysis
  • 2022
  • Ingår i: Journal of Behavioral Addictions. - : Akademiai Kiado. - 2062-5871 .- 2063-5303. ; 11:3, s. 667-688
  • Forskningsöversikt (refereegranskat)abstract
    • Background and aims: The present systematic review and meta-analysis aimed to synthesize the available literature on the relationship between gaming motivations and gaming disorder symptoms. Specifically, to (1) explore what gaming motivation questionnaires and classifications are used in studies on gaming disorder symptoms and (2) investigate the relationship between motivational factors and symptoms of gaming disorder. Method: An electronic database search was conducted via EBSCO (MEDLINE and PsycINFO) and the Web of Science Core Collection. All studies using validated measurements on gaming disorder symptoms and gaming motivations and available correlation coefficients of the relationship between gaming disorder and gaming motivations were included. The meta-analyses were conducted using a random-effects model. Results: In total, 49 studies (k = 58 independent sub-samples), including 51,440 participants, out of which 46 studies (k = 55 sub-samples, n = 49,192 participants) provided data for the meta-analysis. The synthesis identified fourteen different gaming motivation instruments, seven unique motivation models, and 26 motivational factors. The meta-analysis showed statistically significant associations between gaming disorder symptoms and 23 out of 26 motivational factors, with the majority of the pooled mean effect sizes ranging from small to moderate. Moreover, large heterogeneity was observed, and the calculated prediction intervals indicated substantial variation in effects across populations and settings. Motivations related to emotional escape were robustly associated with gaming disorder symptoms. Discussion and conclusions: The present meta-analysis reinforces the importance of motivational factors in understanding problematic gaming behavior. The analysis showed significant heterogeneity in most outcomes, warranting further investigation.
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4.
  • Elbe, Pia, et al. (författare)
  • Computerized Cognitive Interventions for Adults With ADHD: A Systematic Review and Meta-Analysis
  • 2023
  • Ingår i: Neuropsychology. - : American Psychological Association (APA). - 0894-4105 .- 1931-1559. ; 37:5, s. 519-530
  • Forskningsöversikt (refereegranskat)abstract
    • Objective: Treatments for adults with attention-deficit hyperactivity disorder (ADHD) are understudied, compared to children and adolescents with the same condition. In this systematic review and random-effects meta-analysis, we aim to evaluate the outcomes of computerized cognitive training (CCT) interventions in randomized controlled trials (RCTs) including adults with ADHD.Method: Cognitive outcomes and ADHD symptom severity were analyzed separately. In addition, the Cattell–Horn–Carroll (CHC) theory of cognitive abilities was used to categorize outcome variables into subdomains, which were analyzed separately in a subsequent analysis.Results: The results revealed a small positive change in overall cognitive functioning, a measure of all cognitive outcomes in each study, for individuals who took part in CCT compared to controls (k = 9, Hedge’s g = 0.235, 95% CI [0.002, 0.467], p = 0.048, τ2 = 0.000, I2 = 0.000). However, neither symptom severity nor specific cognitive outcomes (executive functioning, cognitive speed, or working memory) showed a significant improvement.Conclusions: We analyzed the risk of bias in the chosen studies and discuss the findings in terms of effect size. It is concluded that CCT has a small positive effect in adults with ADHD. Due to the lack of heterogeneity in intervention designs across the included studies, increased heterogeneity in future studies could help inform clinicians about the aspects of CCT, such as training type and length, that are most beneficial for this group.
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5.
  • Henriksson, Tommy, 1978- (författare)
  • CONTRIBUTION TO QUANTITATIVE MICROWAVE IMAGING TECHNIQUES FOR BIOMEDICAL APPLICATIONS
  • 2009
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This dissertation presents a contribution to quantitative microwave imaging for breast tumor detection. The study made in the frame of a joint supervision Ph.D. thesis between University Paris-SUD 11 (France) and Mälardalen University (Sweden), has been conducted through two experimental microwave imaging setups, the existing 2.45 GHz planar camera (France) and the multi-frequency flexible robotic system, (Sweden), under development. In this context a 2D scalar flexible numerical tool based on a Newton-Kantorovich (NK) scheme, has been developed. Quantitative microwave imaging is a three dimensional vectorial nonlinear inverse scattering problem, where the complex permittivity of an object is reconstructed from the measured scattered field, produced by the object. The NK scheme is used in order to deal with the nonlinearity and the ill-posed nature of this problem. A TM polarization and a two dimensional medium configuration have been considered in order to avoid its vectorial aspect. The solution is found iteratively by minimizing the square norm of the error with respect to the scattered field data. Consequently, the convergence of such iterative process requires, at least two conditions. First, an efficient calibration of the experimental system has to be associated to the minimization of model errors. Second, the mean square difference of the scattered field introduced by the presence of the tumor has to be large enough, according to the sensitivity of the imaging system. The existing planar camera associated to a flexible 2D scalar NK code, are considered as an experimental platform for quantitative breast imaging. A preliminary numerical study shows that the multi-view planar system is quite efficient for realistic breast tumor phantoms, according to its characteristics (frequency, planar geometry and water as a coupling medium), as long as realistic noisy data are considered. Furthermore, a multi-incidence planar system, more appropriate in term of antenna-array arrangement, is proposed and its concept is numerically validated. On the other hand, an experimental work which includes a new fluid-mixture for the realization of a narrow band cylindrical breast phantom, a deep investigation in the calibration process and model error minimization, is presented. This conducts to the first quantitative reconstruction of a realistic breast phantom by using multi-view data from the planar camera. Next, both the qualitative and quantitative reconstruction of 3D inclusions into the cylindrical breast phantom, by using data from all the retina, are shown and discussed. Finally, the extended work towards the flexible robotic system is presented.
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6.
  • King, Daniel L., et al. (författare)
  • Reconsidering item response categories in gaming disorder symptoms measurement
  • 2023
  • Ingår i: Journal of Behavioral Addictions. - 2062-5871 .- 2063-5303. ; 12:4, s. 873-877
  • Tidskriftsartikel (refereegranskat)abstract
    • Gaming disorder (GD) screening often involves self-report survey measures to detect the presence of symptoms. Studies have shown that gamers' responses vary greatly across survey items. Some symptoms, such as preoccupation and tolerance, are frequently reported by highly engaged but non-problematic gamers, and therefore these symptoms are thought to lack specificity and are suggested to be less important in classification decisions. We argue that the influence of response categories (e.g., dichotomous responses, such as "yes" or "no" or frequency categories, such as "rarely" and "often") on item responses has been relatively underexplored despite potentially contributing significantly to the psychometric performance of items and scales. In short, the type of item response may be just as important to symptom reporting as the content of survey questions. We propose some practical alternatives to currently used item categories across GD tools. Research should examine the performance of different response categories, including whether certain response categories aid respondents' comprehension and insight, and better capture pathological behaviours and harms.
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7.
  • Röhlcke, Sebastian, et al. (författare)
  • Time on task matters most in video game expertise
  • 2018
  • Ingår i: PLOS ONE. - : Public Library of Science. - 1932-6203. ; 13:10
  • Tidskriftsartikel (refereegranskat)abstract
    • In this study, we investigated whether working memory capacity (WMC), personality characteristics (grit) and number of matches played (time on task) can predict performance score (matchmaking rating [MMR]) in experienced players of a popular video game called Dota 2. A questionnaire and four online-based cognitive tasks were used to gather the data, and structural equation modelling (SEM) was used to investigate the interrelationships between constructs. The results showed that time on task was the strongest predictor of MMR, and grit also significantly influenced performance. However, WMC did not play a substantial role in predicting performance while playing Dota 2. These results are discussed in relation to sample characteristics and the role of deliberate practice and skill acquisition within the domain of playing Dota 2. Further, we suggest that future research investigates the social aspects of attaining skill, the relationship between personality and performance, and the qualitative aspects of time spent on a task.
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  • Resultat 1-7 av 7

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