Does the Internet Have a Male Bully Effect?

The present study aimed to explore the relationship between Internet Addiction and academic achievement of university students across the country. The research also explored the psychometric properties of the Turkish version of Problematic Internet Entertainment Use Scale, which concentrates on different aspects of online video games, social networking websites, and online gambling. The two versions of this scale all were developed based on the same issues, and so they were included in the present study. In the study, the use of Problematic Internet Entertainment Scale was used to examine academic performance in terms of frequency and time spent on online game play. Specifically, we hypothesized that there would be a relationship between addictive gaming habits and academic performance because game play could serve as a marker of an addiction or other problem, such as impulsivity, lack of control, and poor self-control.

The first analysis of this data showed no significant difference in mean scores on the Addiction Severity Index (ASI) between gamers and non-gamers. There was also a trend towards a greater negative impact of gaming on the development of poor, behavioral scores on the ASI. In contrast, there was a significant positive effect of online gaming on the Positive Development Scale for Teenagers felt better about themselves when they played video or computer games, and their self-control and self-esteem improved significantly. In a separate sample, there was a significant positive effect of online gaming on the Positive Development Index of Adults who played computer or video games tended to have higher scores on this index. Finally, a significant positive association between online gaming and the Problematic Internet Use scale was found for teens.

Second, we looked at the game play time as a potential indicator of addictive behavior. On the ASI, there was a significant main effect of game play time on the addicts’ mean scores on the addictive behavior scale (p =.001). There was a nonsignificantly positive relationship between game play and the ASI reading frequency scale. Further, there was not a significant relationship between game play and the Hyperactivity Scale score. However, there were significant relationships between game play and the Inventory of Interests scale for children (grades 4 and above), which indicate the possibility that younger players may be overly attached to their favorite characters, and this may relate to their problematic behavior.

Third, we looked at the mean score on the graphics-intensive task, the Viewing Time composite measure, and the Numeric Performance composite measure. There was a significant effect of gaming on the mean score on the graphics-intensive task (p =.001), but there was no significant effect on the Numeric Performance composite or on the mean score on the reading task. Again, this suggests that there is some correlation between gaming and poor performance on the graphics-intensive task but not on the other tasks.

Fourth, we conducted a meta-analysis of studies of internet entertainment and behavior. We identified eight different associations between internet entertainment and behavior, with significant effects on all but one of them (the exception was a trend for video game playing to increase temper tantrums). The most common association was that playing video games increased irritability, scores on the Aggressiveness scale, and mean differences in behavioral problems from home to school. In addition, there was a trend for playing to increase risky behavior in adults, but this was not significant. There was a trend for watching television to increase irritability and/or aggressive behavior, but there was no significant effect on violence toward others. Finally, the results for the analysis of computer use showed a significant effect of internet entertainment on attitudes toward work and home, but there was no significant effect on occupational performance.

This overview shows that there is a variety of potential relationships between internet use and behavior. It is important to note that these are only estimates based on very limited data. Therefore, they are only given as being indicative of a relationship. Also, they do not provide any information on why internet users have different attitudes and feelings toward work and home. xo so mien nam

For those who are concerned about the relationship of internet engagement and aggression, or who worry about school violence, it might be helpful to also examine how internet use and Aggression interact. To test this question, we have taken our data from the same online survey and compared it with data from a national sample survey. Here, we estimated the effect of internet use on Aggression and concluded that there was a significant difference in mean scores on Aggression between users and non-users. Of course, we could also just be detecting typical age trends; however, given that children tend to show higher mean scores on Aggression than adults, this suggests that there may be an actual relationship between internet engagement and bullying behavior. Online interaction also had a significant positive impact on mean Scores on Hostility, with users demonstrating lower mean scores than non-users. xổ số

The results of this research suggest that there are clear and significant effects of internet entertainment on children’s behavior, but they do not support the claims that internet use has universal negative effects. Instead, it appears that there are some differences in the effects of internet entertainment on different groups of people, and that there may be greater variation across groups than between genders or even different classes or races. This research provides a starting point for future research, as well as helping parents and other concerned parties understand the potential dangers of internet engagement and internet use. In addition, it can help to explain why it is that internet entertainment seems to be most commonly used by young men and that it is not uncommon for young girls to be engaged in internet activity.