M. Sharma, Nitin Anand, N. Suma, P. Thakur, Maya Sahu, Nisha John, Ashwini Tadpatrikar, Priya Singh, S. Ajith, Ankita Biswas, R. Archana, Akash Vishwakarma, Keshava D. Murthy
{"title":"女性玩网络游戏的原因:基于案例报告的证据","authors":"M. Sharma, Nitin Anand, N. Suma, P. Thakur, Maya Sahu, Nisha John, Ashwini Tadpatrikar, Priya Singh, S. Ajith, Ankita Biswas, R. Archana, Akash Vishwakarma, Keshava D. Murthy","doi":"10.4103/jmhhb.jmhhb_52_19","DOIUrl":null,"url":null,"abstract":"The online gaming has not been a well -researched area among females. The female gamers also have a preference for violent games. A 17-year-old female pursuing secondary education, belonging to a single child nuclear family presented with complaints of playing online games, increased expression of anger, decline in academics, and decreased social interaction. The case demonstrated that feeling of achievement, escapism, distraction, and developing social ties were the predominant motives to play games among females. The case also reflected the issues of emotional dyscontrol which were secondary to the nonavailability of opportunity to play. The case implies for enhancing understanding the process issues of gaming behaviors among females, cross-cultural knowledge, as well as for screening and formulating preventive strategies.","PeriodicalId":31679,"journal":{"name":"Journal of Mental Health and Human Behaviour","volume":"24 1","pages":"148 - 150"},"PeriodicalIF":0.6000,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Reasons for playing online games among females: A case report based evidence\",\"authors\":\"M. Sharma, Nitin Anand, N. Suma, P. Thakur, Maya Sahu, Nisha John, Ashwini Tadpatrikar, Priya Singh, S. Ajith, Ankita Biswas, R. Archana, Akash Vishwakarma, Keshava D. Murthy\",\"doi\":\"10.4103/jmhhb.jmhhb_52_19\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The online gaming has not been a well -researched area among females. The female gamers also have a preference for violent games. A 17-year-old female pursuing secondary education, belonging to a single child nuclear family presented with complaints of playing online games, increased expression of anger, decline in academics, and decreased social interaction. The case demonstrated that feeling of achievement, escapism, distraction, and developing social ties were the predominant motives to play games among females. The case also reflected the issues of emotional dyscontrol which were secondary to the nonavailability of opportunity to play. The case implies for enhancing understanding the process issues of gaming behaviors among females, cross-cultural knowledge, as well as for screening and formulating preventive strategies.\",\"PeriodicalId\":31679,\"journal\":{\"name\":\"Journal of Mental Health and Human Behaviour\",\"volume\":\"24 1\",\"pages\":\"148 - 150\"},\"PeriodicalIF\":0.6000,\"publicationDate\":\"2019-07-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Mental Health and Human Behaviour\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4103/jmhhb.jmhhb_52_19\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"PSYCHIATRY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Mental Health and Human Behaviour","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4103/jmhhb.jmhhb_52_19","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"PSYCHIATRY","Score":null,"Total":0}
Reasons for playing online games among females: A case report based evidence
The online gaming has not been a well -researched area among females. The female gamers also have a preference for violent games. A 17-year-old female pursuing secondary education, belonging to a single child nuclear family presented with complaints of playing online games, increased expression of anger, decline in academics, and decreased social interaction. The case demonstrated that feeling of achievement, escapism, distraction, and developing social ties were the predominant motives to play games among females. The case also reflected the issues of emotional dyscontrol which were secondary to the nonavailability of opportunity to play. The case implies for enhancing understanding the process issues of gaming behaviors among females, cross-cultural knowledge, as well as for screening and formulating preventive strategies.