Celebrity worship, defined as an obsessive fascination with a famous person, has been associated with several mental health problems, such as symptoms of depression and anxiety, dissociation, and body image concerns. The aim of this study was to extend the scope of investigation of previous research on psychological correlates by exploring the association of celebrity worship with compulsive behaviors, such as problematic Internet use, maladaptive daydreaming, desire for fame, and self-efficacy.
A voluntary sample of 437 Hungarian adolescents and adults (78.3% male; Mage = 24.7 years, SD = 7.4) completed an online questionnaire focusing on attitudes toward celebrities and other relevant variables.
As a result of hierarchical regression analyses, high levels of celebrity worship were associated with problematic Internet use, maladaptive daydreaming, and desire for fame. Furthermore, females were at higher risk to become obsessed with celebrities than males.
Discussion and conclusion
These findings provide with a more comprehensive picture of psychological difficulties associated with celebrity worship and may contribute to a better understanding of this phenomenon.
Empirical research into problematic video game playing suggests that overuse might cause functional and psychological impairments for a minority of gamers. Therefore, the need for regulation in the case of video games (whether governmental or self-imposed) has arisen but has only been implemented in a few countries around the world, and predominantly in Asia. This paper provides a systematic review of current and potential policies addressing problematic gaming.
After conducting a systematic search in the areas of prevention, treatment, and policy measures relating to problematic Internet and video game use, papers were selected that targeted problematic gaming policies (N = 12; six in English and six in Korean). These papers served as the basis of this review.
Policies were classified into three major groups: (i) policy measures limiting availability of video games (e.g., shutdown policy, fatigue system, and parental controls), (ii) measures aiming to reduce risk and harm (e.g., warning messages), and (iii) measures taken to provide help services for gamers. Beyond the attempt to classify the current and potential policy measures, the authors also tried to evaluate their efficiency theoretically and (if data were available) empirically.
Discussion and conclusions
Overall, it appears that although several steps have been taken to address problematic video game playing, most of these steps were not as effective as expected, or had not been evaluated empirically for efficacy. The reason for this may lie in the fact that the policies outlined only addressed or influenced specific aspects of the problem instead of using a more integrative approach.