Zaheer Hussain

Dr. Zaheer Hussain

School of Social Sciences, Nottingham Trent University, Nottingham NG1 4FQ, UK
orcid

Research Focus & Metrics

Academic Career Length

19Years (2008-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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26 September 2017 in Journal of Behavioral Addictions
Verified
Journal Article
Open access
EAEspen Aarseth
Espen Aarseth
ABAnthony M. Bean
Anthony M. Bean
HBHuub Boonen
Huub Boonen
MCMichelle Colder Carras
Michelle Colder Carras
MCMark Coulson
Mark Coulson
ARAntonius J. Van Rooij
Antonius J. Van Rooij
Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming. The act of formalizing this disorder, even as a proposal, has negative medical, scientific, public-health, societal, and human rights fallout that should be considered. Of particular concern are moral panics around the harm of video gaming. They might result in premature application of diagnosis in the medical community and the treatment of abundant false-positive cases, especially for children and adolescents. Second, research will be locked into a confirmatory approach, rather than an exploration of the boundaries of normal versus pathological. Third, the healthy majority of gamers will be affected negatively. We expect that the premature inclusion of Gaming Disorder as a diagnosis in ICD-11 will cause significant stigma to the millions of children who play video games as a part of a normal, healthy life. At this point, suggesting formal diagnoses and categories is premature: the ICD-11 proposal for Gaming Disorder should be removed to avoid a waste of public health resources as well as to avoid causing harm to healthy video gamers around the world.

16 December 2015 in Addiction
Verified
Journal Article
Closed access
PDF file
Mark D GriffithsMark D Griffiths
Mark D Griffiths
ARAntonius J. van Rooij
Antonius J. van Rooij
DKDaniel Kardefelt‐Winther
Daniel Kardefelt‐Winther
VSVladan Starcevic
Vladan Starcevic
OKOrsolya Király
Orsolya Király
ZDZsolt Demetrovics
Zsolt Demetrovics

1 February 2008 in CyberPsychology & Behavior
Verified
Journal Article
Closed access
ZHZaheer Hussain
Zaheer Hussain
Mark D GriffithsMark D Griffiths
Mark D Griffiths
Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovations in the area of online computer gaming. Given the relative lack of research in the area, the main aims of the study were to examine (a) the impact of online gaming (e.g., typical playing behavior) in the lives of online gamers, (b) the effect of online socializing in the lives of gamers, and (c) why people engage in gender swapping. A self-selecting sample of 119 online gamers ranging from 18 to 69 years of age (M = 28.5 years) completed a questionnaire. The results showed that just over one in five gamers (21%) said they preferred socializing online to offline. Significantly more male gamers than female gamers said that they found it easier to converse online than offline. It was also found that 57% of gamers had engaged in gender swapping, and it is suggested that the online female persona has a number of positive social attributes in a male-oriented environment.

25 August 2017 in Journal of Behavioral Addictions
Verified
Journal Article
Open access
ZHZaheer Hussain
Zaheer Hussain
MGMark D. Griffiths
Mark D. Griffiths
DSDavid Sheffield
David Sheffield
Background and aims: Over the last decade, worldwide smartphone usage has greatly increased. Alongside this growth, research on the influence of smartphones on human behavior has also increased. However, a growing number of studies have shown that excessive use of smartphones can lead to detrimental consequences in a minority of individuals. This study examines the psychological aspects of smartphone use particularly in relation to problematic use, narcissism, anxiety, and personality factors. Methods: A sample of 640 smartphone users ranging from 13 to 69 years of age (mean = 24.89 years, SD = 8.54) provided complete responses to an online survey including modified DSM-5 criteria of Internet Gaming Disorder to assess problematic smartphone use, the Spielberger State-Trait Anxiety Inventory, the Narcissistic Personality Inventory, and the Ten-Item Personality Inventory. Results: The results demonstrated significant relationships between problematic smartphone use and anxiety, conscientiousness, openness, emotional stability, the amount of time spent on smartphones, and age. The results also demonstrated that conscientiousness, emotional stability, and age were independent predictors of problematic smartphone use. Conclusion: The findings demonstrate that problematic smartphone use is associated with various personality factors and contributes to further understanding the psychology of smartphone behavior and associations with excessive use of smartphones.

14 December 2018 in Frontiers in Psychiatry
Verified
Journal Article
Open access
PDF file
ZHZaheer Hussain
Zaheer Hussain
MGMark D. Griffiths
Mark D. Griffiths
Background and Aims: Research has shown a potential association between problematic social networking site (SNS) use and psychiatric disorders. The primary objective of this systematic review was to identify and evaluate studies examining the association between problematic SNS use and comorbid psychiatric disorders. Sampling and Methods: A literature search was conducted using the following databases: PsychInfo, PsycArticles, Medline, Web of Science, and Google Scholar. Problematic SNS use (PSNSU) and its synonyms were included in the search. Information was extracted based on problematic SNS use and psychiatric disorders, including attention deficit and hyperactivity disorder (ADHD), obsessive compulsive disorder (OCD), depression, anxiety, and stress. The inclusion criteria for papers to be reviewed were (i) being published since 2014 onwards, (ii) being published in English, (iii) having population-based studies with sample sizes >500 participants, (iv) having specific criteria for problematic SNS use (typically validated psychometric scales), and (v) containing empirical primary data reporting on the correlation between PSNSU and psychiatric variables. A total of nine studies met the predetermined inclusion and exclusion criteria. Results: The findings of the systematic review demonstrated that most research has been conducted in Europe and all comprised cross-sectional survey designs. In eight (of the nine) studies, problematic SNS use was correlated with psychiatric disorder symptoms. Of the nine studies (some of which examined more than one psychiatric symptom), there was a positive association between PSNSU and depression (seven studies), anxiety (six studies), stress (two studies), ADHD (one study), and OCD (one study). Conclusions: Overall, the studies reviewed showed associations between PSNSU and psychiatric disorder symptoms, particularly in adolescents. Most associations were found between PSNSU, depression, and anxiety.

1 December 2009 in CyberPsychology & Behavior
Verified
Journal Article
Closed access
ZHZaheer Hussain
Zaheer Hussain
Mark D GriffithsMark D Griffiths
Mark D Griffiths
The playing of massively multiplayer online role-playing games (MMORPGs) is now a highly popular leisure activity. The present study set out to explore the attitudes, experiences, and feelings of online gamers. The study entailed 71 interviews with online gamers (52 males, 19 females) from 11 different countries. Six main themes emerged from the analyses of the interview transcripts: (a) online gaming and integration into day-to-day lives; (b) online gaming, excessive play, and problems; (c) addiction; (d) psychosocial impact of online gaming; (e) online gaming, dissociation, and time loss; and (f) online gaming and the alleviation of negative feelings and mood states. These findings specifically showed how gamers used MMORPGs to alleviate negative feelings and provided detailed descriptions of personal problems that had arisen due to playing MMORPGs. The implications of these findings are discussed in relation to previous qualitative and quantitative research in the area.