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Kairam SR, Mercado MC, Sumner SA. A Social-Ecological Approach to Modeling Sense of Virtual Community (SOVC) in Livestreaming Communities. PROCEEDINGS OF THE ACM ON HUMAN-COMPUTER INTERACTION 2022; 6:1-35. [PMID: 37360538 PMCID: PMC10285511 DOI: 10.1145/3555081] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/28/2023]
Abstract
Participation in communities is essential to individual mental and physical health and can yield further benefits for members. With a growing amount of time spent participating in virtual communities, it's increasingly important that we understand how the community experience manifests in and varies across these online spaces. In this paper, we investigate Sense of Virtual Community (SOVC) in the context of live-streaming communities. Through a survey of 1,944 Twitch viewers, we identify that community experiences on Twitch vary along two primary dimensions: belonging, a feeling of membership and support within the group, and cohesion, a feeling that the group is a well-run collective with standards for behavior. Leveraging the Social-Ecological Model, we map behavioral trace data from usage logs to various levels of the social ecology surrounding an individual user's participation within a community, in order to identify which of these can be associated with lower or higher SOVC. We find that features describing activity at the individual and community levels, but not features describing the community member's dyadic relationships, aid in predicting the SOVC that community members feel within channels. We consider implications for the design of live-streaming communities and for fostering the well-being of their members, and we consider theoretical implications for the study of SOVC in modern, interactive online contexts, particularly those fostering large-scale or pseudonymized interactions. We also explore how the Social-Ecological Model can be leveraged in other contexts relevant to Computer-Supported Cooperative Work (CSCW), with implications for future work.
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Affiliation(s)
| | - Melissa C Mercado
- Division of Violence Prevention, National Center for Injury Prevention and Control, Centers for Disease Control and Prevention, USA
| | - Steven A Sumner
- National Center for Injury Prevention and Control, Centers for Disease Control and Prevention, USA
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Ma Y, Gu Y, Hong W, Ping ZS, Liang C, Gu D. How COVID-19 Affects the Willingness of the Elderly to Continue to Use the Online Health Community. J ORGAN END USER COM 2022. [DOI: 10.4018/joeuc.308820] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
Abstract
In response to the COVID-19 outbreak, the governments of different countries adopted, such as locking down cities and restricting travel and social contact. Online health communities (OHCs) with specialized physicians have become an important way for the elderly to access health information and social support, which has expanded their use since the outbreak. This paper examines the factors influencing elderly people’s behavior in terms of the continuous use of OHCs from a social support perspective, to understand the impact of public health emergencies. Research collected data from March to April 2019, February 2020, and August 2021, in China. A total of 189 samples were collected and analyzed by using SmartPLS. The results show that (1) social support to the elderly during different stages has different influences on their sense of community and (2) the influence of the sense of community on the intention to continuously use OHCs also seems to change over time. The results of this study provide important implications for research and practice related to both OHCs and COVID-19.
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Affiliation(s)
- Yiming Ma
- Hefei University of Technology, China, & School of Health Management Anhui Medical University, China
| | - Yadi Gu
- Center for Mental Health Education, University of Shanghai for Science and Technology, China
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Hazel J, Kim HM, Every-Palmer S. Exploring the possible mental health and wellbeing benefits of video games for adult players: A cross-sectional study. Australas Psychiatry 2022; 30:541-546. [PMID: 35603464 PMCID: PMC9749564 DOI: 10.1177/10398562221103081] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/16/2022]
Abstract
OBJECTIVE There is mixed evidence on the psychological effects of video games. While excessive use can be harmful, moderate use can have emotional, psychological and social benefits, with games successfully used in treating anxiety and depression. More data are required to understand how and for whom these benefits occur. This paper aims to identify correlations between video game genre, player demographics, wellbeing, and the in-play psychological processes for adult players. METHOD Adult gamers (n = 2107) completed an anonymous cross-sectional survey canvassing play style, genre, perception of psychological impact and mechanisms (wellbeing, self-determination and flow). A multivariate multiple regression model explored correlations. RESULTS 88.4% of participants experienced emotional benefits from gaming, with stronger benefits experienced by younger players in all categories. The genres most strongly correlated with psychological benefits were music games, role-playing games and survival horror games. Multiplayer online battle arena games had lower scores for psychological and emotional wellbeing. CONCLUSIONS Certain genres have stronger correlations with beneficial mechanisms, while some may be detrimental to players. These results may guide experimental studies to measure the directionality and strength of these correlations and can also impact practical aspects in development of therapeutic games to treat mental distress.
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Affiliation(s)
- Jennifer Hazel
- 8458Capital & Coast District Health Board, Wellington, New Zealand
| | - Hyun Min Kim
- 8494University of Otago, Wellington, New Zealand
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Takano M, Taka F. Fancy avatar identification and behaviors in the virtual world: Preceding avatar customization and succeeding communication. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2022. [DOI: 10.1016/j.chbr.2022.100176] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/19/2022] Open
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5
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Raith L, Bignill J, Stavropoulos V, Millear P, Allen A, Stallman HM, Mason J, De Regt T, Wood A, Kannis-Dymand L. Massively Multiplayer Online Games and Well-Being: A Systematic Literature Review. Front Psychol 2021; 12:698799. [PMID: 34276523 PMCID: PMC8277937 DOI: 10.3389/fpsyg.2021.698799] [Citation(s) in RCA: 16] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/22/2021] [Accepted: 05/25/2021] [Indexed: 12/15/2022] Open
Abstract
Background: Massively multiplayer online games (MMOs) evolve online, whilst engaging large numbers of participants who play concurrently. Their online socialization component is a primary reason for their high popularity. Interestingly, the adverse effects of MMOs have attracted significant attention compared to their potential benefits. Methods: To address this deficit, employing PRISMA guidelines, this systematic review aimed to summarize empirical evidence regarding a range of interpersonal and intrapersonal MMO well-being outcomes for those older than 13. Results: Three databases identified 18 relevant English language studies, 13 quantitative, 4 qualitative and 1 mixed method published between January 2012 and August 2020. A narrative synthesis methodology was employed, whilst validated tools appraised risk of bias and study quality. Conclusions: A significant positive relationship between playing MMOs and social well-being was concluded, irrespective of one's age and/or their casual or immersed gaming patterns. This finding should be considered in the light of the limited: (a) game platforms investigated; (b) well-being constructs identified; and (c) research quality (i.e., modest). Nonetheless, conclusions are of relevance for game developers and health professionals, who should be cognizant of the significant MMOs-well-being association(s). Future research should focus on broadening the well-being constructs investigated, whilst enhancing the applied methodologies.
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Affiliation(s)
- Lisa Raith
- School of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, Australia
| | - Julie Bignill
- School of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, Australia
| | - Vasileios Stavropoulos
- Institute of Health and Sports, Victoria University, Melbourne, VIC, Australia.,School of Psychology, National and Kapodistrian University of Athens, Athens, Greece
| | - Prudence Millear
- School of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, Australia
| | - Andrew Allen
- School of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, Australia
| | - Helen M Stallman
- Thompson Institute, University of the Sunshine Coast, Maroochydore, QLD, Australia
| | - Jonathan Mason
- School of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, Australia
| | - Tamara De Regt
- School of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, Australia
| | - Andrew Wood
- School of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, Australia
| | - Lee Kannis-Dymand
- School of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, Australia
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Cranmer EE, Han DID, van Gisbergen M, Jung T. Esports matrix: Structuring the esports research agenda. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2020.106671] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
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7
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Shoshani A, Krauskopf M. The Fortnite social paradox: The effects of violent-cooperative multi-player video games on children's basic psychological needs and prosocial behavior. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2020.106641] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
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8
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Zhang Y, Liu Z, Zhao Y. Impulsivity, Social Support and Depression Are Associated With Latent Profiles of Internet Addiction Among Male College Freshmen. Front Psychiatry 2021; 12:642914. [PMID: 33841210 PMCID: PMC8026875 DOI: 10.3389/fpsyt.2021.642914] [Citation(s) in RCA: 15] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/17/2020] [Accepted: 03/02/2021] [Indexed: 01/13/2023] Open
Abstract
Background: The rate of internet addiction is increasing in college students. The first year at college is a particularly vulnerable period for internet addiction. Students' psychological characteristics are likely to play an important role in internet addiction. Our study aimed to assess the relationship between impulsivity, social support, depression and internet addiction among male college freshmen. Materials and Methods: The current study utilized latent profile analysis (LPA) to identify at-risk profiles among 734 college freshmen (100% male) based on their Internet Addiction Test item ratings. We compared the levels of impulsivity, social support and depression among different profiles and investigated whether these variables could predict each latent internet addiction class. Results: LPA resulted in three distinct profiles: the low internet addiction group (42.10%), the moderate internet addiction group (35.70%) and the high internet addiction group (22.20%). Impulsivity and depression increased with internet addiction severity levels, whereas social support was inversely related to the severity of internet addiction. Male freshmen with high impulsivity, low social support and high depression were more likely to be included in the high internet addiction group. Conclusion: This study highlights that impulsivity, social support and depression may predict internet addiction in male college freshmen. Our findings have important practical implications for college educators and counselors in developing interventions for internet addiction.
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Affiliation(s)
- Yue Zhang
- School of Public Health, China Medical University, Shenyang, China.,Department of Clinical Epidemiology, Shengjing Hospital of China Medical University, Shenyang, China
| | - Zhuang Liu
- School of Public Health, China Medical University, Shenyang, China
| | - Yuhong Zhao
- Department of Clinical Epidemiology, Shengjing Hospital of China Medical University, Shenyang, China.,Clinical Research Center, Shengjing Hospital of China Medical University, Shenyang, China
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Cheng C, Lau YC, Luk JW. Social Capital-Accrual, Escape-From-Self, and Time-Displacement Effects of Internet Use During the COVID-19 Stay-at-Home Period: Prospective, Quantitative Survey Study. J Med Internet Res 2020; 22:e22740. [PMID: 33320824 PMCID: PMC7772052 DOI: 10.2196/22740] [Citation(s) in RCA: 17] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/22/2020] [Revised: 10/08/2020] [Accepted: 12/14/2020] [Indexed: 12/18/2022] Open
Abstract
BACKGROUND COVID-19 has spread like wildfire across the globe, prompting many governments to impose unprecedented stay-at-home orders to limit its transmission. During an extended stay-at-home period, individuals may engage in more online leisure activities. Internet use is a double-edged sword that may have both desirable and undesirable effects on psychological well-being, and this study sought to disentangle adaptive from maladaptive internet use amidst this unusual health crisis. OBJECTIVE The objectives of this study were to assess the prevalence of probable depression during the COVID-19 stay-at-home period and to test three hypothesized risk reduction or risk elevation mechanisms, namely social capital-accrual, escape-from-self, and time-displacement effects. METHODS This study took place from March to May 2020 at the early stage of the pandemic. The study adopted a prospective design, with an online survey administered to 573 UK and 474 US adult residents at two assessment points 2 months apart. RESULTS The prevalence of moderate to severe depression was 36% (bootstrap bias-corrected and accelerated [BCa] 95% CI 33%-39%) at Time 1 (ie, initial time point) and 27% (bootstrap BCa 95% CI 25%-30%) at Time 2 (ie, follow-up time point). The results supported the social capital-accrual hypothesis by showing that the approach coping style was inversely associated with Time 2 depression through its positive associations with both social networking and perceived family support. The results also supported the escape-from-self hypothesis by revealing that the avoidant coping style was positively associated with Time 2 depression through its positive associations with both gaming and cyberbullying victimization, but the serial mediation model was no longer significant after Time 1 depression and some demographic risk factors had been controlled for. Finally, the results supported the time-displacement hypothesis by showing that gaming was positively associated with Time 2 depression through its inverse associations with social networking and perceived family support. CONCLUSIONS During the extended stay-at-home period in the early stages of the COVID-19 pandemic, the prevalence of probable depression during the 2-month study period was high among the UK and US residents. Individuals with distinct coping styles may engage in different types of online leisure activities and perceive varying levels of social support, which are associated with risks of probable depression.
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Affiliation(s)
- Cecilia Cheng
- Social and Health Psychology Laboratory, Department of Psychology, The University of Hong Kong, Hong Kong, Hong Kong
| | - Yan-Ching Lau
- Division of Psychology and Language Sciences, University College London, London, United Kingdom
| | - Jeremy W Luk
- National Institute on Alcohol Abuse and Alcoholism, Bethesda, MD, United States
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10
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Wehbe RR, Whaley C, Eskandari Y, Suarez A, Nacke LE, Hammer J, Lank E. Above Water: What a game to destigmatise anxiety tells us about developing games targeting sensitive topics (Preprint). JMIR Serious Games 2020; 10:e21376. [PMID: 35588056 PMCID: PMC9164096 DOI: 10.2196/21376] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/25/2020] [Revised: 03/29/2021] [Accepted: 10/12/2021] [Indexed: 11/25/2022] Open
Abstract
Background Although in many contexts unsuccessful games targeting learning, social interaction, or behavioral change have few downsides, when covering a sensitive domain such as mental health (MH), care must be taken to avoid harm and stigmatization of people who live with MH conditions. As a result, evaluation of the game to identify benefits and risks is crucial in understanding the game’s success; however, assessment of these apps is often compared with the nongame control condition, resulting in findings specifically regarding entertainment value and user preferences. Research exploring the design process, integrating field experts, and guidelines for designing a successful serious game for sensitive topics is limited. Objective The aim of this study is to understand which elements of game design can guide a designer when designing a game for sensitive topics. Methods To carefully probe the design space of serious games for MH, we present Above Water (AbW), a game targeting the reduction of stigma surrounding MH, now in its second iteration. The game, AbW, serves as a consistent research probe to solicit expert feedback. Experts were recruited from a range of topic domains related to MH and wellness, game design, and user experience. Results By using this deployment as a research probe, this study demonstrates how to synthesize gained insights from multiple expert perspectives and create actionable guidelines for successful design of serious games targeting sensitive topics. Conclusions Our work contributes to a better understanding of how to design specialized games to address sensitive topics. We present a set of guidelines for designing games for sensitive subjects, and for each guideline, we present an example of how to apply the finding to the sample game (AbW). Furthermore, we demonstrate the generalizability to other sensitive topics by providing an additional example of a game that could be designed with the presented guidelines.
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Affiliation(s)
- Rina R Wehbe
- Human Computer Interaction for Social Good (HCI4GOOD), Faculty of Computer Science, Dalhousie University, Halifax, NS, Canada
- Methods Group, Human Computer Interaction Lab, Cheriton School of Computer Science, Faculty of Mathematics, University of Waterloo, Waterloo, ON, Canada
- The Games Institute, University of Waterloo, Waterloo, ON, Canada
| | - Colin Whaley
- The Games Institute, University of Waterloo, Waterloo, ON, Canada
- Michael G DeGroote School of Medicine, McMaster University, Hamilton, ON, Canada
- School of Pharmacy, University of Waterloo, Waterloo, ON, Canada
| | - Yasaman Eskandari
- Methods Group, Human Computer Interaction Lab, Cheriton School of Computer Science, Faculty of Mathematics, University of Waterloo, Waterloo, ON, Canada
- The Games Institute, University of Waterloo, Waterloo, ON, Canada
- School of Pharmacy, University of Waterloo, Waterloo, ON, Canada
- Faculty of Science, University of Waterloo, Waterloo, ON, Canada
| | - Ally Suarez
- Methods Group, Human Computer Interaction Lab, Cheriton School of Computer Science, Faculty of Mathematics, University of Waterloo, Waterloo, ON, Canada
- The Games Institute, University of Waterloo, Waterloo, ON, Canada
- Faculty of Applied Health Sciences, University of Waterloo, Waterloo, ON, Canada
- Human Computer Interaction (HCI) Games Group, Stratford School of Interaction Design and Business, Faculty of Arts, University of Waterloo, Waterloo, ON, Canada
| | - Lennart E Nacke
- The Games Institute, University of Waterloo, Waterloo, ON, Canada
- Human Computer Interaction (HCI) Games Group, Stratford School of Interaction Design and Business, Faculty of Arts, University of Waterloo, Waterloo, ON, Canada
| | - Jessica Hammer
- OH! Lab, Human Computer Interaction Institute, Carnegie Mellon University, Pittsburgh, PA, United States
| | - Edward Lank
- Methods Group, Human Computer Interaction Lab, Cheriton School of Computer Science, Faculty of Mathematics, University of Waterloo, Waterloo, ON, Canada
- Équipe LOKI, Inria Lille-Nord Europe, University of Lille, Lille, Villeneuve d'Ascq, France
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11
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Zhou C, Occa A, Kim S, Morgan S. A Meta-analysis of Narrative Game-based Interventions for Promoting Healthy Behaviors. JOURNAL OF HEALTH COMMUNICATION 2019; 25:54-65. [PMID: 31829829 DOI: 10.1080/10810730.2019.1701586] [Citation(s) in RCA: 13] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/10/2023]
Abstract
Health interventions that use serious games have become increasingly popular. However, many of these games have been designed with few immersive game features which would improve users' engagement with the persuasive messages. To address this issue, researchers have incorporated narrative elements in games to facilitate message processing and enhance behavioral change. There have been theoretical debates about whether narratives benefit these interventions; empirical evidences for their effects are slightly mixed. This meta-analysis provides a deeper understanding of the overall impact of narrative game-based interventions on health-related behaviors and their psychological determinants. Combining the results from 22 studies, this meta-analysis found that narrative game-based interventions were effective in changing behaviors, knowledge, self-efficacy, and enjoyment. These effects were moderated by factors such as the genre of the game, the genre of the story, group play, and participant age. Implications of the findings and suggestions for future design of narrative game-based interventions were discussed.
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Affiliation(s)
- Chun Zhou
- Department of Communication, College of Communication, Architecture + The Arts, Florida International University, Miami, Florida, USA
| | - Aurora Occa
- Department of Communication, College of Communication and Information, University of Kentucky, Lexington, Kentucky, USA
| | - Soyoon Kim
- Department of Communication Studies, School of Communication, University of Miami, Coral Gables, Florida, USA
| | - Susan Morgan
- Department of Communication Studies, School of Communication, University of Miami, Coral Gables, Florida, USA
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White M, Legg E, Foroughi B, Rose J. Constructing past, present, and future communities: Exploring the experiences of community among last-dollar scholarship students. JOURNAL OF COMMUNITY PSYCHOLOGY 2019; 47:805-818. [PMID: 30650181 DOI: 10.1002/jcop.22154] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/31/2018] [Revised: 12/31/2018] [Accepted: 01/02/2019] [Indexed: 06/09/2023]
Abstract
This study explores sense of community (SOC) among low-income college students. The development of a SOC among college students, especially low-income students, may be particularly vital because of its implications for student success. Six low-income Arizona State University students were selected based on receipt of a prestigious last-dollar scholarship. Using narrative inquiry, participants were interviewed about their understanding and experiences with communities. Interviews were audio recorded and transcribed. Participant narratives were created to provide context and in-depth understanding of experiences. We identified the following themes: (a) mutual support and caring; (b) shared values and goals; (c) interaction and intentionality; and (d) community as self-constructed, intersecting, and nonlinear. These findings expand existing literature on SOC, with an emphasis on low-income students in university settings. This research offers an opportunity to examine ways in which universities and student services can provide students an opportunity to better understand their own SOC.
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Abstract
This study examined the role of social support in managing worry among a sample of Malaysian adults. An online questionnaire was completed by 136 participants (age M = 34, SD = 7.65; 71% female, 29% male). Each wrote open-ended, essay-type descriptions of their experiences with social support in relation to worry, as well as completing measures of pathological worry (Penn State Worry Questionnaire), normal worry (Worry Domains Questionnaire), and perceived social support (Multidimensional Scale of Perceived Social Support). Results indicated that young adults experienced a higher degree of normal worry compared to older adults, but pathological worry was not significantly different between the two groups. No significant differences in worry were found in relation to gender, ethnicity or marital status. Perceived social support was negatively related to levels of both normal and pathological worry. Qualitative analyses pointed towards four important roles for social support: providing a sense of belonging and security, providing emotional relief or catharsis, helping to reappraise situations, and facilitating problem-solving and decision-making. The role of social support as a secure base that facilitates emotion management and helps to ground thinking is discussed.
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Obst PL, Zhao X, White KM, O'Connor EL, Longman H. Game Identity-Based Motivations of Playing World of Warcraft and Their Psychological Outcomes. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2018; 21:655-660. [DOI: 10.1089/cyber.2018.0185] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Affiliation(s)
- Patricia L. Obst
- School of Psychology and Counselling, Queensland University of Technology, Brisbane, Queensland, Australia
| | - Xiang Zhao
- School of Psychology and Counselling, Queensland University of Technology, Brisbane, Queensland, Australia
| | - Katherine M. White
- School of Psychology and Counselling, Queensland University of Technology, Brisbane, Queensland, Australia
| | - Erin L. O'Connor
- School of Psychology and Counselling, Queensland University of Technology, Brisbane, Queensland, Australia
| | - Huon Longman
- School of Psychology and Counselling, Queensland University of Technology, Brisbane, Queensland, Australia
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Zhang S, Tian Y, Sui Y, Zhang D, Shi J, Wang P, Meng W, Si Y. Relationships Between Social Support, Loneliness, and Internet Addiction in Chinese Postsecondary Students: A Longitudinal Cross-Lagged Analysis. Front Psychol 2018; 9:1707. [PMID: 30258387 PMCID: PMC6143803 DOI: 10.3389/fpsyg.2018.01707] [Citation(s) in RCA: 46] [Impact Index Per Article: 7.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/03/2018] [Accepted: 08/23/2018] [Indexed: 12/03/2022] Open
Abstract
Using the Internet has become one of the most popular leisure activities among postsecondary students in China. Concern about the large number of students using the Internet has led to an increase in research on the influencing factors of Internet addiction and the negative consequences caused by it. This short-term longitudinal study examined the associations among three dimensions of social support [objective support (OS), subjective support (SS), and support utilization (SU)], loneliness, and the four dimensions of Internet addiction (compulsive Internet use [CIU] & withdrawal from Internet addiction [WIA], tolerance of Internet addiction [TIA], time-management problems [TMPs], and interpersonal and health problems [IHPs]) in a Chinese sample. A total of 169 postsecondary first-year students (88 girls and 81 boys; mean age = 18.31 years) participated in the study. The questionnaire measurements were taken at the beginning of the school year (T1), 6 months later (T2), and 1 year later (T3). Cross-lagged and structural equation modeling analyses indicated that (a) OS (T1) and SU (T1) negatively predicted loneliness (T2); and loneliness (T2) negatively predicted OS (T3) and SU(T3); (b) CIU & WIA (T1) and TMPs (T1) positively predicted loneliness (T2); and loneliness (T2) positively predicted CIU & WIA (T3), TIA (T3), TMP (T3), and IHP (T3); (c) SS (T1) directly affected TIA (T3) and TMP (T3); and (d) loneliness (T2) played a mediating role in the relationships between OS (T1) and CIU (T3), OS (T1) and TMP (T3), OS (T1) and IHP (T3), and SU (T1) and IHP (T3). Finally, interventions for Internet addiction and implications for future studies were discussed.
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Affiliation(s)
| | | | | | | | | | - Peng Wang
- Department of Psychology, Shandong Normal University, Jinan, China
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16
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Female Gamers’ Experience of Online Harassment and Social Support in Online Gaming: A Qualitative Study. Int J Ment Health Addict 2018. [DOI: 10.1007/s11469-018-9962-0] [Citation(s) in RCA: 15] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/28/2022] Open
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17
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Mancini T, Caricati L, Balestrieri MF, Sibilla F. How to reduce intergroup hostility in virtual contexts: The role of alts in decreasing intergroup bias in World of Warcraft. COMPUTERS IN HUMAN BEHAVIOR 2018. [DOI: 10.1016/j.chb.2018.01.021] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
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18
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Boot WR, Moxley JH, Roque NA, Andringa R, Charness N, Czaja SJ, Sharit J, Mitzner T, Lee CC, Rogers WA. Exploring Older Adults' Video Game Use in the PRISM Computer System. Innov Aging 2018; 2:igy009. [PMID: 30480133 PMCID: PMC6177054 DOI: 10.1093/geroni/igy009] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/18/2017] [Accepted: 03/21/2018] [Indexed: 11/20/2022] Open
Abstract
Background and Objective As part of the PRISM (Personal Reminder Information & Social Management) randomized field trial, a large group of older adults (N = 150) received a computer system in their home that presented them with the opportunity to play eleven different video games. While researchers have often assessed older adults’ gaming preferences and habits through survey data and focus groups, this trial represented a unique opportunity to study gaming behavior “in the wild” over an entire year. Research Design and Methods We present an exploration of game usage data, individual differences in game preferences and gaming habits, and individual difference predictors of game use. Results Although few individual difference variables consistently predicted game use and preferences, there were clear favorites among the different games, and results demonstrate that given the opportunity and training many older adults may become active and long-term gamers. Discussion and Implications Findings have implications for designing video games that older adults enjoy, supporting enjoyable and meaningful interactions with video games across the life span, and for designing cognitive, social, and health interventions involving games.
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Affiliation(s)
- Walter R Boot
- Department of Psychology, Florida State University, Tallahassee
| | | | - Nelson A Roque
- Department of Psychology, Florida State University, Tallahassee
| | - Ronald Andringa
- Department of Psychology, Florida State University, Tallahassee
| | - Neil Charness
- Department of Psychology, Florida State University, Tallahassee
| | | | - Joseph Sharit
- Department of Industrial Engineering, University of Miami, Florida
| | - Tracy Mitzner
- School of Psychology, Georgia Institute of Technology, Atlanta
| | | | - Wendy A Rogers
- Kinesiology & Community Health, University of Illinois at Urbana-Champaign
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19
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Workarounds and social support: the saviors for visually impaired bankers in India. JOURNAL OF INFORMATION COMMUNICATION & ETHICS IN SOCIETY 2018. [DOI: 10.1108/jices-05-2017-0031] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Purpose
This research aims to study the coping experience of visually impaired (VI) bankers in India after they have received reasonable accommodation from their employers, that is, the work process or environment has been suitably modified to ensure a barrier-free environment for them.
Design/methodology/approach
Data were collected through semi-structured interviews with 12 VI bankers working with public sector banks in India. A phenomenological approach was adopted during data analysis.
Findings
Despite the provision of reasonable accommodations, VI employees often find it difficult to fulfill their job responsibilities. This is on account of extensive paperwork required for completion of their jobs and the partially accessible information systems available to them. As a result, these VI employees are found resorting to workarounds to carry out their jobs, with the nature of workarounds adopted varying with the type and extent of visual impairment. Furthermore, it is observed that VI employees require social support not only from their superiors and peers but also from their subordinates and customers to carry out their tasks.
Research limitations/implications
Data collection was done through snowball sampling which could have resulted in sampling bias. Due to confidentiality issues, observation of workarounds in practice by VI employees could not be carried out as part of the study.
Originality/value
The study contributes to the literature on integration of persons with disabilities (PwDs) by examining their coping experience after provision of reasonable accommodations. It emphasizes the role of workarounds, an under-studied area in PwD integration, as well as support of other stakeholders in the experience.
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20
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Unpacking the characteristics of Snapchat users: A preliminary investigation and an agenda for future research. COMPUTERS IN HUMAN BEHAVIOR 2017. [DOI: 10.1016/j.chb.2017.04.032] [Citation(s) in RCA: 26] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/20/2022]
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21
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Triberti S, Durosini I, Aschieri F, Villani D, Riva G. Changing Avatars, Changing Selves? The Influence of Social and Contextual Expectations on Digital Rendition of Identity. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2017; 20:501-507. [DOI: 10.1089/cyber.2016.0424] [Citation(s) in RCA: 28] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Affiliation(s)
- Stefano Triberti
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
| | - Ilaria Durosini
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
| | - Filippo Aschieri
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
- European Center for Therapeutic Assessment, Università Cattolica del Sacro Cuore, Milan, Italy
| | - Daniela Villani
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
| | - Giuseppe Riva
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
- Applied Technology for NeuroPsychology Laboratory, Istituto Auxologico Italiano, Milan, Italy
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22
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Colder Carras M, Van Rooij AJ, Spruijt-Metz D, Kvedar J, Griffiths MD, Carabas Y, Labrique A. Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime. Front Psychiatry 2017; 8:300. [PMID: 29403398 PMCID: PMC5786876 DOI: 10.3389/fpsyt.2017.00300] [Citation(s) in RCA: 36] [Impact Index Per Article: 5.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/28/2017] [Accepted: 12/15/2017] [Indexed: 11/13/2022] Open
Abstract
Emerging research suggests that commercial, off-the-shelf video games have potential applications in preventive and therapeutic medicine. Despite these promising findings, systematic efforts to characterize and better understand this potential have not been undertaken. Serious academic study of the therapeutic potential of commercial video games faces several challenges, including a lack of standard terminology, rapidly changing technology, societal attitudes toward video games, and understanding and accounting for complex interactions between individual, social, and cultural health determinants. As a vehicle to launch a new interdisciplinary research agenda, the present paper provides background information on the use of commercial video games for the prevention, treatment, and rehabilitation of mental and other health conditions, and discusses ongoing grassroots efforts by online communities to use video games for healing and recovery.
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Affiliation(s)
- Michelle Colder Carras
- Johns Hopkins Bloomberg School of Public Health, Baltimore, MD, United States.,Johns Hopkins University Global mHealth Initiative, Baltimore, MD, United States
| | - Antonius J Van Rooij
- Trimbos Institute, Netherlands Institute of Mental Health and Addiction, Utrecht, Netherlands
| | - Donna Spruijt-Metz
- Dornsife Center for Economic and Social Research, University of Southern California, Los Angeles, CA, United States
| | | | | | - Yorghos Carabas
- Johns Hopkins Bloomberg School of Public Health, Baltimore, MD, United States.,Johns Hopkins University Global mHealth Initiative, Baltimore, MD, United States
| | - Alain Labrique
- Johns Hopkins Bloomberg School of Public Health, Baltimore, MD, United States.,Johns Hopkins University Global mHealth Initiative, Baltimore, MD, United States
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