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Kuo HJ, Yeomans M, Ruiz D, Lin CC. Video games and disability-a risk and benefit analysis. FRONTIERS IN REHABILITATION SCIENCES 2024; 5:1343057. [PMID: 38496777 PMCID: PMC10943698 DOI: 10.3389/fresc.2024.1343057] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 11/22/2023] [Accepted: 02/16/2024] [Indexed: 03/19/2024]
Abstract
Purpose Over the past decades, video games have become a substantial part of the entertainment industry. While ubiquitous, video game participation remains low among people with disabilities amid potential negative effects. This article analyzes the risks and benefits that video games may present to individuals with disabilities. Methodology In this conceptual article, we explored the literature pertaining to video games and disability. To better understand the impact of video games on individuals with disabilities, we focused on the unique features of video games through the lens of the Self-Determination Theory. Findings Our findings show that individuals with disabilities are most at risk from excessive video game use, leading to increased aggression, sedentary behavior, and negative impact on academic performance. Identified benefits include promoting physical rehabilitation and psychological well-being, improving cognitive abilities and emotional regulation, and utility in promoting exercises, and managing chronic pain. Originality This article presents a number of strategies and resources to help guide individuals with disabilities, educators, practitioners, and researchers in maximizing the benefits of video games while controlling the risks.
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Affiliation(s)
- Hung Jen Kuo
- Department of Counseling, Educational Psychology and Special Education, Michigan State University, East Lansing, MI, United States
| | - Michael Yeomans
- Department of Counseling, Educational Psychology and Special Education, Michigan State University, East Lansing, MI, United States
| | - Derek Ruiz
- Rehabilitation and Disability Studies, Southern University and A&M College, Baton Rouge, LA, United States
| | - Chien-Chun Lin
- Rehabilitation and Mental Health Counseling, Western Oregon University, Monmouth, IL, United States
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Lengersdorff LL, Wagner IC, Mittmann G, Sastre-Yagüe D, Lüttig A, Olsson A, Petrovic P, Lamm C. Neuroimaging and behavioral evidence that violent video games exert no negative effect on human empathy for pain and emotional reactivity to violence. eLife 2023; 12:e84951. [PMID: 37975654 PMCID: PMC10791126 DOI: 10.7554/elife.84951] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/16/2022] [Accepted: 11/17/2023] [Indexed: 11/19/2023] Open
Abstract
Influential accounts claim that violent video games (VVGs) decrease players' emotional empathy by desensitizing them to both virtual and real-life violence. However, scientific evidence for this claim is inconclusive and controversially debated. To assess the causal effect of VVGs on the behavioral and neural correlates of empathy and emotional reactivity to violence, we conducted a prospective experimental study using functional magnetic resonance imaging (fMRI). We recruited 89 male participants without prior VVG experience. Over the course of two weeks, participants played either a highly violent video game or a non-violent version of the same game. Before and after this period, participants completed an fMRI experiment with paradigms measuring their empathy for pain and emotional reactivity to violent images. Applying a Bayesian analysis approach throughout enabled us to find substantial evidence for the absence of an effect of VVGs on the behavioral and neural correlates of empathy. Moreover, participants in the VVG group were not desensitized to images of real-world violence. These results imply that short and controlled exposure to VVGs does not numb empathy nor the responses to real-world violence. We discuss the implications of our findings regarding the potential and limitations of experimental research on the causal effects of VVGs. While VVGs might not have a discernible effect on the investigated subpopulation within our carefully controlled experimental setting, our results cannot preclude that effects could be found in settings with higher ecological validity, in vulnerable subpopulations, or after more extensive VVG play.
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Affiliation(s)
- Lukas Leopold Lengersdorff
- Social, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of ViennaViennaAustria
| | - Isabella C Wagner
- Social, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of ViennaViennaAustria
| | - Gloria Mittmann
- Social, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of ViennaViennaAustria
| | - David Sastre-Yagüe
- Social, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of ViennaViennaAustria
| | - Andre Lüttig
- Social, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of ViennaViennaAustria
| | - Andreas Olsson
- Department of Clinical Neuroscience, Division of Psychology, Karolinska InstituteStockholmSweden
| | - Pedrag Petrovic
- Department of Clinical Neuroscience, Division of Psychology, Karolinska InstituteStockholmSweden
| | - Claus Lamm
- Social, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of ViennaViennaAustria
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Sun X, Zhang X, Duan C, Yao L, Niu G, Tian Y. Parental active internet mediation and Children’s academic adaptation: the mediating role of video gaming and moderating role of deviant peer affiliation. CURRENT PSYCHOLOGY 2021. [DOI: 10.1007/s12144-021-02217-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
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Comparing video game engagement measures as related to individual and relational well-being in a community sample of adult gamers. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2021. [DOI: 10.1016/j.chbr.2021.100136] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022] Open
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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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Abbas HA. Effects of personality disorders and attitudes towards social networking services: evidence from family business successors in the Arab world. JOURNAL OF FAMILY BUSINESS MANAGEMENT 2021. [DOI: 10.1108/jfbm-11-2020-0112] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Purpose
This paper examines the effect of personality disorders, namely loneliness and shyness, on the family business successors' attitude towards social networking services (SNS).
Design/methodology/approach
In this study the personality disorder and attitude towards using WhatsApp are analysed in a sample of 511 family business successors, aged 18 and up to more than 50 years. Participants completed questionnaires designed for the purposes of the study specifically using for loneliness factor the UCLA Loneliness Scale (Russell et al., 1978) and for shyness the Sociability Scale (Cheek and Buss, 1981). We use two statistical methods: the first statistical technique is an exploratory factor analysis to show that shyness can be measured down into two dimensions (1) lack of confidence and (2) hesitancy, while loneliness also can be measured into the two dimensions: (1) amiability and (2) abandonment. The second statistical method uses structural equation modelling (SEM) to fit the data to the proposed model.
Findings
The results indicate that neither a lack of confidence nor amiability has a significant effect on the attitude towards instant messaging, while hesitancy and abandonment both have significant effects on attitude. Moreover, abandonment has a stronger effect on attitude than hesitancy.
Research limitations/implications
In this study were not included other related social disorders that other scholars normally study in such projects. For example, narcissism, addiction and socially anxious are very important and have results that conflict with ours.
Originality/value
The causal relations between the two independent factors of shyness and loneliness and the dependent factor of attitude towards using an Internet and SNS in family businesses from the Arab world have not yet been clearly and fully explored. This study aims to fill this gap through studying the impact of personality disorder (loneliness and shyness) on attitude to use SNS by the successors of family businesses.
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Ferguson CJ, Copenhaver A, Markey P. Reexamining the Findings of the American Psychological Association's 2015 Task Force on Violent Media: A Meta-Analysis. PERSPECTIVES ON PSYCHOLOGICAL SCIENCE 2020; 15:1423-1443. [PMID: 32777188 DOI: 10.1177/1745691620927666] [Citation(s) in RCA: 23] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
In 2015, the American Psychological Association (APA) released a task-force technical report on video-game violence with a concurrent resolution statement linking violent games to aggression but not violent crime. The task-force report has proven to be controversial; many scholars have criticized language implying conclusive evidence linking violent games to aggression as well as technical concerns regarding the meta-analysis that formed the basis of the technical report and resolution statement. In the current article, we attempt a reevaluation of the 2015 technical report meta-analysis. The intent of this reevaluation was to examine whether the data foundations behind the APA's resolution on video-game violence were sound. Reproducing the original meta-analysis proved difficult because some studies were included that did not appear to have relevant data, and many other available studies were not included. The current analysis revealed negligible relationships between violent games and aggressive or prosocial behavior, small relationships with aggressive affect and cognitions, and stronger relationships with desensitization. However, effect sizes appeared to be elevated because of non-best-practices and researcher-expectancy effects, particularly for experimental studies. It is concluded that evidence warrants a more cautious interpretation of the effects of violent games on aggression than provided by the APA technical report or resolution statement.
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A Multi-Component Analysis of CPTED in the Cyberspace Domain. SENSORS 2020; 20:s20143968. [PMID: 32708862 PMCID: PMC7411980 DOI: 10.3390/s20143968] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/06/2020] [Revised: 06/03/2020] [Accepted: 06/06/2020] [Indexed: 11/16/2022]
Abstract
The visual fidelity of a virtual environment lacks the exceedingly complex layers from the physical world, but the continuous improvements of image rendering technology and computation powers have led to greater demands for virtual simulations. Our study employs Crime Prevention through Environmental Design (CPTED) as a risk control measure and utilizes two principles: Access Control and Natural Surveillance. We conducted an experiment with (n-sample: 100) graduate students. For the experiment, we utilized the Factor Analysis of Information Risk (FAIR) to quantitatively analyze the risk. Furthermore, we adopted the lme4 package for R to estimate the mixed effect of the 6,242,880 observations retrieved from Kaggle. Based on the two experiments, we were able to critically evaluate the contributions of CPTED through a multi-component analysis. Our study investigates how spatial syntax and territorial demarcation may translate in the cyberspace realm. We found that the corollaries of the mophology in the virtual environment effects the distribution of crime. The results of our study discusses how to determine the criminogenic designs and capacity in the cyberspace realm.
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Dingus Keuhlen K, Donald K, Falbo R, Lekuti Y, Marroquin L, Ladd L. Stop! Collaborate and Listen: A Content Analysis of Peer-Reviewed Articles Investigating Parenting Strategies for Managing Adolescent Internet Use. CONTEMPORARY FAMILY THERAPY 2019. [DOI: 10.1007/s10591-019-09510-z] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022]
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10
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Chung T, Sum S, Chan M, Lai E, Cheng N. Will esports result in a higher prevalence of problematic gaming? A review of the global situation. J Behav Addict 2019; 8:384-394. [PMID: 31553236 PMCID: PMC7044624 DOI: 10.1556/2006.8.2019.46] [Citation(s) in RCA: 38] [Impact Index Per Article: 7.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/19/2022] Open
Abstract
BACKGROUND AND AIMS Video gaming is highly prevalent in modern culture, particularly among young people, and a healthy hobby for the majority of users. However, in recent years, there has been increasing global recognition that excessive video gaming may lead to marked functional impairment and psychological distress for a significant minority of players. Esports is a variant of video gaming. It is a relatively new phenomenon but has attracted a considerable number of followers across the world and is a multimillion dollar industry. The aim of this briefing paper is to review the global situation on esports and related public health implications. METHODS A non-systematic review was conducted. Information obtained from the Internet and PubMed was collated and presented as genres of games, varieties and magnitudes of impacts, popularity, fiscal impact in monetary terms, government involvement, and public health implications. RESULTS There are several different kinds of esports but there was no clear categorization on the genre of games. Many tournaments have been organized by gaming companies across the world with huge prize pools, and some of these events have government support. Little information on the health effects associated with esports was identified. DISCUSSION AND CONCLUSIONS A majority of the sources of information were from commercial settings, and failed to declare conflicts of interest, which may result in a biased picture of the current situation. When gaming activity is being further promoted under the umbrella of esports, it seems reasonable to expect an increase in problematic gaming and thus increased prevalence of gaming disorder and hazardous gaming. With increasing demand for treatment services for gaming addition/disorder in different countries across the world, it is a significant public health concern. More empirically based research on this topic is needed.
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Affiliation(s)
- Thomas Chung
- Student Health Service, Department of Health, Hong Kong SAR, China,Corresponding author: Thomas Chung; Consultant Community Medicine; Family and Student Health Services, Department of Health, 4/F Lam Tin Polyclinic, 99 Kai Tin Road, Kwun Tong, Hong Kong SAR, China; Phone: +852 3163 4608; Fax: +852 2717 1720; E-mail:
| | - Simmy Sum
- Student Health Service, Department of Health, Hong Kong SAR, China
| | - Monique Chan
- Student Health Service, Department of Health, Hong Kong SAR, China
| | - Ely Lai
- Student Health Service, Department of Health, Hong Kong SAR, China
| | - Nanley Cheng
- Student Health Service, Department of Health, Hong Kong SAR, China
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11
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DeCamp W. Parental influence on youth violent video game use. SOCIAL SCIENCE RESEARCH 2019; 82:195-203. [PMID: 31300079 DOI: 10.1016/j.ssresearch.2019.04.013] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 12/14/2018] [Revised: 04/05/2019] [Accepted: 04/18/2019] [Indexed: 06/10/2023]
Abstract
Violent video games have been the subject of much news and analysis. One area of the debate, particularly in legal arenas, has been whether parents have or should have control over what games their children play. Despite such debates, only limited empirical research has examined whether parents actually do have influence over what games their children play or how much they play them. Using cross-sectional data from large-samples of American high-school and middle-school students, this study examines parental influences on violent video game play and the role of perceived parental opinion of violent video games. Results suggest that parental attachment and perceived parental opinion of video games play a significant role in the degree to which youth play violent games, even through later adolescence in high school.
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Affiliation(s)
- Whitney DeCamp
- Western Michigan University, Department of Sociology, 1903 W. Michigan Ave, Kalamazoo, MI, 49008-5257, USA.
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12
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Castro-Sánchez M, Chacón-Cuberos R, Ubago-Jiménez JL, Zafra-Santos E, Zurita-Ortega F. An Explanatory Model for the Relationship between Motivation in Sport, Victimization, and Video Game Use in Schoolchildren. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2018; 15:ijerph15091866. [PMID: 30158454 PMCID: PMC6164500 DOI: 10.3390/ijerph15091866] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 08/04/2018] [Revised: 08/23/2018] [Accepted: 08/24/2018] [Indexed: 11/29/2022]
Abstract
(1) Background: Society is changing amazingly fast, and this is bringing about changes in the way that people spend their free time. In the 21st century, free time is increasingly spent using technological devices such as video games, thus increasing levels of sedentariness. The aim of the present study was to define an explanatory model for the problematic use of video games, physical activity, motivational climate in sports, and victimization in schoolchildren, and to analyze the relationships between these variables according to gender; (2) Methods: A total of 734 schoolchildren, of both sexes, participated in this research study. They were aged from 10 to 12 and lived in the province of Granada (Spain). The main instruments used were the questionnaires PMCSQ-2, PAQ-C, QERV, and SVS. A multigroup structural equation model was used, which had an excellent fit (χ2 = 319.472; df = 72; p < 0.001; CFI = 0.962; NFI = 0.952; IFI = 0.962; RMSEA = 0.048); (3) Results: The practice of physical activity was related negatively and indirectly to the problematic use of video games ((r = −0.085, boys); (r = −0.081, girls)), and this in turn was related positively and directly to victimization ((r = 0.094, boys); (r = 0.174, girls)). Additionally, task climate was inversely related to the problematic use of video games for girls (r = −0.133), and ego climate was directly related to the use of these devices only with regard to boys (r = 0.250). (4) Conclusions: It must be noted that schoolchildren’s pathological use of video games is closely related to lower levels of physical activity. In addition, those motivational climates in sports that are oriented towards performance exacerbate this pathological behavior, which accentuates the importance of promoting motivational climates that are oriented towards tasks in schoolchildren.
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Affiliation(s)
| | | | - José Luis Ubago-Jiménez
- Department of Didactics of Musical, Plastic and Corporal Expression, University of Granada, 18071 Granada, Spain.
| | | | - Félix Zurita-Ortega
- Department of Didactics of Musical, Plastic and Corporal Expression, University of Granada, 18071 Granada, Spain.
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Pan W, Gao X, Shi S, Liu F, Li C. Spontaneous Brain Activity Did Not Show the Effect of Violent Video Games on Aggression: A Resting-State fMRI Study. Front Psychol 2018; 8:2219. [PMID: 29375416 PMCID: PMC5770362 DOI: 10.3389/fpsyg.2017.02219] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/16/2016] [Accepted: 12/07/2017] [Indexed: 11/13/2022] Open
Abstract
A great many of empirical researches have proved that longtime exposure to violent video game can lead to a series of negative effects. Although research has focused on the neural basis of the correlation between violent video game and aggression, little is known whether the spontaneous brain activity is associated with violent video game exposure. To address this question, we measured the spontaneous brain activity using resting-state functional magnetic resonance imaging (fMRI). We used the amplitude of low-frequency fluctuations (ALFF) and fractional ALFF (fALFF) to quantify spontaneous brain activity. The results showed there is no significant difference in ALFF, or fALFF, between violent video game group and the control part, indicating that long time exposure to violent video games won't significantly influence spontaneous brain activity, especially the core brain regions such as execution control, moral judgment and short-term memory. This implies the adverse impact of violent video games is exaggerated.
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Affiliation(s)
- Wei Pan
- Faculty of Psychology, Southwest University, Chongqing, China
- Institute of Psychology, Chinese Academy of Sciences, Beijing, China
- Department of Psychology, University of Chinese Academy of Sciences, Beijing, China
| | - Xuemei Gao
- Faculty of Psychology, Southwest University, Chongqing, China
| | - Shuo Shi
- Faculty of Psychology, Southwest University, Chongqing, China
| | - Fuqu Liu
- Faculty of Psychology, Southwest University, Chongqing, China
| | - Chao Li
- Faculty of Psychology, Southwest University, Chongqing, China
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DeCamp W. Who plays violent video games? An exploratory analysis of predictors of playing violent games. PERSONALITY AND INDIVIDUAL DIFFERENCES 2017. [DOI: 10.1016/j.paid.2017.06.027] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
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