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Thulin EJ, Kusunoki Y, Kernsmith PD, Smith-Darden JP, Grogan-Kaylor A, Zimmerman M, Heinze JE. Longitudinal Effects of Electronic Dating Violence on Depressive Symptoms and Delinquent Behaviors Across Adolescence. JOURNAL OF INTERPERSONAL VIOLENCE 2024; 39:2526-2551. [PMID: 38158747 DOI: 10.1177/08862605231221281] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/03/2024]
Abstract
Depressive symptoms and delinquent behaviors that emerge during adolescence pose both short- and long-term negative outcomes. Though there is growing evidence that exposure to teen dating violence is also associated with a greater likelihood of depressive symptoms and delinquent behaviors such as engaging in peer violence and substance use, less is known about the effects of specific forms of electronic dating violence (i.e., electronic harassment, electronic coercion, and electronic monitoring) across adolescence on depressive symptoms and delinquent behaviors. Data were drawn from a 4-year prospective longitudinal study of two cohorts of youth followed from age 12 to 15 (n = 526, 52% female) and age 15 to 18 (n = 592, 53% female). Two mixed-effects models (stratified by cohort) were employed to evaluate depressive symptoms and delinquent behavior outcomes by exposure to electronic harassment, electronic coercion, and electronic monitoring, while accounting for verbal dating violence, physical dating violence, sexual dating violence, exposure to threat-based adverse childhood experiences, exposure to deprivation-based adverse childhood experiences, and gender across all four waves of data collection. Higher exposure to electronic sexual coercion was predictive of increased depression (β = .015, p = .018). Increased exposure to electronic sexual coercion (β = .007, p = .004) and electronic monitoring (β = .008, p = .045) were both predictive of more delinquency across adolescence. By delineating the effects of in-person verbal, physical, and sexual dating violence with unique electronic domains, we found unique additional risk from domains of electronic dating violence, which was particularly pronounced for youth who reported electronic sexual coercion. Electronic sexual coercion heightens the risk of depressive symptoms and delinquent behaviors in males and females beyond the risk presented by in-person forms of dating violence and should be accounted for in prevention and intervention programs. Future research should explore the effect of perceived normativity on the prevalence of electronic harassment and subsequent influence on outcomes.
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Affiliation(s)
- Elyse Joan Thulin
- Psychiatry, Michigan Medicine, Ann Arbor, MI, USA
- Health Behavior and Health Education, University of Michigan School of Public Health, Ann Arbor, MI, USA
- Institute of Firearm Injury Prevention, University of Michigan, Ann Arbor, MI, USA
| | | | | | | | | | - Marc Zimmerman
- Psychiatry, Michigan Medicine, Ann Arbor, MI, USA
- Institute of Firearm Injury Prevention, University of Michigan, Ann Arbor, MI, USA
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Chen S, Wei M, Wang X, Liao J, Li J, Liu Y. Competitive Video Game Exposure Increases Aggression Through Impulsivity in Chinese Adolescents: Evidence From a Multi-Method Study. J Youth Adolesc 2024:10.1007/s10964-024-01973-0. [PMID: 38622471 DOI: 10.1007/s10964-024-01973-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/01/2024] [Accepted: 03/15/2024] [Indexed: 04/17/2024]
Abstract
It is widely known controversies about the results of violent video game increase aggression. However, the role of competitive video games, has received less research attention, and the underlying mechanisms of their influence are unknown. This study aimed to expand the existing literature by systematically exploring the effects of competitive video game exposure on adolescent aggression and the mediating role of impulsivity. In so doing, three types of studies (collectively N = 2919, mean age varied from 13.75 to 15.44 years, with a balanced gender) combining cross-sectional, experimental, and longitudinal approaches, were conducted. The findings consistently show that competitive video game exposure increased adolescents' aggression and impulsivity. Also, impulsivity mediated the correlation and long-term effect of competitive video game exposure on aggression. However, the experimental study did not confirm the short-term mediating effect of impulsivity, which may be related to the type of aggression measured in the study. The results indicate that competitive video game exposure is an important antecedent factor for adolescent aggression, and impulsivity is the key underlying mechanism.
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Affiliation(s)
- Shuai Chen
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Beibei, Chongqing, 400715, China
| | - Mingchen Wei
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Beibei, Chongqing, 400715, China
| | - Xu Wang
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Beibei, Chongqing, 400715, China
| | - Jinqian Liao
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Beibei, Chongqing, 400715, China
| | - Jiayi Li
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Beibei, Chongqing, 400715, China
| | - Yanling Liu
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Beibei, Chongqing, 400715, China.
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McGarry P, Shortland N, Anastasio N, Palmieri M. The Behavioral Inhibition System and Engagement With, and Influence By, COVID-19 and Election-Based Misinformation. JOURNAL OF INTERPERSONAL VIOLENCE 2024; 39:133-156. [PMID: 37650441 DOI: 10.1177/08862605231194638] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 09/01/2023]
Abstract
The negative impact of misinformation on public discourse and public safety is increasingly a focus of attention. From the COVID-19 pandemic to national elections, exposure to misinformation has been linked to conflicting perceptions of social, economic, and political issues, which has been found to lead to polarization, radicalization, and acts of violence at the individual and group level. While a large body of research has emerged examining the development and spread of misinformation, little has been done to examine the human processes of being exposed to, and influenced by, misinformation material online. This article uses reinforcement sensitivity theory to examine the effect of individual differences in the Behavioral Inhibition System (BIS) on the behavioral and cognitive intentions to engage in violence after exposure to misinformation online. Using an online panel sample (Mechanical Turk), and a behavioral study that involved exposure to, and interaction with, misinformation, this study found that trait BIS score impacted how much individuals engaged with misinformation, as well as their ensuing activism and radicalism toward the narratives that were depicted. This study identified that engagement with misinformation impacted intentions for activism and radicalism, as did trait BIS. However, these effects were present for both misinformation and correct information conditions. These findings highlight the importance of BIS-related processes and raise important questions about the degree to which we need to think about online influence as a general process versus specific processes that directly relate to the effect of misinformation.
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Deng X, Hu YB, Liu CY, Li Q, Yang N, Zhang QY, Liu L, Qiu JN, Xu HB, Xue L, Shi YW, Wang XG, Zhao H. Psychological distress and aggression among adolescents with internet gaming disorder symptoms. Psychiatry Res 2024; 331:115624. [PMID: 38039647 DOI: 10.1016/j.psychres.2023.115624] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/05/2023] [Revised: 11/18/2023] [Accepted: 11/23/2023] [Indexed: 12/03/2023]
Abstract
The present study aimed to investigate the current situation of internet gaming disorder (IGD) in Chinese adolescents and explore the impact of IGD-related factors on adolescent aggression. We hypothesized that IGD symptoms in adolescents would be associated with aggressive behavior and that risk factors for IGD symptoms could increase the aggressive tendencies of adolescents. To verify the above hypothesis, a cross-sectional survey of junior and senior high school students from southern, southwestern, central, and eastern China was conducted. A total of 9306 valid questionnaires were collected. The results showed that the prevalence of IGD symptoms was 1.78 % among Chinese adolescents. The adolescents in the disordered gamer group had the most severe IGD symptoms, with the highest levels of psychological distress and aggression. Interestingly, adolescents in the casual gamer group had the lowest psychological distress and aggression scores. Linear regression analysis further showed that higher levels of aggression were significantly associated with male sex, younger age, more severe psychological distress and IGD symptoms, and more violent game exposure. Our results suggested that excessive online gaming not only contributes to psychological distress in adolescents but also increases their levels of aggressive behavior. Apart from male sex and younger age, severe IGD symptoms and psychological distress are the most important predictors of the development of aggressive behavior.
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Affiliation(s)
- Xi Deng
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Yu-Bo Hu
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Chun-Yan Liu
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Qi Li
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Ning Yang
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Qi-Yu Zhang
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Lu Liu
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Jian-Ni Qiu
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Hong-Bin Xu
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Li Xue
- Department of Psychology, School of Public Medicine, Southern Medical University, Guangzhou 510515, China
| | - Yan-Wei Shi
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China; Guangdong Province Key Laboratory of Brain Function and Disease, Guangzhou 510080, China
| | - Xiao-Guang Wang
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China; Guangdong Province Key Laboratory of Brain Function and Disease, Guangzhou 510080, China
| | - Hu Zhao
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China; Guangdong Province Key Laboratory of Brain Function and Disease, Guangzhou 510080, China.
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Mahmud S, Jobayer MAA, Salma N, Mahmud A, Tamanna T. Online gaming and its effect on academic performance of Bangladeshi university students: A cross-sectional study. Health Sci Rep 2023; 6:e1774. [PMID: 38107152 PMCID: PMC10723781 DOI: 10.1002/hsr2.1774] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/02/2023] [Revised: 12/01/2023] [Accepted: 12/04/2023] [Indexed: 12/19/2023] Open
Abstract
Background and Aims Due to the availability of more sophisticated cell phones with top-notch gaming functions, the present generation is more active. The available literature indicates that adolescents experience a variety of psychological issues, like low self-control brought on by an addiction to mobile games. Because of this, the aim of this study is to control the prevalence of, and factors that contribute to, online gaming addiction and its effects on academic performance in Bangladeshi university students. Methods Convenient sampling was adopted to collect primary data from 399 Bangladeshi university students utilizing a prestructured questionnaire. Descriptive statistics, the χ 2 test, binary logistic regression, and multinomial logistic regression were also used to accomplish the study's objective. Results According to this study, 62.7% of students play online games over 30 h every week. The findings also show that male students are more inclined than female students to show signs of addiction. Also, regular online gaming can result in long-term problems, and that factor including age, internet access, educational background, and frequency of play can influence the likelihood of these problems. The findings shows that a lower cumulative grade point average (CGPA), less physical activity, and less study time are associated with playing online games for at least 30 h per week. Moreover, the study found that playing online games, playing for long time, and skipping class can all have an adverse effect on a student's academic performance. Conclusions The authors recommend that the authorities set up a good entertainment environment and take into account the findings of this article to discourage students from playing online games. Furthermore, encouragement of extracurricular activities such as sports or other pursuits is also essential in assisting Bangladeshi students in overcoming their addiction to mobile games.
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Affiliation(s)
- Shohel Mahmud
- Department of StatisticsNoakhali Science and Technology UniversityNoakhaliBangladesh
| | | | - Nahid Salma
- Department of StatisticsJahangirnagar UniversitySavarBangladesh
| | - Anis Mahmud
- Department of StatisticsJahangirnagar UniversitySavarBangladesh
| | - Tanzila Tamanna
- Department of StatisticsJahangirnagar UniversitySavarBangladesh
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Kar SK, Arafat SMY, Menon V. Mobile games, behavioral addiction, crime, and crime reporting: Fault is everywhere! Indian J Psychiatry 2023; 65:1195-1196. [PMID: 38249145 PMCID: PMC10795664 DOI: 10.4103/indianjpsychiatry.indianjpsychiatry_572_23] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/01/2023] [Revised: 08/30/2023] [Accepted: 10/06/2023] [Indexed: 01/23/2024] Open
Affiliation(s)
- Sujita Kumar Kar
- Department of Psychiatry, King George's Medical University, Lucknow, Uttar Pradesh, India
| | - SM Yasir Arafat
- Department of Psychiatry, Enam Medical College and Hospital, Dhaka, Bangladesh
| | - Vikas Menon
- Department of Psychiatry, Jawaharlal Institute of Postgraduate Medical Education and Research (JIPMER), Puducherry, Pondicherry, India
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Xu K, Geng S, Dou D, Liu X. Relations between Video Game Engagement and Social Development in Children: The Mediating Role of Executive Function and Age-Related Moderation. Behav Sci (Basel) 2023; 13:833. [PMID: 37887483 PMCID: PMC10604845 DOI: 10.3390/bs13100833] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/24/2023] [Revised: 10/04/2023] [Accepted: 10/08/2023] [Indexed: 10/28/2023] Open
Abstract
The global proliferation of video games, particularly among children, has led to growing concerns about the potential impact on children's social development. Executive function is a cognitive ability that plays a crucial role in children's social development, but a child's age constrains its development. To examine the association between video game engagement and children's social development while considering the mediating role of executive function and the moderating role of age, a questionnaire was distributed to a sample of 431 parents. The results revealed a negative relation between video game engagement and social development in children, with executive function found to mediate this relation fully. Additionally, the negative association between video game engagement and executive function became more pronounced as children grew older. In light of these findings, it is advisable to adopt proactive strategies to limit excessive video game use, consider the developmental characteristics of children at different ages, and prioritize the promotion of executive function to facilitate social development among children.
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Affiliation(s)
- Ke Xu
- College of Preschool Education, Capital Normal University, Beijing 100048, China; (K.X.); (S.G.)
| | - Shuliang Geng
- College of Preschool Education, Capital Normal University, Beijing 100048, China; (K.X.); (S.G.)
| | - Donghui Dou
- School of Sociology and Psychology, Central University of Finance and Economics, Beijing 100081, China;
| | - Xiaocen Liu
- College of Preschool Education, Capital Normal University, Beijing 100048, China; (K.X.); (S.G.)
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Davis K, Iosif AM, Nordahl CW, Solomon M, Krug MK. Video Game Use, Aggression, and Social Impairment in Adolescents with Autism Spectrum Disorder. J Autism Dev Disord 2023; 53:3567-3580. [PMID: 35821547 PMCID: PMC10465670 DOI: 10.1007/s10803-022-05649-1] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 06/14/2022] [Indexed: 11/29/2022]
Abstract
We used parent report data to investigate video game playing, aggression, and social impairment in adolescents with autism spectrum disorder. Parents of autistic adolescents were more likely to report that their child plays video games as a hobby compared to parents of adolescents with typical development and also reported that their children spent more time playing video games. For autistic participants, we found no differences in aggression levels or social impairment when comparing players versus non-players. However, playing video games "more than average," as compared to "average" was associated with greater aggression and greater social impairment on "awareness" and "mannerisms" subscales. Future studies should focus on how type of video game(s) played is associated with these clinically important variables.
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Affiliation(s)
- Konnor Davis
- Department of Psychiatry and Behavioral Sciences, University of California Davis, Sacramento, USA
- MIND Institute, University of California Davis, 2825 50th Street, Sacramento, CA, 95817, USA
| | - Ana-Maria Iosif
- Department of Public Health Sciences, University of California Davis, Sacramento, USA
| | - Christine Wu Nordahl
- Department of Psychiatry and Behavioral Sciences, University of California Davis, Sacramento, USA
- MIND Institute, University of California Davis, 2825 50th Street, Sacramento, CA, 95817, USA
| | - Marjorie Solomon
- Department of Psychiatry and Behavioral Sciences, University of California Davis, Sacramento, USA
- MIND Institute, University of California Davis, 2825 50th Street, Sacramento, CA, 95817, USA
- Imaging Research Center, University of California Davis, Sacramento, USA
| | - Marie K Krug
- Department of Psychiatry and Behavioral Sciences, University of California Davis, Sacramento, USA.
- MIND Institute, University of California Davis, 2825 50th Street, Sacramento, CA, 95817, USA.
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9
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Sun J, Hao J, Liu Y. Short-Term Effects of Competitive Video Games on Aggression: An Event-Related Potential Study. Brain Sci 2023; 13:904. [PMID: 37371382 DOI: 10.3390/brainsci13060904] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/20/2023] [Revised: 05/24/2023] [Accepted: 05/30/2023] [Indexed: 06/29/2023] Open
Abstract
Previous research on factors affecting video game player aggression has mainly reflected on the violent content of video games; in recent years, some researchers have focused on competitive factors in video games. However, little research has examined the sole impacts of competitive factors in video games without violent content on aggression, and the neurological processes of these effects are still unknown. The present study was the first to examine the electrophysiological characteristics of short-term competitive video game exposure and aggression. Thirty-five participants played a video game in either competitive or solo mode for 15 min, followed by an ERP experiment based on the oddball paradigm and the hot sauce paradigm to measure aggressive behavior. Results showed that playing competitive game mode was associated with faster judgment of aggressive words, larger P300 amplitudes, and selection of more chili powder than in solo mode. Mediation analysis further revealed that the P300 amplitude evoked by the aggressive words partially mediated the relationship between competitive game exposure and aggressive behavior. These findings support the general aggression model. However, this study has limitations, such as a single form of competitive game examined and single blindness, which need further improvement in future studies.
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Affiliation(s)
- Jiayi Sun
- School of Psychology, Nanjing Normal University, Nanjing 210097, China
| | - Junyi Hao
- School of Psychology, Nanjing Normal University, Nanjing 210097, China
| | - Yanling Liu
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing 400715, China
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Quiles C, Verdoux H. Benefits of video games for people with schizophrenia: a literature review. Curr Opin Psychiatry 2023; 36:184-193. [PMID: 36939366 DOI: 10.1097/yco.0000000000000867] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 03/21/2023]
Abstract
PURPOSE OF REVIEW In spite of the overwhelming concerns about the deleterious impact of exposure to video games, a growing body of evidence suggests that it may be of potential interest for therapeutic purposes, particularly in schizophrenia. As literature is rapidly evolving, we carried out a systematic review of recent articles on this issue. RECENT FINDINGS We identified seven studies published from 2017 to 2022 exploring the benefits of commercial video games in people with schizophrenia and related disorders regarding symptoms, cognition and functional outcome. Six studies used an RCT design. Associations between gaming and better outcomes were found in three main areas: physical condition (walking speed, aerobic fitness), neurocognition (processing speed, memory and executive functions), and social functioning, self-efficacy in daily life activities and quality of life. SUMMARY Active use of video games is associated with better aerobic fitness and cognitive performances. Video gaming may contribute to better functional outcome and quality of life in patients suffering from cognitive impairments and difficulties in social functioning. Persons with schizophrenia may benefit from using commercial video games because of their potential therapeutic impact on functioning and cognition.
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Affiliation(s)
- Clélia Quiles
- Charles Perrens Hospital Center
- University Bordeaux, Inserm, Bordeaux Population Health Research Center, Team Pharmacoepidemiology, UMR 1219, Bordeaux, France
| | - Hélène Verdoux
- University Bordeaux, Inserm, Bordeaux Population Health Research Center, Team Pharmacoepidemiology, UMR 1219, Bordeaux, France
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Holmgren HG, Stockdale L, Shawcroft J, Coyne SM, Fraser AM. Toddlers and the Telly: A latent profile analysis of children's television time and content and behavioral outcomes one year later in the U.S. JOURNAL OF CHILDREN AND MEDIA 2023; 17:298-317. [PMID: 37600082 PMCID: PMC10434976 DOI: 10.1080/17482798.2023.2195194] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/03/2022] [Revised: 03/05/2023] [Accepted: 03/07/2023] [Indexed: 08/22/2023]
Abstract
Despite the ubiquity of tablets and smartphones, television remains the most frequently used screen media consumed by young children. However, it is likely that variability exists in how young children use media; for example, while some may view small amounts of aggressive content, others may view many hours each day of aggressive and prosocial media content. It is possible that differences in toddler television time and content also impact behavioral outcomes. The aims of this study were two-fold; first, we examined profiles of children's time spent watching television and media content viewed. Second, we examined longitudinal relations between media use profiles and outcomes including aggression, prosocial behavior, and problematic media use. Results suggested a three-profile solution of children's television time and content, including "Low TV content," "High child-centered content," and "High aggressive content" profiles. The "High aggressive content" group experienced higher levels of problematic media use and aggressive behavior one year later compared to other classes. The discussion focuses on implications of these findings. We urge parents to become aware of both television time and media content as they may relate to problematic media use behaviors in young children.
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Bustos-Ortega M, Carretero-Dios H, Megías JL, Romero-Sánchez M. Sexist Attitudes in Online Video Gaming: Development and Validation of the Sexism Against Women Gamers Scale in Spanish and English. PSYCHOLOGY OF WOMEN QUARTERLY 2023. [DOI: 10.1177/03616843231162837] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/30/2023]
Abstract
Sexism is an increasingly prevalent problem in the gaming community. However, until now, assessment instruments focused on the construct “sexism against women gamers” are lacking. We present an eight-item self-report scale: Sexism Against Women Gamers Scale (SAWGS). We studied the reliability and validity of the scores of Spanish and English versions across five independent samples ( N = 2,437), with participants from Spain and the United States. Scores on both versions demonstrated high reliability, while exploratory and confirmatory factor analyses supported their unidimensional structure. The analysis established configural, metric, and scalar invariance across gender. SAWGS was invariant at the configural level across countries. SAWGS scores were independent of social desirability, positively correlated with myths about intimate-partner violence against women, sexism, and social dominance orientation, and correlated negatively with feminism. Using two fictitious scenarios of sexism in online gaming, we found that gamers with higher scores on SAWGS showed a greater tendency to downplay a sexist incident and proposed a less severe punishment for toxic gamers. The SAWGS explained additional variance on responses to scenarios beyond that explained by other measures. The detection of sexism should make it possible to develop programs for its eradication and avoid negative consequences for women gamers. Additional online materials for this article are available on PWQ's website at http://journals.sagepub.com/doi/suppl/10.1177/03616843231162837
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13
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Pluta A, Mazurek J, Wojciechowski J, Wolak T, Soral W, Bilewicz M. Exposure to hate speech deteriorates neurocognitive mechanisms of the ability to understand others' pain. Sci Rep 2023; 13:4127. [PMID: 36914701 PMCID: PMC10011534 DOI: 10.1038/s41598-023-31146-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/22/2022] [Accepted: 03/07/2023] [Indexed: 03/16/2023] Open
Abstract
The widespread ubiquity of hate speech affects people's attitudes and behavior. Exposure to hate speech can lead to prejudice, dehumanization, and lack of empathy towards members of outgroups. However, the impact of exposure to hate speech on empathy and propensity to attribute mental states to others has never been directly tested empirically. In this fMRI study, we examine the effects of exposure to hate speech on neural mechanisms of empathy towards ingroup (Poles) versus outgroup members (Arabs). Thirty healthy young adults were randomly assigned to 2 groups: hateful and neutral. During the fMRI study, they were initially exposed to hateful or neutral comments and subsequently to narratives depicting Poles and Arabs in pain. Using whole-brain and region of interest analysis, we showed that exposure to derogatory language about migrants attenuates the brain response to someone else's pain in the right temporal parietal junction (rTPJ), irrespective of group membership (Poles or Arabs). Given that rTPJ is associated with processes relevant to perspective-taking, its reduced activity might be related to a decreased propensity to take the psychological perspective of others. This finding suggests that hate speech affects human functioning beyond intergroup relations.
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Affiliation(s)
- Agnieszka Pluta
- Faculty of Psychology, University of Warsaw, Stawki 5/7 Street, 00-183, Warszawa, Poland. .,Bioimaging Research Center, World Hearing Center of Institute of Physiology and Pathology of Hearing, Warszawa, Poland.
| | - Joanna Mazurek
- Faculty of Psychology, University of Warsaw, Stawki 5/7 Street, 00-183, Warszawa, Poland
| | - Jakub Wojciechowski
- Bioimaging Research Center, World Hearing Center of Institute of Physiology and Pathology of Hearing, Warszawa, Poland.,Laboratory of Emotions Neurobiology, Nencki Institute of Experimental Biology PAS, Warsaw, Poland
| | - Tomasz Wolak
- Bioimaging Research Center, World Hearing Center of Institute of Physiology and Pathology of Hearing, Warszawa, Poland
| | - Wiktor Soral
- Faculty of Psychology, University of Warsaw, Stawki 5/7 Street, 00-183, Warszawa, Poland
| | - Michał Bilewicz
- Faculty of Psychology, University of Warsaw, Stawki 5/7 Street, 00-183, Warszawa, Poland
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14
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Kaur J, Lavuri R, Parida R, Singh SV. Exploring the Impact of Gamification Elements in Brand Apps on the Purchase Intention of Consumers. JOURNAL OF GLOBAL INFORMATION MANAGEMENT 2023. [DOI: 10.4018/jgim.317216] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/05/2023]
Abstract
The purpose of this manuscript is to understand how the elements of the game apps impact the intention of purchase of a consumer with the mediating effect of perceived enjoyment, hedonic value, and social interaction to derive benefits designed in terms of marketing strategies. Quantitative data obtained from the non-probability sampling via a standardized questionnaire in the design of exploratory analysis was done to examine the effect of gamification on behaviour intention by adopting mechanic-dynamics-aesthetics (MDA) framework. The findings of the research indicated that fun as a sub-element of mobile gamification can significantly affect social interaction, and storytelling has a significant impact on perceived enjoyment. The study identifies perceived enjoyment as an important antecedent of consumer intention to involve gamification. This provides managers and developers to focus on dynamics, mechanics, and proper feedback systems with the emergence of new technologies.
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Affiliation(s)
- Jaspreet Kaur
- Vivekananda Institute of Professional Studies, India
| | | | - Ratri Parida
- Institute of Management Technology, Ghaziabad, India
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15
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Stockdale LA, Porter CL, Reschke PJ, Booth M, Coyne SM, Stephens J, Memmott-Elison MK. Infants’ physiological responses to emotionally salient media with links to parent and child, empathy, prosocial behaviors and media use. COMPUTERS IN HUMAN BEHAVIOR 2023. [DOI: 10.1016/j.chb.2022.107497] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/08/2023]
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16
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Using video games to understand sex differences in attentional biases for weapons. PLoS One 2022; 17:e0279360. [PMID: 36548291 PMCID: PMC9778952 DOI: 10.1371/journal.pone.0279360] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/19/2021] [Accepted: 12/06/2022] [Indexed: 12/24/2022] Open
Abstract
Attentional biases for threatening stimuli of various kinds have been repeatedly demonstrated. More recently, sex differences in the strength of visual biases for weapons have been observed, with men exhibiting stronger biases than do women. In the current study we further explored this sex difference, by examining how immediate vicarious experience with weapons (via playing a violent video game compared to playing a non-violent video game) affected the visual attention for weapons. We found that the basic visual bias for weapons compared to non-weapons was replicated, as was the sex difference in the strength of this bias. We also observed that the context produced by playing a violent video game prior to the visual search task, produced some sex differences in responding that were not present after playing the nonviolent video game, providing modest evidence that men may be more prone to cognitive behavioural effects of violent video game play. Interestingly, there was some evidence that both sexes de-prioritised non-weapons during search after playing the violent, relative to the non-violent, video game. We recommend that future studies investigate the task dynamics that may have led to this effect.
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17
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Zhang M, Xing Q, He C, Long H. The influence of video game types on inhibiting interference stimuli under different perceptual loads. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2022. [DOI: 10.1016/j.chbr.2022.100250] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/03/2022] Open
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18
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Miedzobrodzka E, Konijn EA, Krabbendam L. Emotion Recognition and Inhibitory Control in Adolescent Players of Violent Video Games. JOURNAL OF RESEARCH ON ADOLESCENCE : THE OFFICIAL JOURNAL OF THE SOCIETY FOR RESEARCH ON ADOLESCENCE 2022; 32:1404-1420. [PMID: 34914150 PMCID: PMC10078762 DOI: 10.1111/jora.12704] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 10/23/2020] [Revised: 09/20/2021] [Accepted: 11/16/2021] [Indexed: 06/14/2023]
Abstract
Developmental changes during adolescence may make youth susceptible to violent media effects. Two studies with male adolescents (N1 = 241; N2 = 161; aged 12-17) examined how habitual and short-term violent video gaming may affect emotion recognition and inhibitory control. We found that not habitual exposure to violent video games, but to antisocial media content predicted worse emotion recognition. Furthermore, higher habitual exposure to violent games predicted better inhibitory control over emotional stimuli in a stop signal task. However, short-term causal effects of violent gameplay on adolescents were not found. While these results do not indicate a negative impact of violent video games on young players, future research may further investigate possible effects of antisocial media content on adolescents.
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Wei M, Liu Y, Chen S. Violent Video Game Exposure and Problem Behaviors among Children and Adolescents: The Mediating Role of Deviant Peer Affiliation for Gender and Grade Differences. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:15400. [PMID: 36430117 PMCID: PMC9691036 DOI: 10.3390/ijerph192215400] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 10/01/2022] [Revised: 11/16/2022] [Accepted: 11/19/2022] [Indexed: 06/16/2023]
Abstract
Based on problem behavior theory, a mediation model for gender and grade differences is explored in this study. The study examined gender and grade differences in the effects of violent video games and deviant peer affiliation on problem behaviors among children and adolescents. A total of 2118 children and adolescents from four primary and middle schools in China (M age = 13.08, SD = 2.17) were surveyed using an anonymous questionnaire on basic information, exposure to violent video games, deviant peer affiliation, and problem behaviors. The results showed that exposure to violent video games significantly positively predicted problem behaviors, and deviant peer affiliation played a mediating role. Significant gender and grade differences were found in the mediating effect. This finding helps understand the individual differences in the influencing factors of problem behaviors. Further, it has important implications for interventions to reduce problem behaviors among children and adolescents.
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20
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Psychological empowerment as a route for positive adjustment during adolescence. JOURNAL OF APPLIED DEVELOPMENTAL PSYCHOLOGY 2022. [DOI: 10.1016/j.appdev.2022.101458] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/21/2022]
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21
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Chen S, Yi Z, Wei M, Liu Y. Deviant Peer Affiliation: A Newly Verified Mechanism by Which Violent Video Game Exposure Affect Aggressive and Prosocial Behavior. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2022; 25:634-640. [PMID: 36099181 DOI: 10.1089/cyber.2022.0065] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
Past research has provided abundant evidence that violent video game exposure (VVGE) increases aggressive behavior and decreases prosocial behavior. So far, these effects have been explained mainly as resulting from changes in the existing knowledge structures of cognition, affect, or personality, such as desensitization to violence, empathy deficits, or impulsivity deficits. Following the extended General Aggression Model (GAM), the present research examined the role of deviant peer affiliation in VVGE's effects on aggressive and prosocial behavior. A total of 2,152 (46.4 percent male) Chinese children and adolescents completed a self-reported scale for VVGE, deviant peer affiliation, trait aggression, and prosocial behavior. Structural equation modeling was used to analyze the data. The results showed that deviant peer affiliation mediated the effects of VVGE, thus supporting the new paths of GAM and broadening the current understanding of the consequences of VVGE.
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Affiliation(s)
- Shuai Chen
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Zhenshuo Yi
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Mingchen Wei
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Yanling Liu
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
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22
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Dong GH, Potenza MN. Considering gender differences in the study and treatment of internet gaming disorder. J Psychiatr Res 2022; 153:25-29. [PMID: 35793576 DOI: 10.1016/j.jpsychires.2022.06.057] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/11/2022] [Revised: 05/10/2022] [Accepted: 06/24/2022] [Indexed: 11/29/2022]
Abstract
BACKGROUND AND AIMS Internet gaming disorder (IGD) is a multifaceted and complex addictive disorder characterized by poor impulse control and altered reward sensitivities, among other features. IGD is a male-predominant condition, and gender-related differences may contribute importantly to the development and maintenance of, and recovery from, IGD. METHODS The current manuscript proposes a framework that incorporates gender-related considerations at different stages of IGD and proposes potential strategies for the prevention and treatment of IGD. RESULTS At the development stage, high impulsivity, impaired inhibitory control, and aggressive behaviors have been more frequently observed among males than females, suggesting potential risk factors for the development of IGD. Loneliness and other emotional dysregulation have been more frequently noted among females (than among males) with IGD. At the maintenance stage, males may be more sensitive to gaming-related rewards than females, and acute gaming behaviors may elicit higher cravings among males than among females and thus weaken their inhibitory control. In recovery, females with IGD have reported more negative mood states than males, and females' gaming behaviors have been linked with affective disorders. DISCUSSIONS The model proposed here highlights gender-related differences in modulating the behavioral and neural systems that contribute to a three-stage framework of IGD. Additional investigation into gender-related differences in IGD may further advance the field by uncovering complex relationships that may underlie vulnerability and provide insights into the development of gender-specific prevention and treatment strategies.
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Affiliation(s)
- Guang-Heng Dong
- Center for Cognition and Brain Disorders, School of Clinical Medicine and the Affiliated Hospital of Hangzhou Normal University, Hangzhou, PR China; Zhejiang Key Laboratory for Research in Assessment of Cognitive Impairments, Hangzhou, Zhejiang Province, PR China.
| | - Marc N Potenza
- Department of Psychiatry and Child Study Center, Yale University School of Medicine, New Haven, CT, USA; Connecticut Mental Health Center, New Haven, CT, USA; Connecticut Council on Problem Gambling, Wethersfield, CT, USA; Department of Neuroscience and Wu Tsai Institute, Yale University, New Haven, CT, USA.
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23
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The Effects of Regular Physical Activity and Playing Video Games on Reaction Time in Adolescents. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19159278. [PMID: 35954637 PMCID: PMC9368460 DOI: 10.3390/ijerph19159278] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 06/08/2022] [Revised: 07/25/2022] [Accepted: 07/27/2022] [Indexed: 11/21/2022]
Abstract
Reaction time is of great importance in life. In both sports and video games, movements of participants are conditioned by different visual, acoustic and somatosensory signals. The aim of this research was to determine whether reaction time is influenced by regular physical activity and playing video games in adolescents. The study included 41 female and 26 male students, aged 10–14 years. Questionnaires about habits related to regular physical activity and playing video games were given to the examinees. Afterwards, the reaction time was determined for visual stimuli, via a computer program. The obtained results show that there is a statistically significant difference in the value of the reaction time of children who are regularly engaged in physical activity relative to those who play video games ((0.327 ± 0.081) s vs. (0.403 ± 0.137) s, p = 0.013), while there is no statistically significant difference in reaction time between children who equally participate in physical activity and video games ((0.386 ± 0.134) s) compared to those who regularly practice physical activity (p = 0.156), and those who only play video games (p = 0.610). Physical activity can decrease reaction time in children, but further studies are needed to elucidate the impact of regular physical activity and gaming on the developing adolescent brain.
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24
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Ward A, Mann T. Control Yourself: Broad Implications of Narrowed Attention. PERSPECTIVES ON PSYCHOLOGICAL SCIENCE 2022; 17:1692-1703. [PMID: 35830521 DOI: 10.1177/17456916221077093] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
Attention represents a key element of self-control, and multiple theoretical accounts have highlighted the role played by abundant attentional capacity in effecting successful self-regulation. What, then, are the consequences of living in today's world, in which attention can become so easily divided by a multitude of stimuli? In this article, we consider the implications of divided attention for self-control and show that although the end result is typically disinhibited behavior, under specified conditions, attentional limitation, or what we term attentional myopia, can be associated with enhanced restraint.
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Affiliation(s)
- Andrew Ward
- Department of Psychology, Swarthmore College
| | - Traci Mann
- Department of Psychology, University of Minnesota
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25
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Compton SAH, Ritchie M, Oliver L, Finger E, Mitchell DGV. Dissociable effects of acute versus cumulative violent video game exposure on the action simulation circuit in university students. Soc Neurosci 2022; 17:368-381. [PMID: 35786163 DOI: 10.1080/17470919.2022.2095018] [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: 10/17/2022]
Abstract
There is an ongoing debate as to whether violent video game exposure (VGE) has a negative impact on social functioning. This debate continues in part because of methodological concerns and the paucity of identifiable neurocognitive mechanisms. Also, little attention has been given to how specific personality characteristics may influence susceptibility to the purported effects. Using a combined experimental and cross-sectional approach, we examined the impact of VGE on action simulation as a function of trait coldheartedness in a sample of university students. Healthy adults played a violent or nonviolent version of Grand Theft Auto V before completing an fMRI measure of action simulation circuit (ASC) activity. Simulation-related activity was not significantly different between groups; however, greater overall activation was observed in left inferior frontal gyrus for those in the violent condition. Contrary to predictions, no evidence was observed that trait coldheartedness significantly interacts with violent gaming to influence ASC activation. However, prior cumulative VGE was negatively correlated with simulation-related activity in a subsection of the ASC. This study highlights a potential dissociation between the effects of acute versus cumulative violent gaming and may challenge assumptions that the directionality of effects for cross-sectional associations always mirror those of acute exposure.
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Affiliation(s)
- Shannon A H Compton
- Graduate Program in Neuroscience, Schulich School of Medicine and Dentistry, University of Western Ontario, London, Ontario, Canada.,Brain and Mind Institute, University of Western Ontario, London, Ontario, Canada
| | - Mary Ritchie
- Brain and Mind Institute, University of Western Ontario, London, Ontario, Canada.,Graduate Program in Clinical Science and Psychopathology, Department of Psychology, University of Western Ontario, London, Ontario, Canada
| | - Lindsay Oliver
- Campbell Family Mental Health Research Institute, Centre for Addiction and Mental Health, Toronto, Ontario, Canada
| | - Elizabeth Finger
- Robarts Institute, University of Western Ontario, London, Ontario, Canada.,Department of Clinical Neurological Sciences, The University of Western Ontario, London, Ontario, Canada.,Lawson Health Research Institute, London, Ontario, Canada.,Parkwood Institute, St. Joseph's Health Care, London, Ontario, Canada
| | - Derek G V Mitchell
- Brain and Mind Institute, University of Western Ontario, London, Ontario, Canada.,Department of Psychiatry, Schulich School of Medicine and Dentistry, University of Western Ontario, London, Ontario, Canada.,Department of Anatomy and Cell Biology, Schulich School of Medicine and Dentistry, University of Western Ontario, London, Ontario, Canada.,Department of Psychology, Faculty of Social Science, University of Western Ontario, London, Ontario, Canada
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26
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Wolfowicz M, Hasisi B, Weisburd D. What are the effects of different elements of media on radicalization outcomes? A systematic review. CAMPBELL SYSTEMATIC REVIEWS 2022; 18:e1244. [PMID: 36913204 PMCID: PMC9175065 DOI: 10.1002/cl2.1244] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Indexed: 06/18/2023]
Abstract
BACKGROUND Most national counter-radicalization strategies identify the media, and particularly the Internet as key sources of risk for radicalization. However, the magnitude of the relationships between different types of media usage and radicalization remains unknown. Additionally, whether Internet-related risk factors do indeed have greater impacts than other forms of media remain another unknown. Overall, despite extensive research of media effects in criminology, the relationship between media and radicalization has not been systematically investigated. OBJECTIVES This systematic review and meta-analysis sought to (1) identify and synthesize the effects of different media-related risk factors at the individual level, (2) identify the relative magnitudes of the effect sizes for the different risk factors, and (3) compare the effects between outcomes of cognitive and behavioral radicalization. The review also sought to examine sources of heterogeneity between different radicalizing ideologies. SEARCH METHODS Electronic searches were carried out in several relevant databases and inclusion decisions were guided by a published review protocol. In addition to these searches, leading researchers were contacted to try and identify unpublished or unidentified research. Hand searches of previously published reviews and research were also used to supplement the database searches. Searches were carried out until August 2020. SELECTION CRITERIA The review included quantitative studies that examined at least one media-related risk factor (such as exposure to, or usage of a particular medium or mediated content) and its relationship to either cognitive or behavioral radicalization at the individual level. DATA COLLECTION AND ANALYSIS Random-effects meta-analysis was used for each risk factor individually and risk factors were arranged in rank-order. Heterogeneity was explored using a combination of moderator analysis, meta-regression, and sub-group analysis. RESULTS The review included 4 experimental and 49 observational studies. Most of the studies were judged to be of low quality and suffer from multiple, potential sources of bias. From the included studies, effect sizes pertaining to 23 media-related risk factors were identified and analyzed for the outcome of cognitive radicalization, and two risk factors for the outcome of behavioral radicalization. Experimental evidence demonstrated that mere exposure to media theorized to increase cognitive radicalization was associated with a small increase in risk (g = 0.08, 95% confidence interval [CI] [-0.03, 19]). A slightly larger estimate was observed for those high in trait aggression (g = 0.13, 95% CI [0.01, 0.25]). Evidence from observational studies shows that for cognitive radicalization, risk factors such as television usage have no effect (r = 0.01, 95% CI [-0.06, 0.09]). However, passive (r = 0.24, 95% CI [0.18, 0.31]) and active (r = 0.22, 95% CI [0.15, 0.29]) forms of exposure to radical content online demonstrate small but potentially meaningful relationships. Similar sized estimates for passive (r = 0.23, 95% CI [0.12, 0.33]) and active (r = 0.28, 95% CI [0.21, 0.36]) forms of exposure to radical content online were found for the outcome of behavioral radicalization. AUTHORS' CONCLUSIONS Relative to other known risk factors for cognitive radicalization, even the most salient of the media-related risk factors have comparatively small estimates. However, compared to other known risk factors for behavioral radicalization, passive and active forms of exposure to radical content online have relatively large and robust estimates. Overall, exposure to radical content online appears to have a larger relationship with radicalization than other media-related risk factors, and the impact of this relationship is most pronounced for behavioral outcomes of radicalization. While these results may support policy-makers' focus on the Internet in the context of combatting radicalization, the quality of the evidence is low and more robust study designs are needed to enable the drawing of firmer conclusions.
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Affiliation(s)
- Michael Wolfowicz
- Institute of Criminology, Faculty of LawHebrew University of JerusalemMount ScopusJerusalem91905Israel
| | - Badi Hasisi
- Institute of Criminology, Faculty of LawHebrew University of JerusalemMount ScopusJerusalem91905Israel
| | - David Weisburd
- Institute of Criminology, Faculty of LawHebrew University of JerusalemMount ScopusJerusalem91905Israel
- Department of Criminology, Law and SocietyGeorge Mason UniversityFairfaxVAUSA
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27
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Association of violent video games with alcohol use disorder and smoking dependence among male adolescents in Lebanon. Arch Pediatr 2022; 29:354-358. [DOI: 10.1016/j.arcped.2022.05.014] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/27/2021] [Revised: 04/03/2022] [Accepted: 05/12/2022] [Indexed: 11/22/2022]
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28
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Wang S, Kim S. Users’ emotional and behavioral responses to deepfake videos of K-pop idols. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2022.107305] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/24/2022]
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29
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Yee AZH, Sng JRH. Animal Crossing and COVID-19: A Qualitative Study Examining How Video Games Satisfy Basic Psychological Needs During the Pandemic. Front Psychol 2022; 13:800683. [PMID: 35465561 PMCID: PMC9022176 DOI: 10.3389/fpsyg.2022.800683] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/23/2021] [Accepted: 02/24/2022] [Indexed: 11/16/2022] Open
Abstract
The COVID-19 pandemic has affected the way many people live their lives. The increasing amount of time spent indoors and isolated during periods of lockdown has been accompanied by an increase in the time people spend playing video games. One such game which soared in popularity during the early stages of the pandemic was Animal Crossing: New Horizons. Through semi-structured interviews with players, and using a theory-informed qualitative analysis, we document and examine players’ motivations and experiences playing Animal Crossing: New Horizons during the pandemic. Findings suggest that playing the game helped satisfy various psychological needs—autonomy, relatedness, and competence—as described by Self-Determination Theory. Conversely, players stopped playing the game when they found that their psychological needs were thwarted or better met through other activities. Our findings offer support that video games can offer psychological relief in stressful contexts by providing opportunities for people to satisfy key psychological needs. Theoretical and practical implications are discussed.
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Affiliation(s)
- Andrew Z. H. Yee
- Humanities, Arts, and Social Sciences, Singapore University of Technology and Design, Singapore, Singapore
- *Correspondence: Andrew Z. H. Yee,
| | - Jeremy R. H. Sng
- Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore, Singapore
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30
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Chen Y, Huo Y, Liu J. Impact of online anonymity on aggression in ostracized grandiose and vulnerable narcissists. PERSONALITY AND INDIVIDUAL DIFFERENCES 2022. [DOI: 10.1016/j.paid.2021.111448] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/28/2022]
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31
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Li Y. Linking violent video games to cyberaggression among college students: A cross-sectional study. Aggress Behav 2022; 48:241-252. [PMID: 34676565 DOI: 10.1002/ab.22002] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/13/2021] [Revised: 10/09/2021] [Accepted: 10/11/2021] [Indexed: 11/12/2022]
Abstract
To explore the relationship between exposure to violent video games and college students' cyberaggressive behavior and its internal mechanism, a cross-sectional survey was carried out with a sample of 1141 college students who completed the Violent Video Game Listing Questionnaire (VVLQ), Adolescent Online Aggressive Behavior Scale (AOABS), Beliefs Supportive of Violence Scale (BSVS), and Trait Anger Scale (TAS). The results showed that (1) exposure to violent video games was positively associated with college students' cyberaggressive behavior; (2) trait anger moderated the positive relationship between exposure to violent video games and college students' cyberaggressive behavior; (3) trait anger moderated the positive relationship between exposure to violent video games and college students' attitude toward violence; (4) attitude toward violence acted as a partial mediator in the positive relationship between exposure to violent video games and college students' cyberaggressive behavior; and (5) through attitude toward violence, trait anger plays a mediated moderating role in the positive relationship between exposure to violent video games and college students' aggressive behavior.
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Affiliation(s)
- Yongzhan Li
- Department of Psychology Xuchang University, Education College Xuchang Henan 461000 China
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32
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Kersten R, Greitemeyer T. Why do habitual violent video game players believe in the cathartic effects of violent video games? A misinterpretation of mood improvement as a reduction in aggressive feelings. Aggress Behav 2022; 48:219-231. [PMID: 34743352 DOI: 10.1002/ab.22005] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/01/2021] [Revised: 10/22/2021] [Accepted: 10/27/2021] [Indexed: 11/07/2022]
Abstract
Previous research found that violent video game play leads to increased aggression, but many people (mainly habitual violent video game players) still believe that playing violent games releases aggressive feelings and in turn reduces aggressive behavior. Other research has shown that video game play can have a positive impact on the player's mood. Based on the General Aggression Model and mood management theory, we thus hypothesized that habitual violent video game players misinterpret their better mood after game play as a reduction of aggressive feelings and hence believe in the cathartic effects of violent video games. Two studies examined this reasoning in the player's natural habitat. Habitual video game players were surveyed multiple times for a period of 2 weeks before and after each gaming session. Results showed that playing video games improved the participant's mood, which in turn was positively associated with the belief in the cathartic effect of violent video game play. Importantly, this relation held when controlling for the player's actual level of aggressive feelings. Study 1 further showed that playing a violent game tended to lead to a higher level of reported aggressive feelings after playing. In contrast, in Study 2, level of reported aggressive feelings was not related to the violence of the game. Taken together, habitual violent video game players (erroneously) believe in the cathartic effects of violent video games, because they are in a better mood after playing.
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Affiliation(s)
- Riccarda Kersten
- Social Psychology, University of Innsbruck, Innrain 2, Innsbruck, Austria
| | - Tobias Greitemeyer
- Social Psychology, University of Innsbruck, Innrain 2, Innsbruck, Austria
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33
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Media attention, dependency, self-efficacy, and prosocial behaviours during the outbreak of COVID-19: A constructive journalism perspective. GLOBAL MEDIA AND CHINA 2022; 7:81-98. [PMCID: PMC8907874 DOI: 10.1177/20594364211021331] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 08/29/2023]
Abstract
The COVID-19 pandemic has caused disruption not only in the global health and economic sectors, but also in the field of journalism. As media has played and continues to play a pivotal role in disseminating information during the pandemic crisis, it is critical to examine how media influences the behaviour of their target audience. Subsequently, this study aimed to examine the relationship between media attention, dependency, self-efficacy, and prosocial behaviours amid the COVID-19 pandemic. A total of 905 participants from China responded to the survey questionnaire, the data from which was analysed via SPSS-AMOS v.23. The results indicated a significant correlation between media attention and self-efficacy. Likewise, media dependency is correlated with self-efficacy. Media attention, dependency, and self-efficacy demonstrated significant effects on prosocial attitudes and behaviours. Subsequently, this study showed that self-efficacy mediates the effects of media attention and dependency on prosocial behaviour. At the time of the COVID-19 pandemic, the findings of this study could serve as a guide to media practitioners in shaping the behaviour of their audience through meaningful and responsible information dissemination.
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34
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Sexual Differences in Internet Gaming Disorder (IGD): From Psychological Features to Neuroanatomical Networks. J Clin Med 2022; 11:jcm11041018. [PMID: 35207293 PMCID: PMC8877403 DOI: 10.3390/jcm11041018] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/15/2021] [Revised: 01/26/2022] [Accepted: 02/13/2022] [Indexed: 01/27/2023] Open
Abstract
Internet gaming disorder (IGD) has been included in the 2013 Diagnostic and Statistical Manual of Mental Disorders (DSM-5) as a condition in need of further study, and gaming disorder was recognized by the World Health Organization as a mental disorder in the International Classification of Disease (ICD-11) of 2018. IGD has different characteristics in the two sexes and is more prevalent in males than females. However, even if the female gamer population is constantly growing, the majority of available studies analyzed only males, or the data were not analyzed by sex. To better elucidate sex differences in IGD, we selectively reviewed research publications that evaluated IGD separately for males and females collected in approximately one hundred publications over the past 20 years. The available data in this narrative review indicate that IGD is strongly dimorphic by sex for both its psychological features and the involvement of different brain areas. Impulsivity, low self-control, anxiety, emotion dysregulation, and depression are some of the psychological features associated with IGD that show a sex dimorphism. At the same time, IGD and its psychological alterations are strongly correlated to dimorphic functional characteristics in relevant brain areas, as evidenced by fMRI. More research is needed to better understand sex differences in IGD. Animal models could help to elucidate the neurological basis of this disorder.
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Jiang Z, Qi K, Zhao Y, Liu J, Lv C. Other-Dehumanization Rather Than Self-Dehumanization Mediates the Relationship Between Violent Video Game Exposure and Aggressive Behavior. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2022; 25:37-42. [PMID: 34558986 DOI: 10.1089/cyber.2021.0108] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
Abstract
Recent experimental studies demonstrated playing violent video games induced denying humanness to other people and suggested that other-dehumanization might account for the effect of violent video games on aggressive behavior. However, whether long-term violent video game exposure (VVGE) correlates with other-dehumanization has not been confirmed and the role of self-dehumanization in this effect is still controversial. Thus, this study attempted to provide correlational evidence and examined direct and indirect associations of VVGE and aggressive behavior through self- or other-dehumanization in 612 adolescents. We revealed other-dehumanization was linked with VVGE and it mediated the relationship between VVGE and aggressive behavior. In addition, we did not observe the predictive effect of VVGE for self-dehumanization. Our study suggested the short-term effect of playing a violent video game on other-dehumanization, observed in previous experimental investigations, could be extended to the long-term effect of VVGE. Perceiving others as less human, but not the players themselves, accounted for the effect of VVGE on aggressive behavior.
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Affiliation(s)
- Zhaocai Jiang
- Department of Psychology, School of Educational Science, Ludong University, Yantai, China
- Institute for Education and Treatment of Problematic Youth, Ludong University, Yantai, China
| | - Keke Qi
- Department of Psychology, School of Philosophy, Anhui University, Hefei, China
| | - Yue Zhao
- Department of Psychology, School of Educational Science, Ludong University, Yantai, China
- Institute for Education and Treatment of Problematic Youth, Ludong University, Yantai, China
| | - Jin Liu
- Department of Psychology, School of Educational Science, Ludong University, Yantai, China
- Institute for Education and Treatment of Problematic Youth, Ludong University, Yantai, China
| | - Chengcheng Lv
- Department of Psychology, School of Educational Science, Ludong University, Yantai, China
- Institute for Education and Treatment of Problematic Youth, Ludong University, Yantai, China
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She Y, Yang Z, Xu L, Li L. The association between violent video game exposure and sub-types of school bullying in Chinese adolescents. Front Psychiatry 2022; 13:1026625. [PMID: 36465295 PMCID: PMC9710376 DOI: 10.3389/fpsyt.2022.1026625] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/24/2022] [Accepted: 10/24/2022] [Indexed: 11/18/2022] Open
Abstract
BACKGROUND School bullying among adolescents has been a worldwide public health issue. It has been observed that adolescents who are exposed to violent video games (VVGs) are often more aggressive. However, research on the association between violent video game exposure (VVGE) and different types of school bullying is limited in the Chinese context. OBJECTIVE The purpose of this study was to explore whether VVGE is linked to school bullying behaviors among Chinese adolescents and to examine the relationship between different levels of violent game exposure and four sub-types (physical, verbal, relational, and cyber) of school bullying involvement. METHODS This was a cross-sectional study of 1,992 Chinese students (55.02% boys and 44.98% girls) with the average age of 15.84 ± 1.62 years. Sub-types of school bullying victimization and perpetration, Internet addiction, and VVGE were measured by using a self-administrated questionnaire. The association was examined by multiple logistic regression analysis, adjusting for covariates. RESULTS Physical, verbal, relational, and cyber school bullying victimization were reported by 18.12, 60.34, 11.75, and 12.05% of the adolescents, and physical, verbal, relational, and cyber school bullying perpetration were reported by 16.62, 54.62, 21.49, and 8.23% of them. Of the students, 1,398 (70.18%) were normal Internet users, 514 (25.80%) showed moderate Internet addictive behaviors, and 31 (1.56%) of the students showed severe Internet addictive behaviors. The prevalence of no VVGE, low-level VVGE, medium-level VVGE, and high-level of VVGE were 27.70, 24.10, 24.20, and 24.00%, respectively. The risk of physical victimization and physical perpetration significantly increased with the increasing degree of violent video game exposure (P for trend < 0.001), with the highest adjusted odds ratios (ORs) of 2.251 (95% CI 1.501-3.375) and 2.554 (95% CI 1.685-3.870), when comparing high-level VVGE with no VVGE. CONCLUSION These findings highlight the specific association between different sub-types of school bullying involvement and violent video game exposure. Physical school bullying prevention and intervention programs should be conducted after adolescents are exposed to violent video games.
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Affiliation(s)
- Yuhang She
- School of Public Health, Shantou University, Shantou, China
- Injury Prevention Research Center, Shantou University Medical College, Shantou, China
| | - Zidan Yang
- School of Public Health, Shantou University, Shantou, China
- Injury Prevention Research Center, Shantou University Medical College, Shantou, China
| | - Lingyu Xu
- School of Public Health, Shantou University, Shantou, China
- Injury Prevention Research Center, Shantou University Medical College, Shantou, China
| | - Liping Li
- School of Public Health, Shantou University, Shantou, China
- Injury Prevention Research Center, Shantou University Medical College, Shantou, China
- *Correspondence: Liping Li
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Zhang Q. Positive Effects of Prosocial Cartoon Viewing on Aggression Among Children: The Potential Mediating Role of Aggressive Motivation. Front Psychol 2021; 12:742568. [PMID: 35069323 PMCID: PMC8782158 DOI: 10.3389/fpsyg.2021.742568] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/16/2021] [Accepted: 11/15/2021] [Indexed: 11/17/2022] Open
Abstract
Prosocial cartoon is characterized by helping others solve difficulties, including helping, donating, sharing, comforting, and cooperating. The current study examined whether viewing a prosocial cartoon decreases aggression immediately upon exposure and the potential mediating role of aggressive motivation. Participants involve 168 children (M age = 5.87 years, SD = 0.41) nominated by teachers as aggressive from three Chinese kindergartens. Children in the treatment group watched a prosocial cartoon (American cartoon "Handy Manny"), while children in the control group watched a nonprosocial cartoon (Chinese cartoon "Fruity Robo"). Afterward, the Hot Sauce Task (HST) was employed to assess aggressive behavior, and Aggressive Motivation Questionnaire (AMQ) was employed to assess aggressive motivation. Results revealed that viewing a prosocial cartoon (vs. a nonprosocial cartoon) did reduce children's aggression immediately upon exposure. Specifically, males showed less aggressive behavior than females upon prosocial cartoon exposure, while males showed more aggressive behavior than females upon nonprosocial cartoon exposure. Mediational analysis suggested that the prosocial cartoon effect on aggression was partially mediated by aggressive motivation, especially for males. Consistent with general aggression model (GAM), findings of the study indicated that short-term exposure to a prosocial cartoon decreased children's aggression by reducing aggressive motivation.
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Affiliation(s)
- Qian Zhang
- Center for Studies of Education and Psychology of Minorities in Southwest Area, Southwest University, Chongqing, China
- Department of Early Childhood Education, Faculty of Education, Southwest University, Chongqing, China
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Casale S, Musicò A, Schimmenti A. Beyond internalizing and externalizing symptoms: The association between body disconnection and the symptoms of Internet gaming disorder. Addict Behav 2021; 123:107043. [PMID: 34315095 DOI: 10.1016/j.addbeh.2021.107043] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/11/2021] [Revised: 06/18/2021] [Accepted: 07/05/2021] [Indexed: 11/30/2022]
Abstract
As the vast majority of online videogames imply the immersion into an alternative reality where a virtual body is also involved, the current cross-sectional study aims to investigate the contribution of low body awareness (i.e. low attention to sensory cues indicating bodily state) and body dissociation (i.e. low emotional connection with one's own body) in predicting Internet gaming disorder (IGD) symptoms, after controlling for internalizing (i.e., depression, anxiety, and stress) and externalizing symptoms (i.e., aggression). A total of 370 online-game players (73% men; mean age 29.63 ± 7.64 years) recruited in online player communities took part in the study and were given a survey that included gaming characteristics, the Depression, Anxiety and Stress Scale -21, the Aggression Questionnaire, the Body Disconnection Scale, and the Internet Gaming Disorder Scale- Short Form. A hierarchical regression analysis showed that low body awareness and high body dissociation predicted IGD scores after controlling for all the other factors. Moreover, we found an interaction effect between physical aggression and body dissociation in predicting IGD scores. On the one hand, these results provide support to previous studies that stressed the potential association between dissociative detachment (in terms of bodily disconnections) and problematic videogaming; on the other hand, the current study provides first evidence of the opportunity to focus on the integration of bodily experiences in clinical practice with people suffering from problematic gaming, as this factor might be incisively related to their aggressive and internalizing symptoms.
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Affiliation(s)
- Silvia Casale
- Department of Health Sciences, Psychology Unit, via di San Salvi12, 50135, University of Florence, Italy.
| | - Alessia Musicò
- Department of Experimental and Clinical Medicine, Largo Brambilla3, 50134, University of Florence, Italy
| | - Adriano Schimmenti
- Faculty of Human and Social Sciences, UKE - Kore University of Enna, Enna, Italy
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Sex differences in anger states after violent video game play and the relationship of empathy and emotional invalidation as pre-aggressive predictors in young adults. PERSONALITY AND INDIVIDUAL DIFFERENCES 2021. [DOI: 10.1016/j.paid.2021.111060] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/18/2022]
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40
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Calcagnotto L, Huskey R, Kosicki GM. The Accuracy and Precision of Measurement. COMPUTATIONAL COMMUNICATION RESEARCH 2021. [DOI: 10.5117/ccr2021.2.001.calc] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/04/2023] Open
Abstract
Abstract
Measurement noise differs by instrument and limits the validity and reliability of findings. Researchers collecting reaction time data introduce noise in the form of response time latency from hardware and software, even when collecting data on standardized computer-based experimental equipment. Reaction time is a measure with broad application for studying cognitive processing in communication research that is vulnerable to response latency noise. In this study, we utilized an Arduino microcontroller to generate a ground truth value of average response time latency in Asteroid Impact, an open source, naturalistic, experimental video game stimulus. We tested if response time latency differed across computer operating system, software, and trial modality. Here we show that reaction time measurements collected using Asteroid Impact were susceptible to response latency variability on par with other response-latency measuring software tests. These results demonstrate that Asteroid Impact is a valid and reliable stimulus for measuring reaction time data. Moreover, we provide researchers with a low-cost and open-source tool for evaluating response time latency in their own labs. Our results highlight the importance of validating measurement tools and support the philosophy of contributing methodological improvements in communication science.
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Affiliation(s)
| | - Richard Huskey
- Cognitive Communication Science Lab, Department of Communication, University of California Davis. Center for Mind and Brain, University of California Davis
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Smirni D, Garufo E, Di Falco L, Lavanco G. The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review. Pediatr Rep 2021; 13:401-415. [PMID: 34287345 PMCID: PMC8293336 DOI: 10.3390/pediatric13030047] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/29/2021] [Revised: 07/07/2021] [Accepted: 07/12/2021] [Indexed: 11/16/2022] Open
Abstract
A growing number of children and adolescents play video games (VGs) for long amounts of time. The current outbreak of the Coronavirus pandemic has significantly reduced outdoor activities and direct interpersonal relationships. Therefore, a higher use of VGs can become the response to stress and fear of illness. VGs and their practical, academic, vocational and educational implications have become an issue of increasing interest for scholars, parents, teachers, pediatricians and youth public policy makers. The current systematic review aims to identify, in recent literature, the most relevant problems of the complex issue of playing VGs in children and adolescents in order to provide suggestions for the correct management of VG practice. The method used searches through standardized search operators using keywords related to video games and the link with cognition, cognitive control and behaviors adopted during the pandemic. Ninety-nine studies were reviewed and included, whereas twelve studies were excluded because they were educationally irrelevant. Any debate on the effectiveness of VGs cannot refer to a dichotomous approach, according to which VGs are rigidly 'good' or 'bad'. VGs should be approached in terms of complexity and differentiated by multiple dimensions interacting with each other.
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Drummond A, Sauer JD, Ferguson CJ, Cannon PR, Hall LC. Violent and non-violent virtual reality video games: Influences on affect, aggressive cognition, and aggressive behavior. Two pre-registered experiments. JOURNAL OF EXPERIMENTAL SOCIAL PSYCHOLOGY 2021. [DOI: 10.1016/j.jesp.2021.104119] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/14/2022]
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43
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Jahic I, DeLisi M, Vaughn MG. Psychopathy and violent video game playing: Multiple associations in a juvenile justice system involved sample. Aggress Behav 2021; 47:385-393. [PMID: 33586165 DOI: 10.1002/ab.21956] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/20/2020] [Revised: 02/01/2021] [Accepted: 02/07/2021] [Indexed: 12/29/2022]
Abstract
Violent video game playing is a consistent risk factor for aggression, but research on its psychopathology and trait underpinnings are primarily based on community or university student samples, thus the ecological validity to adjudicated and juvenile justice system-involved youth lacks clarity. This is an important void in the literature because relative to youth in the general population, adjudicated and detained youth evince greater psychopathology, more severe delinquency and violence histories, and clinical psychopathic features. Negative binomial regression models using data from 252 youth in residential placements found that several psychopathic features are significantly associated with violent video gaming. The role of psychopathy operated differently across gender and arrest chronicity, and across models remorselessness emerged as an important correlate. Given the desensitization that can occur with violent video game play, it is of particular concern among delinquent youth with psychopathic personality features.
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Affiliation(s)
- Ilma Jahic
- Department of Sociology and Criminal Justice Iowa State University Ames Iowa USA
| | - Matt DeLisi
- Department of Sociology and Criminal Justice Iowa State University Ames Iowa USA
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Huang J, Zhong Z, Zhang H, Li L. Cyberbullying in Social Media and Online Games among Chinese College Students and Its Associated Factors. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18094819. [PMID: 33946441 PMCID: PMC8125715 DOI: 10.3390/ijerph18094819] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 04/01/2021] [Revised: 04/27/2021] [Accepted: 04/28/2021] [Indexed: 02/05/2023]
Abstract
Cyberbullying can have a terrible impact on the physical and mental health of those involved. In severe cases, some of those involved develop anxiety, depression, and suicidal tendencies. However, few studies focus on cyberbullying among Chinese college students. We aimed to understand the incidence of cyberbullying in social media and online games and its associated factors among college students in China. A cross-sectional STAR questionnaire survey was conducted for college students from the end of June to the beginning of July 2019. Selected via the method of cluster random sampling, students graded 1-5 (college) from two colleges in Shantou were invited to participate in the survey. Information was collected regarding respondents' socio-demographic information, cyberbullying in social media and online games, self-esteem, anxiety symptoms, Internet addiction, etc. A binary logistic regression model was employed to use all significant variables tested using χ² test or t-test for estimating the effect of potential factors on cyberbullying among college students. Participants were 20.43 ± 1.513 (X ± SD) years old, and the age range was 15 to 25 years old. 64.32% college students reported that they had suffered from cyberbullying, and 25.98% reported bullying others online during the semester. Gender, anxiety symptoms, Internet addiction, game time, and violent elements in games were associated with cyberbullying in social media and online games among college students in China. In conclusion, cyberbullying in social media and online games is prevalent among college students in China. The above data provided insights that targeted and effective measures should be taken to prevent college students from cyberbullying.
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Affiliation(s)
- Jinyu Huang
- Injury Prevention Research Center, Shantou University Medical College, Shantou 515041, China; (J.H.); (Z.Z.)
- School of Public Health, Shantou University, Shantou 515041, China
| | - Zhaohao Zhong
- Injury Prevention Research Center, Shantou University Medical College, Shantou 515041, China; (J.H.); (Z.Z.)
- School of Public Health, Shantou University, Shantou 515041, China
| | - Haoyuan Zhang
- Administrative Office, Public Utilities Bureau of Shenzhen Shenshan Special Cooperation Zone, Shenzhen 518200, China;
| | - Liping Li
- Injury Prevention Research Center, Shantou University Medical College, Shantou 515041, China; (J.H.); (Z.Z.)
- School of Public Health, Shantou University, Shantou 515041, China
- Correspondence:
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45
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Are the shareholding and trading behaviors of diverse investors affected by the relaxation of day trading? PLoS One 2021; 16:e0250121. [PMID: 33891620 PMCID: PMC8064584 DOI: 10.1371/journal.pone.0250121] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/11/2020] [Accepted: 03/30/2021] [Indexed: 11/19/2022] Open
Abstract
The day trading in Taiwanese stock market expands considerably at the beginning of 2016, which increases the transactions of stocks consequently and sparks our interest in exploring the issue of day trading. In this study, we use the data of Taiwan Stock Exchange listed firms to investigate whether the day trading volume over total trading volume (hereinafter referred to as the day trading ratio) and the turnover ratio enhanced by the increase of day trading volume would affect the shareholding and trading behaviors of diverse institutional and individual investors. Unquestionably, we bring out several impressive findings. First, foreign institutional investors would not prefer holding or trading the stocks with high day trading ratios, whereas individual investors would prefer holding these kinds of stocks. We infer that this finding might result from the fundamental and the speculative concerns of these various investors. Second, domestic institutional investors and security dealers would prefer trading the stocks with high turnover ratios, but foreign institutional investors still lack of interest in trading these stocks, implying that the investment strategies would be dissimilar among various institutional investors. Since foreign institutional investors are regarded as the successful institutional investors in Taiwan, we argue that our revealed results may help market participants trace the behaviors of diverse investors, especially the foreign institutional investors, after day trading relaxation in Taiwan.
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46
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Stevens MWR, Delfabbro PH, King DL. Prevention Strategies to Address Problematic Gaming: An Evaluation of Strategy Support Among Habitual and Problem Gamers. J Prim Prev 2021; 42:183-201. [PMID: 33710442 PMCID: PMC7970787 DOI: 10.1007/s10935-021-00629-0] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 02/25/2021] [Indexed: 01/07/2023]
Abstract
Psychosocial problems arising from excessive gaming are a public health issue across the developed world. In its most serious form, problematic gaming is recognized as gaming disorder (GD) in the ICD-11. Research has tended to focus on the value of outpatient treatment for GD, but less attention has been paid to broader prevention strategies to address less serious but nevertheless harmful gaming behaviors. Another gap in this literature has been the lack of involvement of the gaming community as stakeholders to identify feasible prevention approaches. This study investigated: (1) regular and problematic gamers' level of support for different prevention strategies within primary, secondary, and tertiary approaches; and, (2) whether self-efficacy is associated with greater support for prevention strategies, as predicted by the Health Belief Model. A total of 992 participants completed an online survey that evaluated support for problem gaming prevention strategies and included measures of self-efficacy, gaming involvement, and GD symptoms, psychological distress, and mental health help-seeking behaviors. Participants reported stronger support for primary prevention strategies, including education, screening, and warning labels, than for other prevention approaches. Overall, 61% of participants expressed support for primary prevention as compared to secondary (39%) and tertiary (36%) approaches. There was stronger support for outpatient care (48%) than inpatient services (25%). In-game shutdown features received the lowest support (65% disapproval). Contrary to the Health Belief Model, self-efficacy was not associated with prevention support. Younger, female, and less frequent gamers were more likely to support primary and secondary prevention strategies. These findings suggest that gamers may be more favorable toward prevention measures aligned with informed decision-making, autonomy, and self-directed actions. Gamers may be strongly opposed to modifications to the structure of gaming activities (e.g., shutdown features). Future research should evaluate the efficacy and cost-effectiveness of problem gaming prevention measures in different populations and regions.
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Affiliation(s)
| | - Paul H Delfabbro
- School of Psychology, The University of Adelaide, Adelaide, Australia
| | - Daniel L King
- School of Psychology, The University of Adelaide, Adelaide, Australia.
- College of Education, Psychology and Social Work, Flinders University, Sturt Road, Bedford Park, SA, 5042, Australia.
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Hicks MR, Kernsmith P, Smith-Darden J. The Effects of Adverse Childhood Experiences on Internalizing and Externalizing Behaviors among Black Children and Youth. JOURNAL OF CHILD & ADOLESCENT TRAUMA 2021; 14:115-122. [PMID: 33708287 PMCID: PMC7900288 DOI: 10.1007/s40653-020-00316-y] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/12/2023]
Abstract
There is limited research on the short-term effects of ACEs on Black children and youth. Black children and youth are disproportionately exposed to abuse, neglect, and other victimizations (Drake et al. 2009; Wade et al. Journal of Family Issues, 17(3), 283-316, 2014). Investigating ACEs will provide a broader understanding of childhood trauma on developmental processes. The current study investigates how ACES impacts psychological distress, substance use, and delinquency among Black children and youth. Hypotheses were tested using a subsample of longitudinal data from 265 participants who were recruited from six school districts in Southeast Michigan. ACEs at T1 significantly predicted depressive symptoms at T2 (β = .19, p < .05), which in turn predicted substance use (β = .20, p < .05), and delinquency (β = .19, p < .05). Psychological distress also mediated the associations between ACEs and substance use, and delinquency. To engage youth in prevention/interventions and practice, it is important to understand the contexts in which they develop i.e. having knowledge on the specific type of victimization instances that Black youth may experience more than their peers as well as the social factors. Therefore, taking a trauma-informed approach that will acknowledge the adverse childhood experiences that youth went through and to understand how these experiences shape their development through adolescence may be efficacious.
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Affiliation(s)
- Megan R. Hicks
- School of Social Work, Wayne State University, 5447 Woodward Ave, Detroit, MI 48202 USA
| | - Poco Kernsmith
- School of Social Work, Wayne State University, 5447 Woodward Ave, Detroit, MI 48202 USA
| | - Joanne Smith-Darden
- School of Social Work, Wayne State University, 5447 Woodward Ave, Detroit, MI 48202 USA
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Goldstick JE, Roche JS, Carter PM, Arterberry BJ, Bonar EE, Walton MA, Zimmerman M, Cunningham RM. Sex Differences in the Association Between Gaming and Serious Violence Among Predominantly African American Youth. JOURNAL OF INTERPERSONAL VIOLENCE 2021; 36:NP2410-NP2422. [PMID: 29580195 PMCID: PMC6119504 DOI: 10.1177/0886260518764104] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/08/2023]
Abstract
Video gaming, a remarkably popular hobby in the United States, has been consistently identified as a correlate of aggressive behavior, and this association is not limited to violent video gaming. Prior studies of sex differences in the association between video gaming and aggression have not controlled for other well-known violence correlates (e.g., substance use, community violence exposure, violence attitudes) or focused primarily on high-risk youth. In this study, we used data from an emergency department in Flint, Michigan (N = 409, 59.9% female, 93.4% African American) to identify sex differences in the association between video gaming and serious peer violence. Youth aged 14 to 20 years were recruited from October 2011 to March 2015, and self-administered computerized surveys including measures of demographics, violence perpetration, gaming frequency, substance use, community violence exposure, and violence attitudes. The primary outcome was an indicator of any serious violence perpetration (e.g., choking, burning, weapon violence) in the past 2 months. Using logistic regression, we estimated the association between gaming and serious violence perpetration, and how it varied by sex, while controlling for demographics, substance use, community violence exposure, and violence attitudes. Approximately 36.6% of males and 27.3% of females reported past 2-month serious violence. On adjusted analysis, hours spent gaming was associated with violence among females (odds ratio [OR] = 1.40, 95% confidence interval [CI] = [1.16, 1.78]), but not males (OR = 1.03, 95% CI = [0.89, 1.19]); in the model including both males and females, the interaction between hours gaming and sex was significant (p < .01). Our findings suggest video gaming is a stronger marker of severe violence perpetration in females than males among at-risk youth. Violence interventions among females may be improved by including content related to video gaming and identifying other prosocial activities for youth as an alternative to video gaming. Additional research is required to clarify the causal process underlying the identified associations, and to determine what aspects of video gaming are risk-enhancing.
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Affiliation(s)
- Jason E. Goldstick
- Department of Emergency Medicine, University of Michigan, E Medical Center Dr, Ann Arbor, MI, USA
- Injury Prevention Center, University of Michigan, Ann Arbor, MI, USA
| | - Jessica S. Roche
- Department of Emergency Medicine, University of Michigan, E Medical Center Dr, Ann Arbor, MI, USA
- Injury Prevention Center, University of Michigan, Ann Arbor, MI, USA
- University of Michigan Youth Violence Prevention Center, Ann Arbor, MI, USA
| | - Patrick M. Carter
- Department of Emergency Medicine, University of Michigan, E Medical Center Dr, Ann Arbor, MI, USA
- Injury Prevention Center, University of Michigan, Ann Arbor, MI, USA
- University of Michigan Youth Violence Prevention Center, Ann Arbor, MI, USA
| | - Brooke J. Arterberry
- University of Michigan Addiction Center and Department of Psychiatry, University of Michigan, Ann Arbor, MI, USA
| | - Erin E. Bonar
- University of Michigan Addiction Center and Department of Psychiatry, University of Michigan, Ann Arbor, MI, USA
| | - Maureen A. Walton
- Injury Prevention Center, University of Michigan, Ann Arbor, MI, USA
- University of Michigan Addiction Center and Department of Psychiatry, University of Michigan, Ann Arbor, MI, USA
| | - Marc Zimmerman
- Injury Prevention Center, University of Michigan, Ann Arbor, MI, USA
- University of Michigan Youth Violence Prevention Center, Ann Arbor, MI, USA
- Department of Health Behavior and Health Education, School of Public Health, University of Michigan, Ann Arbor, MI, USA
| | - Rebecca M. Cunningham
- Department of Emergency Medicine, University of Michigan, E Medical Center Dr, Ann Arbor, MI, USA
- Injury Prevention Center, University of Michigan, Ann Arbor, MI, USA
- University of Michigan Youth Violence Prevention Center, Ann Arbor, MI, USA
- Department of Health Behavior and Health Education, School of Public Health, University of Michigan, Ann Arbor, MI, USA
- Department of Emergency Medicine, Hurley Medical Center, MI, USA
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Addo PC, Fang J, Kulbo NB, Gumah B, Dagadu JC, Li L. Violent Video Games and Aggression Among Young Adults: The Moderating Effects of Adverse Environmental Factors. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2021; 24:17-23. [PMID: 33434093 DOI: 10.1089/cyber.2020.0018] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
Research is divided on the effects of violent video games (VVGs). Some scholars claimed that VVG promotes aggression, reduces empathy, increases self-injury, and externalization, whereas others claim that a minimal or, in some cases, no traits as reported by the former is associated with playing VVGs. This study provides evidence to support claims that VVG is associated with aggressive behavior among young adults. However, the study focused more importantly on the moderating effects of adverse environmental factors on this relationship from a cross-cultural perspective. A total of 3,219 young adults between 18 and 35 years sampled from colleges and game centers in Ghana and China provided support for this study. We adopted a parallel moderated-mediation regression analysis and found that increased exposure to VVG is associated with reduced empathy concerns, aggression-related thoughts, and increased aggressive behavior. Although controlling for gender, setting, and location, the results pointed to the magnifying effects of the adverse environments in explaining the association between VVG and aggressive behavior. This study thus provides strong support for the frequently debated adverse effects of playing VVG among young adults with a particular reference to environmental factors and will hence aid in communicating a more representative viewpoint on the effects of VVG.
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Affiliation(s)
- Prince Clement Addo
- School of Management and Economics, University of Electronic Science and Technology of China, Chengdu, P.R. China.,Center for West African Studies, University of Electronic Science and Technology of China, Chengdu, P.R. China
| | - Jiaming Fang
- School of Management and Economics, University of Electronic Science and Technology of China, Chengdu, P.R. China
| | - Nora Bakabbey Kulbo
- School of Management and Economics, University of Electronic Science and Technology of China, Chengdu, P.R. China
| | - Bernard Gumah
- School of Management and Economics, University of Electronic Science and Technology of China, Chengdu, P.R. China
| | | | - Liangqiang Li
- School of Business, Sichuan Agricultural University, Yaan, P.R. China
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Howe WT, Cionea IA. Beyond hours of video gameplay: Connections between verbal aggressiveness, genre preference, and technology used. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2021. [DOI: 10.1016/j.chbr.2021.100063] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022] Open
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