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Liao Z, Le J, Chen X, Tang Y, Shen H, Huang Q. Gender differences in problematic gaming among Chinese adolescents and young adults. BMC Psychiatry 2025; 25:522. [PMID: 40405153 PMCID: PMC12096608 DOI: 10.1186/s12888-025-06994-y] [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] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/30/2024] [Accepted: 05/15/2025] [Indexed: 05/24/2025] Open
Abstract
BACKGROUND This study aimed to evaluate the prevalence of problematic gaming among Chinese adolescents and young adults (CAYAs) and identify potential gender-specific risk variables. METHODS 6,014 CAYAs were selected for this cross-sectional study using online convenience sampling. To evaluate their sociodemographic qualities, gaming practices, problematic gaming (as measured by the Video Game Dependency Scale), gaming motivations, and personality traits (as measured by the Chinese Big Five Personality Inventory abbreviated version), participants filled out a self-report questionnaire. To identify the common and distinct variables associated with problematic gaming, stepwise logistic regression analyses were conducted independently for males and females. RESULTS The study comprised 5,593 CAYAs in all (3326 males and 2267 females). Males were more likely than females to have problematic gaming (21.5% vs. 14.1%, p < 0.001). Problematic gaming among male and female CAYAs was substantially correlated with gaming patterns (monthly spending, daily time), gaming motivations (escaping reality, sensation seeking), and personality traits (conscientiousness, neuroticism). Additionally, among male CAYAs, problematic gaming was linked to the family structure of being an only child (OR: 0.715, 95%CI: 0.588-0.869, p = 0.001), lower than undergraduate (OR: 0.735, 95%CI: 0.603-0.896, P = 0.002), and the gaming motivation for coping with negative emotion ((N vs. Y, OR: 0.794, 95%CI: 0.653-0.965, p = 0.021). Problematic gaming was independently linked to the BRS gaming genre among female CAYAs (OR: 4.989, 95%CI: 2.728-9.125, p < 0.001). Female CAYAs with problematic gaming exhibit distinct characteristics. CONCLUSIONS Compared to female CAYAs, problematic gaming is much more common among male CAYAs. Cross-gender risks in gaming include extended playtime, excessive spending, high neuroticism, and low conscientiousness. Highly educated singles are at higher risk of problematic gaming. Playing BRS games was a specific risk factor for females. This study revealed significant gender disparities in the prevalence and risk factors of problematic gaming among CAYAs, underscoring the significance of gender-specific screening and interventions for CAYAs to prevent problematic gaming and its negative effects. CLINICAL TRIAL NUMBER Not applicable.
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Affiliation(s)
- Zhenjiang Liao
- Department of Psychiatry, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China
| | - Juan Le
- Department of Psychiatry, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China
| | - Xinxin Chen
- Department of Psychiatry, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China
| | - Ying Tang
- Department of Psychiatry, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China
| | - Hongxian Shen
- Department of Psychiatry, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China.
| | - Qiuping Huang
- Department of Psychiatry, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China.
- Department of Psychology, School of Humanities and Management, Hunan University of Chinese Medicine, Changsha, Hunan, China.
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Klein Schaarsberg RE, Klinkhamer N, van Dam L, Bouwmeester S, Lindauer RJL, Popma A. The First Step is the Hardest: A Mixed Methods Single-Case Experimental Design Study of a VR-Enhanced Training Program in a Forensic Youth Care Setting. Res Child Adolesc Psychopathol 2025:10.1007/s10802-025-01313-1. [PMID: 40227501 DOI: 10.1007/s10802-025-01313-1] [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] [Accepted: 03/11/2025] [Indexed: 04/15/2025]
Abstract
Street Temptations is a virtual reality-enhanced training program developed as an add-on intervention for adolescents with disruptive behavior problems. Using mentalization as a primary treatment mechanism, the program aims to address cognitive distortions and increase motivation for behavior change. This study provides an initial evaluation of Street Temptations in a forensic youth care setting, utilizing both quantitative and qualitative data within an A-B-A' single-case experimental design. Throughout a baseline, intervention, and follow-up phase, adolescents completed daily measurements on cognitive distortions and motivation for behavior change. Secondary outcomes were assessed before baseline, after intervention, and after follow-up, which included mentalization and perspective-taking. Qualitative data were collected after the intervention through separate interviews with adolescents and Street Temptations therapists. A total of 8 adolescents were included in the study, 5 of whom dropped out, leaving 3 who provided sufficient data for visual inspection of the outcomes. The observed patterns suggested an increase in adolescents' awareness of others' perspectives during participation in Street Temptations, potentially indicating a positive effect on cognitive distortions. However, daily assessments did not show an increase in adolescents' motivation for behavior change. Positive effects of Street Temptations and virtual reality, as well as areas for improvement, were highlighted in all interviews. Recommendations for further development and implementation are discussed. Overall, this study provides preliminary support for the use of Street Temptations as an add-on intervention in forensic youth care.
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Affiliation(s)
- Renée E Klein Schaarsberg
- Child and Adolescent Psychiatry & Psychosocial Care, Amsterdam UMC, Vrije Universiteit Amsterdam, Amsterdam, The Netherlands.
- Amsterdam Public Health, Mental Health, Amsterdam, The Netherlands.
| | - Nicole Klinkhamer
- Department of Child Development and Education, University of Amsterdam, Amsterdam, The Netherlands
| | - Levi van Dam
- Department of Child Development and Education, University of Amsterdam, Amsterdam, The Netherlands
- Dutch Innovation Network for Societal Youth Challenges, Garage2020, Amsterdam, The Netherlands
| | - Samantha Bouwmeester
- Out of the Boxplot, Rotterdam, The Netherlands
- Department of Developmental Psychology, Tilburg School of Behavioral Sciences, Tilburg University, Tilburg, The Netherlands
| | - Ramón J L Lindauer
- Child and Adolescent Psychiatry, Amsterdam UMC, University of Amsterdam, Amsterdam, The Netherlands
- Levvel, Academic Center for Child and Adolescent Psychiatry, Amsterdam, The Netherlands
- Amsterdam Public Health, Mental Health, Amsterdam, The Netherlands
| | - Arne Popma
- Child and Adolescent Psychiatry & Psychosocial Care, Amsterdam UMC, Vrije Universiteit Amsterdam, Amsterdam, The Netherlands
- Levvel, Academic Center for Child and Adolescent Psychiatry, Amsterdam, The Netherlands
- Amsterdam Public Health, Mental Health, Amsterdam, The Netherlands
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Tekin HG, Edem P. Video game exposure in children with epilepsy: EEG and clinical findings. Brain Dev 2025; 47:104329. [PMID: 39904222 DOI: 10.1016/j.braindev.2025.104329] [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: 08/11/2024] [Revised: 01/08/2025] [Accepted: 01/23/2025] [Indexed: 02/06/2025]
Abstract
OBJECTIVE To investigate the effects of video game exposure on pediatric epilepsy patients, focusing on electroencephalography (EEG) and clinical outcomes. METHODS A total of 94 pediatric epilepsy patients aged 6-18 years (juvenile idiopathic generalized epilepsy, childhood absence epilepsy, self-limited idiopathic focal epilepsy [SeLEAS and SeLECTS]) and 57 non-epileptic controls were enrolled. EEG recordings were obtained while patients were awake, asleep, and during video game play. The impact of video games was analyzed across different epilepsy subgroups and according to epilepsy control status. RESULTS Twenty-five patients with EEG deterioration in the entire group, three of whom were from the control group (p = 0.032). Among juvenile idiopathic generalized epilepsy patients, 2 of 21 controlled and 6 of 11 uncontrolled patients were adversely affected by video games (p = 0.01). In the SeLECTS group, none of the controlled patients and 3 of 11 uncontrolled patients showed adverse effects (p = 0.063). In the absence epilepsy and SeLEAS groups, epilepsy status did not significantly affect video game response (p = 0.250, p = 0.603). Patients with pattern sensitivity and photosensitivity had a higher risk of EEG deterioration during video game play than those without these sensitivities. CONCLUSIONS Playing selected video games is safer for patients with juvenile idiopathic generalized epilepsies and the SeLECTS group when precautions are taken, and both EEG and clinical conditions are under control. However, video games pose a risk for patients with absence epilepsy and SeLEAS, regardless of epilepsy control status. These findings underscore the need for individualized assessments and tailored recommendations for video game exposure in pediatric epilepsy patients.
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Affiliation(s)
- Hande Gazeteci Tekin
- İzmir Bakircay University Faculty of Medicine Pediatric Neurology Clinic, İzmir, Turkey.
| | - Pınar Edem
- Çiğli Training Hospital, Pediatric Neurology, İzmir, Turkey
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Rong F, Cheng J, Hu J, Wang Y, Xu Z, Guan M, Zhang N, Yu Y. Bidirectional association between problematic smartphone use and aggressive behavior: A cross-lagged longitudinal study. J Behav Addict 2025; 14:394-404. [PMID: 40014061 PMCID: PMC11974421 DOI: 10.1556/2006.2025.00015] [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] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/16/2024] [Revised: 10/17/2024] [Accepted: 02/12/2025] [Indexed: 02/28/2025] Open
Abstract
Background and aims Problematic smartphone use are prevalent worldwide, particularly among adolescents, and it is strongly linked with aggressive behavior. However, the understanding of how PSU may contribute to the emergence of aggressive behavior remains incomplete. Methods The purpose of this study was to examine the bidirectional links between aggressive behavior and PSU among adolescents, utilizing data from a two-wave longitudinal study (the time interval is 15 months) conducted among 2,650 students in middle and high school. Results The cross-lagged models revealed that: (1) PSU at Time 1 (December 12) positively predicted aggressive behavior at Time 2 (March 2023, 15 months apart) among older adolescents (15-19 years), but this was not the case for younger adolescents (11-14 years); (2) aggressive behavior at Time 1 positively predicted PSU at Time 2 for both younger and older adolescents. Our findings have identified PSU as a risk factor for aggressive behavior among older adolescents, with those perceiving higher PSU may be particularly vulnerable to developing aggressive behavior over time. Discussion and Conclusions These results not only enhance our understanding of the links between PSU and aggressive behavior but also provide significant theoretical perspectives for developing future prevention strategies and intervention measures to tackle aggressive behavior among adolescents.
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Affiliation(s)
- Fajuan Rong
- Department of Maternal, Child and Adolescent Health, School of Public Health, Tongji Medical College, Huazhong University of Science and Technology, Wuhan, China
| | - Junhan Cheng
- Department of Maternal, Child and Adolescent Health, School of Public Health, Tongji Medical College, Huazhong University of Science and Technology, Wuhan, China
| | - Jie Hu
- Department of Maternal, Child and Adolescent Health, School of Public Health, Tongji Medical College, Huazhong University of Science and Technology, Wuhan, China
| | - Yan Wang
- Department of Maternal, Child and Adolescent Health, School of Public Health, Tongji Medical College, Huazhong University of Science and Technology, Wuhan, China
| | - Zixuan Xu
- Department of Maternal, Child and Adolescent Health, School of Public Health, Tongji Medical College, Huazhong University of Science and Technology, Wuhan, China
| | - Meiqi Guan
- Department of Maternal, Child and Adolescent Health, School of Public Health, Tongji Medical College, Huazhong University of Science and Technology, Wuhan, China
| | - Nan Zhang
- Department of Maternal, Child and Adolescent Health, School of Public Health, Tongji Medical College, Huazhong University of Science and Technology, Wuhan, China
| | - Yizhen Yu
- Department of Maternal, Child and Adolescent Health, School of Public Health, Tongji Medical College, Huazhong University of Science and Technology, Wuhan, China
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Ewell PJ, Hamilton JC, Guadagno RE. The Spoilers of Virtual War: Experience and Performance Mediate the Relationship Between Violent Video Games and Hostility. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2025; 28:98-104. [PMID: 39772923 DOI: 10.1089/cyber.2024.0246] [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: 01/11/2025]
Abstract
A substantial portion of the literature investigating whether playing video games with violent content causes aggressive thoughts, feelings, and behaviors has relied on experimental exposure to video game violence. To date, there is significant evidence suggesting these concepts are positively related, while other experiments demonstrate a null effect. A potential explanation for these contradicting findings is a failure to account for confounding such as video game performance and video game experience. This was examined across two experiments in which dyads played a violent video game and then completed state measures of hostility and positive and negative affects. Players with superior performance and greater gaming experience reported less hostility, less negative affect, and more positive affect. Mediation models showed that experience reduced hostility indirectly through performance. Historically, concern for hostility was greatest for frequent players, however, the current evidence suggests that these two variables should be accounted for prior to drawing conclusions. More broadly, future research might benefit by considering the phenomenology of gameplay in research on the risks and benefits of this hobby.
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Affiliation(s)
- Patrick J Ewell
- Department of Psychology, Kenyon College, Gambier, Ohio, USA
| | - James C Hamilton
- Department of Psychology, The University of Alabama, Tuscaloosa, Alabama, USA
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Dou Y, Zhang M. Longitudinal reciprocal relationship between media violence exposure and aggression among junior high school students in China: a cross-lagged analysis. Front Psychol 2025; 15:1441738. [PMID: 39839937 PMCID: PMC11747719 DOI: 10.3389/fpsyg.2024.1441738] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/31/2024] [Accepted: 12/18/2024] [Indexed: 01/23/2025] Open
Abstract
Introduction Increasing evidence has shown that media violence exposure can influence individual aggression. However, the question of whether there is a causal relationship between media violence exposure and aggression remains complex and contentious. This study aims to examine the dynamic reciprocal relations between media violence exposure and aggression among junior high school students in China. Methods Using the Exposure to Violent Media Questionnaire (ETVMQ) and the Buss-Warren Aggression questionnaire (BWAQ), 259 junior high school students were tracked three times over a period of 1 year. A cross-lagged panel model was constructed to analyze the reciprocal relationship between media violence exposure and aggression over time. Results (1) Media violence exposure and aggression were significantly and positively correlated in all three assessments. (2) Cross-lagged analysis revealed that media violence exposure at Time 1(T1) significantly positively predicted aggression at Time 2(T2), and subsequently significantly positively predicted media violence exposure at Time 3(T3). Additionally, media violence exposure at T2 significantly positively predicted aggression at T3. (3) Multi-group analysis revealed that gender, family economic status, and family location had no significant moderating effects on the cross-lagged effects between media violence exposure and aggression. The cross-lagged effects did not differ by gender, family economic status, or family location. Conclusion There is a positive reciprocal relationship between media violence exposure and aggression among Chinese junior high school students, and this reciprocal relationship demonstrates stability across gender and family environments. Media violence exposure is not only a risk factor for increasing aggression among Chinese junior high school students but also a negative outcome of high aggression.
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Affiliation(s)
| | - Meng Zhang
- School of Criminology, People’s Public Security University of China, Beijing, China
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Zioga T, Ferentinos A, Konsolaki E, Nega C, Kourtesis P. Video Game Skills across Diverse Genres and Cognitive Functioning in Early Adulthood: Verbal and Visuospatial Short-Term and Working Memory, Hand-Eye Coordination, and Empathy. Behav Sci (Basel) 2024; 14:874. [PMID: 39457746 PMCID: PMC11504367 DOI: 10.3390/bs14100874] [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: 08/22/2024] [Revised: 09/23/2024] [Accepted: 09/23/2024] [Indexed: 10/28/2024] Open
Abstract
The cognitive and affective impacts of video games are subjects of ongoing debate, with recent research recognizing their potential benefits. This study employs the Gaming Skill Questionnaire (GSQ) to evaluate participants' gaming skills across six genres and overall proficiency. A total of 88 individuals aged 20-40 participated, completing assessments of empathy and six cognitive abilities: verbal short-term memory, verbal working memory, visuospatial short-term memory, visuospatial working memory, psychomotor speed (hand-eye coordination), and attention. Participants' cognitive abilities were examined using the Digit Span Test, Corsi Block Test, and Deary-Liewald Reaction Time Task, while empathy was assessed using the Empathy Quotient Questionnaire. Findings indicate that higher levels of videogaming proficiency are linked to improvements in visuospatial short-term and working memory, psychomotor speed, and attention. Specific genres enhanced particular skills: RPGs were positively associated with both verbal working memory and visuospatial short-term memory, but were negatively associated with empathy; action games improved psychomotor speed and attention; and puzzle games showed a positive relationship with visuospatial working memory. These results add to ongoing research on the cognitive and affective effects of video games, suggesting their potential to enhance specific cognitive functions. They also highlight the complex relationship between video games and empathy. Future research should explore the long-term impacts and genre-specific effects.
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Affiliation(s)
- Triantafyllia Zioga
- Department of Psychology, The American College of Greece, 153 42 Athens, Greece (E.K.); (C.N.)
| | - Aristotelis Ferentinos
- Department of Psychology, The American College of Greece, 153 42 Athens, Greece (E.K.); (C.N.)
| | - Eleni Konsolaki
- Department of Psychology, The American College of Greece, 153 42 Athens, Greece (E.K.); (C.N.)
| | - Chrysanthi Nega
- Department of Psychology, The American College of Greece, 153 42 Athens, Greece (E.K.); (C.N.)
| | - Panagiotis Kourtesis
- Department of Psychology, The American College of Greece, 153 42 Athens, Greece (E.K.); (C.N.)
- Department of Psychology, The University of Edinburgh, Edinburgh EH8 9JZ, UK
- Department of Psychology, National and Kapodistrian University of Athens, 157 84 Athens, Greece
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Hurel E, Grall-Bronnec M, Bouillard O, Chirio-Espitalier M, Barrangou-Poueys-Darlas M, Challet-Bouju G. Systematic Review of Gaming and Neuropsychological Assessment of Social Cognition. Neuropsychol Rev 2024; 34:738-767. [PMID: 37667058 PMCID: PMC11473559 DOI: 10.1007/s11065-023-09599-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/01/2022] [Accepted: 05/24/2023] [Indexed: 09/06/2023]
Abstract
Playing video games is associated with cognitive changes and possibly psychosocial difficulties. Problematic gaming occurs upon the loss of control over videogame playing; gaming disorder is considered a behavioral addiction in the 11th version of the International Classification of Diseases. Models used to understand behavioral addictions include cognition as an essential factor in the development, maintenance, and relapse of addiction. Nevertheless, some aspects of cognition, such as social cognition, remain underexplored, despite evidence of alterations in cognitive and social function among patients with problematic gaming. This review aimed to describe the current understanding of social cognition in individuals exposed to videogames. We included all studies assessing social cognition in participants of any age with a wide range of exposure to video games (from simple use of video games (such as at least two exposures) to problematic gaming, defined according to the included study). This wide range of exposure allowed us to explore the whole process from repeated exposure to addiction. We included only studies that used neuropsychological tasks to assess social cognition. Patient-reported outcomes that could be biased by subjective self-report data were not included. The search was conducted from inception to January 2022 in three databases (PubMed, PsycINFO, and Web of Science). The systematic search identified 39 studies that assessed facial emotion processing, empathy, theory of mind, social decision-making, aggressive behavior, and moral competence. In general, results have been mixed, and a number of questions remain unanswered. Nevertheless, several studies showed cerebral changes when processing facial emotion that were linked with problematic gaming, while no link was obtained between nonproblematic gaming and empathy alterations. The influences of cooperation patterns, theory of mind, moral competence, and gaming frequency were highlighted. Finally, there was substantial heterogeneity in the population assessed and the methods used.
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Affiliation(s)
- Elodie Hurel
- CHU Nantes, UIC Psychiatrie et Santé Mentale, Nantes Université, Nantes, F-44000, France
- MethodS in Patient-centered outcomes and HEalth ResEarch, SPHERE, Nantes Université, Univ Tours, CHU Nantes, INSERM, Nantes, F-44000, France
| | - Marie Grall-Bronnec
- CHU Nantes, UIC Psychiatrie et Santé Mentale, Nantes Université, Nantes, F-44000, France
- MethodS in Patient-centered outcomes and HEalth ResEarch, SPHERE, Nantes Université, Univ Tours, CHU Nantes, INSERM, Nantes, F-44000, France
| | - Orianne Bouillard
- CHU Nantes, UIC Psychiatrie et Santé Mentale, Nantes Université, Nantes, F-44000, France
| | - Marion Chirio-Espitalier
- CHU Nantes, UIC Psychiatrie et Santé Mentale, Nantes Université, Nantes, F-44000, France
- MethodS in Patient-centered outcomes and HEalth ResEarch, SPHERE, Nantes Université, Univ Tours, CHU Nantes, INSERM, Nantes, F-44000, France
| | | | - Gaëlle Challet-Bouju
- CHU Nantes, UIC Psychiatrie et Santé Mentale, Nantes Université, Nantes, F-44000, France.
- MethodS in Patient-centered outcomes and HEalth ResEarch, SPHERE, Nantes Université, Univ Tours, CHU Nantes, INSERM, Nantes, F-44000, France.
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Ritchie MB, Compton SAH, Oliver LD, Finger E, Neufeld RWJ, Mitchell DGV. The impact of acute violent videogame exposure on neurocognitive markers of empathic concern. Soc Cogn Affect Neurosci 2024; 19:nsae031. [PMID: 38727544 PMCID: PMC11223611 DOI: 10.1093/scan/nsae031] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/24/2023] [Revised: 02/21/2024] [Accepted: 05/08/2024] [Indexed: 07/06/2024] Open
Abstract
Research examining the purported association between violent gaming and aggression remains controversial due to concerns related to methodology, unclear neurocognitive mechanisms, and the failure to adequately consider the role of individual differences in susceptibility. To help address these concerns, we used fMRI and an emotional empathy task to examine whether acute and cumulative violent gaming exposure were associated with abnormalities in emotional empathy as a function of trait-empathy. Emotional empathy was targeted given its involvement in regulating not only aggression, but also other important social functions such as compassion and prosocial behaviour. We hypothesized that violent gaming exposure increases the risk of aberrant social behaviour by altering the aversive value of distress cues. Contrary to expectations, neither behavioural ratings nor empathy-related brain activity varied as a function of violent gaming exposure. Notably, however, activation patterns in somatosensory and motor cortices reflected an interaction between violent gaming exposure and trait empathy. Thus, our results are inconsistent with a straightforward relationship between violent gaming exposure and reduced empathy. Furthermore, they highlight the importance of considering both individual differences in susceptibility and other aspects of cognition related to social functioning to best inform public concern regarding safe gaming practices.
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Affiliation(s)
- Mary B Ritchie
- Graduate Program in Clinical Science and Psychopathology, Department of Psychology, University of Western Ontario, London, ON N6A 3K7, Canada
- Brain and Mind Institute, University of Western Ontario, London, ON N6A 3K7, Canada
| | - Shannon A H Compton
- Brain and Mind Institute, University of Western Ontario, London, ON N6A 3K7, Canada
- Graduate Program in Neuroscience, Schulich School of Medicine and Dentistry, University of Western Ontario, London, ON N6A 3K7, Canada
| | - Lindsay D Oliver
- Campbell Family Mental Health Research Institute, Centre for Addiction and Mental Health, Toronto, ON M5T 1R8, Canada
- Department of Psychiatry, University of Toronto, Toronto, Ontario M5R0A3, Canada
| | - Elizabeth Finger
- Robarts Institute, University of Western Ontario, London, ON N6A 3K7, Canada
- Department of Clinical Neurological Sciences, The University of Western Ontario, London, ON N6A 3K7, Canada
- Lawson Health Research Institute, London, ON N6C 2R5, Canada
- Parkwood Institute, St. Joseph’s Health Care, London, ON N6C 0A7, Canada
| | - Richard W J Neufeld
- Graduate Program in Neuroscience, Schulich School of Medicine and Dentistry, University of Western Ontario, London, ON N6A 3K7, Canada
- Department of Psychiatry, Schulich School of Medicine and Dentistry, University of Western Ontario, London, ON N6A 3K7, Canada
- Department of Psychology, Faculty of Social Science, University of Western Ontario, London, ON N6A 3K7, Canada
| | - Derek G V Mitchell
- Brain and Mind Institute, University of Western Ontario, London, ON N6A 3K7, Canada
- Department of Psychiatry, Schulich School of Medicine and Dentistry, University of Western Ontario, London, ON N6A 3K7, Canada
- Department of Psychology, Faculty of Social Science, University of Western Ontario, London, ON N6A 3K7, Canada
- Department of Anatomy and Cell Biology, Schulich School of Medicine and Dentistry, University of Western Ontario, London, ON N6A 3K7, Canada
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Arafat D, Thoma P. Impairments of Sociocognitive Functions in Individuals with Behavioral Addictions: A Review Article. J Gambl Stud 2024; 40:429-451. [PMID: 37308789 PMCID: PMC10259812 DOI: 10.1007/s10899-023-10227-w] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 05/25/2023] [Indexed: 06/14/2023]
Abstract
Since little is known about the exact pattern of social cognitive impairments related to behavioral addictions, the aim of the PRISMA-oriented review was to (i) provide an overview of relevant empirical publications, and to (ii) to elucidate which specific aspects of social cognition (i.e., emotion recognition, empathy, and theory of mind (ToM)) are impaired in different types of behavioral addictions. Behavioral addictions have been associated with cognitive deficits which may contribute to impaired social cognitive functioning. More recently, this domain has been investigated in patients with behavioral addictions as impaired social cognition detrimentally affects daily functioning and thus forms a relevant target for treatment. A systematic search in the PubMed and Web of Science databases was performed focusing on social cognitive functions in behavioral addictions. Studies focusing on the same social cognitive component were grouped together, this was done based on the used assessment measures. In total, 18 studies met the specified inclusion criteria. Five studies focusing on emotion recognition concluded that individuals with behavioral addictions show impairments in this domain. As for the 13 studies focusing on empathy and/or ToM, most of them found deficits linked to different types of behavioral addictions. Only two studies, one of which was investigating a distinct population (multiplayer online role-playing gamers) did not link empathy to behavioral addictions. The results show that the majority of studies focusing on social cognition and behavioral addictions found some deficits. Additional research focusing on this topic is urgently needed in behavioral addictions, addressing several methodological issues.
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Affiliation(s)
- Dalia Arafat
- Neuropsychological Therapy Centre, Faculty of Psychology, Ruhr University Bochum, Bochum, Germany.
| | - Patrizia Thoma
- Neuropsychological Therapy Centre, Faculty of Psychology, Ruhr University Bochum, Bochum, Germany
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Roy N, Coll MP. Exploring the impact of violence in video games. eLife 2024; 13:e94949. [PMID: 38226970 PMCID: PMC10791125 DOI: 10.7554/elife.94949] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/17/2024] Open
Abstract
Playing a violent game for a few weeks did not alter neural and behavioral responses to the pain of others in inexperienced male gamers.
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Affiliation(s)
- Nicolas Roy
- École de Psychologie, Université LavalQuebec CityCanada
- Centre interdisciplinaire de recherche en réadaptation et intégration socialeQuébecCanada
| | - Michel-Pierre Coll
- École de Psychologie, Université LavalQuebec CityCanada
- Centre interdisciplinaire de recherche en réadaptation et intégration socialeQuébecCanada
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Buday J, Neumann M, Žaludová Heidingerová J, Mareš T, Magyarová E, Thai Le H, Divácký D, Jirečková G, Albrecht J, Kališová L, Pol M, Mahrík J, Buday P, Anders M. Electroconvulsive therapy portrayal in contemporary video games. Front Psychiatry 2024; 14:1336044. [PMID: 38250273 PMCID: PMC10797023 DOI: 10.3389/fpsyt.2023.1336044] [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] [Received: 11/09/2023] [Accepted: 12/12/2023] [Indexed: 01/23/2024] Open
Abstract
Electroconvulsive therapy (ECT) is an important treatment modality in psychiatry, considered to be the most effective option for pharmaco-resistant affective and psychotic disorders. Despite its great efficacy, it still remains a rather controversial method, which hinders its full potential. It is feasible to say that in part, this controversy is caused by a largely negative image of ECT displayed through media. The depiction of ECT in movies has been studied and well documented in the past. The aim of our study was to provide an overview of how ECT is represented in video games - a form of media where ECT representation has been overlooked in scientific literature so far. As with movies, most of these portrayals are negative, depicting ECT as an obsolete, aggressive or torturous treatment method.
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Affiliation(s)
- Jozef Buday
- Department of Psychiatry, Faculty of Medicine, Masaryk University and University Hospital Brno, Brno, Czechia
- Department of Psychiatry, First Faculty of Medicine of Charles University and General University Hospital, Prague, Czechia
| | | | - Jana Žaludová Heidingerová
- Department of Psychiatry, First Faculty of Medicine of Charles University and General University Hospital, Prague, Czechia
| | - Tadeáš Mareš
- Department of Psychiatry, First Faculty of Medicine of Charles University and General University Hospital, Prague, Czechia
| | - Eva Magyarová
- Department of Psychiatry, First Faculty of Medicine of Charles University and General University Hospital, Prague, Czechia
| | - Hong Thai Le
- Department of Psychiatry, First Faculty of Medicine of Charles University and General University Hospital, Prague, Czechia
| | - Daniel Divácký
- Department of Psychiatry, First Faculty of Medicine of Charles University and General University Hospital, Prague, Czechia
| | - Gabriela Jirečková
- Department of Psychiatry, First Faculty of Medicine of Charles University and General University Hospital, Prague, Czechia
| | - Jakub Albrecht
- Department of Psychiatry, Faculty of Health Studies, Krajska zdravotni, a.s, Jan Evangelista Purkyne University and Masaryk Hospital, Usti nad Labem, Czechia
| | - Lucie Kališová
- Department of Psychiatry, First Faculty of Medicine of Charles University and General University Hospital, Prague, Czechia
| | - Marek Pol
- Faculty Hospital Královské Vinohrady, Prague, Czechia
| | - Jakub Mahrík
- Institute of Clinical and Experimental Medicine, Prague, Czechia
| | | | - Martin Anders
- Department of Psychiatry, First Faculty of Medicine of Charles University and General University Hospital, Prague, Czechia
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13
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Limone P, Ragni B, Toto GA. The epidemiology and effects of video game addiction: A systematic review and meta-analysis. Acta Psychol (Amst) 2023; 241:104047. [PMID: 37897856 DOI: 10.1016/j.actpsy.2023.104047] [Citation(s) in RCA: 13] [Impact Index Per Article: 6.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/30/2022] [Revised: 09/21/2023] [Accepted: 09/30/2023] [Indexed: 10/30/2023] Open
Abstract
With the increasing popularity and accessibility of video games, the public concern about their effects - positive and negative - has also increased. In this regard, this systematic review sought to identify and thematically analyze recent studies (in the last five years) and report on video games' epidemiological characteristics and outcomes. A systematic database search was done on ScienceDirect, APA PsycINFO, Emerald, and Scopus databases for articles published from January 1, 2017, to April 1, 2022. The Meta XL software - an add-in for Microsoft Excel - was used to calculate the pooled prevalence level of video game addiction. The database search yielded a total of 693 non-duplicate articles. After applying the inclusion and exclusion criteria, 27 articles were selected to be included in the systematic review. Along with this, 12 articles were considered for the final meta-analysis. The pooled prevalence level of gaming addiction was 5.0 % (95 % CI, 2.1-8.8 %). The I2 value was 99.297 with a p-value of 0.000. The factors that accompanied addictive video gaming were psychological, social, and personal. An addictive gaming behavior was characterized by spending an above-average time on gaming, doing most of the gaming online, and gaming activities interfering with sleep patterns. Some predictors of addictive gaming were emotional dependence, social detachment, increased gaming time, preference for playing online than offline, and increased emotional and psychological stress. Engaging in addictive gaming led to adverse outcomes such as lower academic scores, depression, and anxiety, as well as decreased self-esteem, life satisfaction, and social support. From the collected findings it could be concluded that extreme playing of video games can be classified as addictive. Following the identification of risk factors, appropriate corrective or interventional measures should be developed and applied coherently to newer statistical data.
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Affiliation(s)
- Pierpaolo Limone
- Learning Science Hub, Department of Human Sciences, University of Foggia, Italy.
| | - Benedetta Ragni
- Learning Science Hub, Department of Human Sciences, University of Foggia, Italy.
| | - Giusi Antonia Toto
- Learning Science Hub, Department of Human Sciences, University of Foggia, Italy.
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14
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Olejarnik SZ, Romano D. Is playing violent video games a risk factor for aggressive behaviour? Adding narcissism, self-esteem and PEGI ratings to the debate. Front Psychol 2023; 14:1155807. [PMID: 37476087 PMCID: PMC10354552 DOI: 10.3389/fpsyg.2023.1155807] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/31/2023] [Accepted: 06/21/2023] [Indexed: 07/22/2023] Open
Abstract
Introduction Aggressive behaviour is a challenge for society. There continues to be considerable debate over whether the consumption of violent video games affects aggression, as violent video game content has become more accessible in recent years due to the growing use of online distribution platforms. Personality traits often linked to aggression, such as narcissism and self-esteem, have been considered in the context of violent video game play and their relationship with aggression. Methods We surveyed an international population of 166 game players on their personality traits and their three favourite video game choices, which were classified as violent or non-violent, using Pan European Game Information (PEGI) 16 and 18 ratings. Results We found that violent video game choice is a predictor of verbal aggression alongside narcissism, and hostility alongside self-esteem. A categorical regression highlighted the desire to impersonate society's undesirable role models (e.g., 'be a thief or a killer') as one of the motivations for aggression and violent video game choice. Discussion These findings show that video game violence should be considered a risk factor for aggression, as in other violent media, as it provides a social reinforcement of aggressive behaviour and observational learning of aggressive models, calling for the introduction of stricter online age verification procedures on online game platforms to safeguard children from violent video game content; and increased use of parental controls on content fruition. More granularity should be considered in the PEGI classifications.
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Affiliation(s)
| | - Daniela Romano
- Department of Information Studies, University College London, London, United Kingdom
- Institute of Artificial Intelligence, De Montfort University, Leicester, United Kingdom
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15
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İSKENDER Ö. Identification with Game Characters: Theoretical Explanations, Predictors, and Psychological Outcomes. PSIKIYATRIDE GUNCEL YAKLASIMLAR - CURRENT APPROACHES IN PSYCHIATRY 2023. [DOI: 10.18863/pgy.1104693] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/20/2023]
Abstract
This review investigates theoretical explanations, predictors, and psychological outcomes of identification with game characters. Theoretical explanations depended on Cohen’s conceptualization of identification with media characters, wishful identification, similarity identification, embodied presence concepts, self-perception, self-discrepancy, and social identity theories. Predictors included customizability, how the character is perceived (ideal, attractive, similar, real), narrative, immersion, presence, age, time spent playing/playing history, player’s psychological characteristics, and perceived performance. Psychological outcomes included enjoyment, flow experience, addiction, problematic gaming, playing motivations, self-efficacy, competence, short-term outcomes (change in aggression, empathy), intention to continue playing, game-related spending, social identification, and in-group bias. The self-discrepancy perspective provides the most prevalent explanation, which proposes that game characters are closer to players’ ideal selves, and identification with the game character reduces their self-discrepancies. However, the social identity perspective offers more overarching explanations discussing identification with game-related groups (groups created within the game and game community) and the game character together, thus pointing to a bigger picture where players develop social identities through interaction with game-related groups. Therefore, unlike other explanations discussing game character identification as a temporary experience, the social identity perspective indicates it may be a lasting experience. Regarding predictors, only two were game-related (customizability, narrative), while most were player-related (e.g., age, time spent playing, player’s psychological characteristics), which might show that player characteristics deserve more attention than the game itself to understand the identification process. Concerning psychological outcomes, while two were positive (enjoyment, flow experience) and two were negative (addiction, problematic gaming), most had various aftermaths, such as a short-term outcome of an increase in aggression or empathy.
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16
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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] [MESH Headings] [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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17
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Uçur Ö, Dönmez YE. The effects of violent video games on reactive-proactive aggression and cyberbullying. CURRENT PSYCHOLOGY 2022. [DOI: 10.1007/s12144-022-04045-3] [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]
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18
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Qi H, Bi C, Kang Q, Wu Q, Wu D. Far from the Future: Internet Addiction Association with Delay Discounting Among Adolescence. Int J Ment Health Addict 2022. [DOI: 10.1007/s11469-022-00951-6] [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: 11/10/2022] Open
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19
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Chen S, Yi Z, Wang X, Luo Y, Liu Y. Competitive game motivation and trait aggression among Chinese adolescent players of Glory of the King: The mediating role of avatar identification and game aggression. Aggress Behav 2022; 48:563-572. [PMID: 35822865 DOI: 10.1002/ab.22045] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/16/2021] [Revised: 05/16/2022] [Accepted: 05/19/2022] [Indexed: 02/02/2023]
Abstract
Previous studies have shown that competitive video gaming is associated with aggression; however, little is known about the relationship between personal competitive factors and aggression. Thus, we used structural equation modeling to examine the association between competitive game motivation and trait aggression, as well as the potential mediating roles of avatar identification and game aggression, among 1584 (59.66% male; Mage = 14.58 years, SD = 1.49, range = 12-19) Chinese adolescent players of Glory of the King. The results showed that the direct effect of competitive game motivation on trait aggression was statistically significant, as were the indirect effects of competitive motivation-via both avatar identification and game aggression-on the three indicators of aggressive behavioral tendencies in everyday life. These results support the General Aggression Model, suggesting that competitive motivation is a personal factor predicting trait aggression. It contributes to our understanding of the roles of competition in video gamers' real-life aggressive behavior from an individual perspective.
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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
| | - Xu Wang
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Yali Luo
- Center of Mental Health Education, Southwest University of Political Science and Law, Chongqing, China
| | - Yanling Liu
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
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20
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Abbasi AZ, Rehman U, Hussain K, Ting DH, Hlavacs H, Qummar H. The effect of three violent videogame engagement states on aggressive behavior: A partial least squares structural equation modeling approach. Front Psychol 2022; 13:918968. [PMID: 36300079 PMCID: PMC9588979 DOI: 10.3389/fpsyg.2022.918968] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/13/2022] [Accepted: 09/09/2022] [Indexed: 11/24/2022] Open
Abstract
Debate on violent games and their effect on aggressive behavior remains inconclusive. This study aims to study the predicting role of cognitive, affective, and behavioral engagement states in violent videogames on aggressive behavior, which remains nebulous to date. We visited gaming zones and administered the study survey to collect data from violent videogame users. We collected 208 valid responses that were further analyzed. The present study used SmartPLS (3.3.3) software to perform partial least squares structural equation modeling (PLS-SEM) analysis in two stages. In the first stage, the measurement model assessment reported that cognitive, affective, behavioral, and aggressive behavior proved to be reliable reflective-formative composite constructs. Whereas, the second phase illustrated that cognitive engagement in violent videogames fails to impact aggressive behavior. The other two engagement states (affective and behavioral) in violent games showed a positive impact on aggressive behavior. Our study contributes to aggressive behavior literature by understanding how violent videogame engagement states impact aggressive behavior, which is crucial to recognize aggression so that steps can be taken toward addressing it. This study also contributes methodologically by utilizing the hierarchical component model (HCM) approach to estimate, specify, and validate the hierarchical structure of higher-order constructs (i.e., consumer violent videogame engagement dimensions (cognitive, affective, and behavioral) and aggressive behavior) as reflective-formative composite models.
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Affiliation(s)
- Amir Zaib Abbasi
- IRC for Finance and Digital Economy, King Fahd University of Petroleum and Minerals, Dhahran, Ash Sharqiyah, Saudi Arabia
- *Correspondence: Amir Zaib Abbasi,
| | - Umair Rehman
- User Experience Design, Wilfrid Laurier University, Waterloo, ON, Canada
| | - Khalil Hussain
- School of Hospitality and Service Management, Sunway University, Petaling Jaya, Malaysia
| | - Ding Hooi Ting
- Department of Management and Humanities, Universiti Teknologi PETRONAS, Seri Iskandar, Malaysia
| | - Helmut Hlavacs
- Entertainment Computing, University of Vienna, Vienna, Austria
- Helmut Hlavacs,
| | - Hamza Qummar
- Department of Management Sciences, Shaheed Zulfiqar Ali Bhutto Institute of Science and Technology, Islamabad, Pakistan
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21
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Barrington G, Ferguson CJ. Stress and Violence in Video Games: Their Influence on Aggression. TRENDS IN PSYCHOLOGY 2022. [PMCID: PMC8782425 DOI: 10.1007/s43076-022-00141-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
Abstract
This study investigated whether stress or violent content in video games plays a greater role in aggressiveness towards a cooperative partner while playing a video game. It was hypothesized that participants, when exposed to stress, would demonstrate greater aggressiveness toward an incompetent partner than a competent partner. Furthermore, it was hypothesized that participants, when exposed to a violent video game, would demonstrate greater aggression toward an incompetent partner than those exposed to a non-violent video game. Stress was provoked in half of the participants using the Paced Auditory Serial Addition Test (PASAT), while others took a simple math quiz. Participants were then assigned to a video game condition, violent or non-violent with a competent or incompetent confederate and completed a reaction time task to measure aggression. Results indicated that provoked stress and violent content are not linked to aggression in this context.
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22
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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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23
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Ferguson CJ, Sauer JD, Drummond A, Kneer J, Lowe-Calverley E. Does sexualization in video games cause harm in players? A meta-analytic examination. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2022.107341] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
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24
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Abstract
The purpose of this pre-registered study was to examine whether asking gamers and non-gamers about their video game playing habits before or after they performed computerized cognitive-motor tasks affects their performance of those tasks. We recruited 187 participants from an online participants’ recruitment platform. Out of those participants, 131 matched our criteria as gamers or non-gamers. They were then divided to two subgroups, and performed a choice-RT task, a Simon task, an alternate task-switching task, and a digit span memory task either before or after answering a video-game playing habits questionnaire. The results showed that gamers who completed a video-games questionnaire before performing the tasks had faster reaction times (RTs) in the Simon task compared with gamers who answered the questionnaire after performing the tasks. In contrast, non-gamers who answered the questionnaire before the task had slower RTs in the Simon task and the alternate task-switching task compared with non-gamers who answered the questionnaire after performing the tasks. The results suggest that answering a video-games questionnaire before the start of a study can lead to a response expectancy effect—positive for gamers and negative for non-gamers. This may bias findings of studies examining video games and the performance of cognitive-motor tasks.
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25
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Ferguson CJ. Does Exposure to Sexualized Media Lead to Boys’ Objectification of Girls and Women?: A Preregistered, Longitudinal Reanalysis of Rousseau et al. (2019). ADOLESCENT PSYCHIATRY 2022. [DOI: 10.2174/2210676612666220414095544] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/22/2022]
Abstract
Background:
The issue of whether fictional media can socialize male attitudes toward women remains hotly contested. One recent longitudinal study concluded that exposure to sexualized TV was associated with viewing women as sex objects as well as objectification of women. However, it was unclear whether these findings were robust.
Methods:
Original data was obtained. In a preregistered regression design, the association between sexualized television and music videos was longitudinally examined with male sexual dominance, viewing women as sex objects and objectification, controlling for T1 outcome scores and other control variables. The sample included 487 adolescent males from Belgium.
Results:
No longitudinal association was found between sexualized media variables and any of the outcome variables with proper controls in place.
Conclusions:
Longitudinal analyses do not support long-term associations between sexualized media and adolescent male objectification of women.
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26
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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: 1.3] [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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27
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Trafimow D, Osman M. Barriers to Converting Applied Social Psychology to Bettering the Human Condition. BASIC AND APPLIED SOCIAL PSYCHOLOGY 2022. [DOI: 10.1080/01973533.2022.2051327] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/11/2023]
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28
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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 PMCID: PMC11475470 DOI: 10.1002/ab.22005] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [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 PsychologyUniversity of InnsbruckInnrain 2InnsbruckAustria
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29
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Greitemeyer T. The dark and bright side of video game consumption: Effects of violent and prosocial video games. Curr Opin Psychol 2022; 46:101326. [DOI: 10.1016/j.copsyc.2022.101326] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/29/2021] [Revised: 02/15/2022] [Accepted: 02/22/2022] [Indexed: 11/03/2022]
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30
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Hilgard J. Still too good to be true: Reply to. JOURNAL OF EXPERIMENTAL SOCIAL PSYCHOLOGY 2022. [DOI: 10.1016/j.jesp.2022.104289] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022]
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Krittanawong C, Virk HUH, Katz CL, Kaplin S, Wang Z, Gonzalez-Heydrich J, Storch EA, Lavie CJ. Association of Social Gaming with Well-Being (Escape COVID-19): A Sentiment Analysis. Am J Med 2022; 135:254-257. [PMID: 34756871 PMCID: PMC8553656 DOI: 10.1016/j.amjmed.2021.10.010] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/21/2021] [Revised: 10/06/2021] [Accepted: 10/06/2021] [Indexed: 01/27/2023]
Abstract
BACKGROUND During the 2020-2021 coronavirus disease 2019 (COVID-19) lockdown, social activities were limited by the government-recommended social distancing guidelines, leading to an abundance of mental health issues. METHODS We hypothesized that Twitter sentiment analysis may shed some light on Animal Crossing: New Horizons and its impact on mental health during the COVID-19 pandemic. RESULTS We found that social gaming and social media may be used as tools to cope with stress during the COVID-19 pandemic. CONCLUSIONS Further research, including randomized study designs and prospective measurements of mental health outcomes related to social gaming behavior are required.
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Affiliation(s)
| | - Hafeez Ul Hassan Virk
- Section of Cardiology, University Hospitals, Case Western Reserve University, Cleveland, Ohio
| | - Craig L Katz
- Departments of Medical Education, Psychiatry, and Health System Design & Global Health, Icahn School of Medicine at Mount Sinai, New York, NY
| | - Scott Kaplin
- Department of Cardiovascular Medicine, NYU Langone-Long Island, Mineola, NY
| | - Zhen Wang
- Mayo Clinic Evidence-Based Practice Center, Rochester, Minn; Robert D. and Patricia E. Kern Center for the Science of Health Care Delivery, and Division of Health Care Policy and Research, Department of Health Sciences Research, Mayo Clinic, Rochester, Minn
| | - Joseph Gonzalez-Heydrich
- Department of Psychiatry, Boston Children's Hospital, Boston, Mass; Department of Psychiatry, Harvard Medical School, Boston, Mass
| | - Eric A Storch
- Menninger Department of Psychiatry and Behavioral Sciences, Baylor College of Medicine; Houston, Tex
| | - Carl J Lavie
- John Ochsner Heart and Vascular Institute, Ochsner Clinical School, University of Queensland School of Medicine, New Orleans, La
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32
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Delhove M, Greitemeyer T. Violent media use and aggression: Two longitudinal network studies. The Journal of Social Psychology 2021; 161:697-713. [PMID: 33783337 DOI: 10.1080/00224545.2021.1896465] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/30/2022]
Abstract
Exposure to violent media has been widely linked to increased aggression. In the present research, we examined whether violent media exposure would be associated with increased aggression, which would then spread within social networks like a contagious disease. Two groups of first year psychology students completed a questionnaire three times over the course of a year, measuring their media exposure, aggression, personality, and social relations within the group. Cross-sectional analysis provided mixed results in regards to the link between violent media and aggression. Siena analysis found no evidence of homophily (i.e., participants were not more likely to be friends with others similar to themselves) nor of social influence (i.e., participant's behavior did not predict a change in their friends' behavior). However, given the relatively small sample sizes and the weak ties between participants, more work is needed to assess the spread of violent media effects.
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Garcia S, Ferguson CJ, John Wang CK. Prosocial Video Game Content, Empathy and Cognitive Ability in a Large Sample of Youth. J Youth Adolesc 2021; 51:62-73. [PMID: 34626292 DOI: 10.1007/s10964-021-01512-1] [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: 09/25/2021] [Accepted: 09/27/2021] [Indexed: 10/20/2022]
Abstract
Whether playing video games with prosocial content has an influence on empathy among players remains contentious in the research literature. Some evidence suggests playing cooperatively with other gamers enhances empathy, but data have not conclusively linked prosocial content with empathy. Further, mechanisms of this potential relationship are unclear, and little work has been conducted on how cognitive skills, such as fluid reasoning, may mediate this relationship. The current study examines these relationships with a large sample of 3034 youth (27.2% female, Mage = 11.2; range 8-17 at time 1) in Singapore. Data were considered longitudinally across two years in three waves. Ultimately, no evidence emerged that prosocial content in video games had any impact on empathy related outcomes, nor was fluid reasoning a mediator variable for any relationship. However, variables such as social competence and depression and anxiety symptoms were highly related to empathy measures. This evidence adds to the growing debate in the field that video games may not dramatically alter, whether positively or negatively, the development of emotional and behavioral outcomes for youth.
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Affiliation(s)
| | | | - C K John Wang
- Nanyang Technological University, Singapore, Singapore
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34
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Leong C, Liesaputra V, Morrison C, Parameswaran P, Grace D, Healey D, Ware L, Palmer O, Goddard E, Houghton LA. Designing Video Games for Nutrition Education: A Participatory Approach. JOURNAL OF NUTRITION EDUCATION AND BEHAVIOR 2021; 53:832-842. [PMID: 34420872 DOI: 10.1016/j.jneb.2021.07.001] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 01/17/2021] [Revised: 06/27/2021] [Accepted: 07/07/2021] [Indexed: 06/13/2023]
Abstract
OBJECTIVE To describe the participatory approach used to inform the development of a video game designed to increase children's nutrition knowledge. The objectives were to (1) assess children's nutrition areas of focus, (2) explore parents' and children's perceptions of video games for nutrition education, and (3) collect information on children's video game preferences. DESIGN Qualitative research design using 10 focus group interviews and 5 workshops. Children's nutrition knowledge and game player type were assessed by questionnaires. SETTING South Island, New Zealand. PARTICIPANTS Sixty-two primary school children, aged 7-11 years. Ten parents completed an online questionnaire. PHENOMENON OF INTEREST Participatory approach in designing digital nutrition education resources. ANALYSIS A general inductive approach was used to develop the themes. RESULTS The following 3 themes were identified through thematic analysis: (1) positive impacts associated with video games for nutrition education, (2) factors for engagement, and (3) barriers for sustained use. CONCLUSIONS AND IMPLICATIONS Both children and parents perceived that video games offered an avenue to increase nutrition knowledge. However, negative views such as screen time usage need to be addressed before widespread adoption. The participatory design approach provided information about game mechanics that will inspire the game design and enhance engagement of video games for nutrition education.
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Affiliation(s)
- Claudia Leong
- Department of Applied Science and Social Practice, Ara Institute of Canterbury, Christchurch, New Zealand.
| | | | | | | | - Duane Grace
- EDU Systems Limited, Wellington, New Zealand
| | - Dione Healey
- Department of Psychology, University of Otago, Dunedin, New Zealand
| | - Lara Ware
- Department of Human Nutrition, University of Otago, Dunedin, New Zealand
| | - Oona Palmer
- Department of Human Nutrition, University of Otago, Dunedin, New Zealand
| | - Eloise Goddard
- Department of Human Nutrition, University of Otago, Dunedin, New Zealand
| | - Lisa A Houghton
- Department of Human Nutrition, University of Otago, Dunedin, New Zealand
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Abstract
PURPOSE OF REVIEW The appropriate amount and type of screen time for children remains a persistent topic of discussion between parents and pediatricians. During the COVID-19 pandemic, screen time has considerably increased. The need to quarantine and utilize remote learning prompted our review of the basis for current screen time recommendations and more recent research. RECENT FINDINGS The broad stroke of recent research points to an association of increased video game screen time with sedentary lifestyle and its related harms. However, there also are specific instances where video games have been found to be therapeutically useful for certain populations. SUMMARY In light of these findings, it is prudent for the pediatrician to explore more of the 'why' of video game use as opposed to purely the 'how much'. Given the future beneficial therapeutic uses of some video games, clinicians should keep their eyes on this space for its continued development.
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Affiliation(s)
| | - James T Craig
- Geisel School of Medicine, Department of Psychiatry, Dartmouth Hitchcock Medical Center, Lebanon, New Hampshire, USA
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Carpita B, Muti D, Nardi B, Benedetti F, Cappelli A, Cremone IM, Carmassi C, Dell’Osso L. Biochemical Correlates of Video Game Use: From Physiology to Pathology. A Narrative Review. Life (Basel) 2021; 11:775. [PMID: 34440519 PMCID: PMC8401252 DOI: 10.3390/life11080775] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/22/2021] [Revised: 07/24/2021] [Accepted: 07/28/2021] [Indexed: 12/14/2022] Open
Abstract
In the last few decades, video game playing progressively became a widespread activity for many people, in childhood as well in adulthood. An increasing amount of literature has focused on pathological and non-pathological correlates of video game playing, with specific attention towards Internet Gaming Disorder (IGD). While many neurobiological studies in this field were based on neuroimaging, highlighting structural and functional brain changes among video game users, only a limited number of studies investigated the presence of biochemical correlates of video gaming. The present work aims to summarize and review the available literature about biochemical changes linked to video game use in IGD patients as well as non-pathological users, and the differences in between. Results may shed light on risks and benefits of video games, providing directions for further research on IGD treatment and, on other hand, on the potential role of video games in therapeutic or preventive protocols for specific conditions.
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Affiliation(s)
- Barbara Carpita
- Department of Clinical and Experimental Medicine, University of Pisa, 56126 Pisa, Italy; (B.N.); (F.B.); (A.C.); (I.M.C.); (C.C.); (L.D.)
| | - Dario Muti
- Department of Clinical and Experimental Medicine, University of Pisa, 56126 Pisa, Italy; (B.N.); (F.B.); (A.C.); (I.M.C.); (C.C.); (L.D.)
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37
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Evaluating the Social Cost of Conflict between New Media and Society: The Case of Gaming Disorder in South Korea. SUSTAINABILITY 2021. [DOI: 10.3390/su13148106] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/24/2022]
Abstract
Historically, the introduction of a new media in mass market caused a strong conflict starting from the nineteenth century popular literature, comics, rock music and film. Interestingly, these conflicts have shown similar and repeated patterns, which is now called media panic and moral regulation, and games are following this pattern. In 2019, Gaming disorder (GD) was decided to be included in the International Classification of Diseases (ICD-11), and similar conflicts on games arenow expected. However, the social cost and damage have not been fully addressed until now. Thus, this study focuses on the estimation of the social cost induced by GD for policy design and decisions in the public healthcare of South Korea. Using the contingent valuation method, a popular valuation method in econometrics for non-market goods, this study has tried to estimate the social cost induced by the introduction of GD into the public healthcare practice. Focusing on a false positive problem in the diagnosis, this study estimates that the willingness to pay for GD diagnosis for children is about KRW 152 K (USD 135). Considering the difference between the prevalence of GD (1.9%) and GD suspicion rate of children in the respondents (12.54%), the excessive medical diagnosis cost due to the false positive problem is estimated to KRW 101 billion (USD 89.6 M), which is about four times more than the annual medical cost for Attention Deficit Hyperactivity Disorder (ADHD) treatment in South Korea. Thus, strong scientific proof and a cautious policy approach on GD are needed before the inclusion of GD in the public health practice.
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38
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Rape myth acceptance as a relevant psychological construct in a gender-unequal context: The Hungarian adaptation of the updated Illinois rape myths acceptance scale. CURRENT PSYCHOLOGY 2021. [DOI: 10.1007/s12144-021-01631-9] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
Abstract
AbstractThe Updated Illinois Rape Myth Acceptance Scale (UIRMAS) has been widely used for measuring rape myth acceptance. The scale was created in the United States, however studies have shown that rape myth is a culturally and socially embedded phenomenon. Therefore, in order to measure rape myth acceptance in other parts of the world, the scale needs to be validated. Victim blaming and rape myths are both widespread in public reactions to rape in Hungary (i.e., in media reports and public opinion). Furthermore, Hungary can be characterized by a weak feminist movement and scoring low on gender equality measures. Nevertheless, we expected and found the reliability and validity of the Hungarian version of the Updated Illinois Rape myth acceptance Scale (UIRMAS). In Study 1 we conducted a confirmative factor analysis to assess the structural validity of the scale and identified the original factors of UIRMAS on a large convenience sample (N = 758, 25.4% men 74.6% women). In line with previous empirical evidence we also found that men, people with stronger just-world beliefs and higher sexism accepted rape myths more. In Study 2 we again found support for the original factor structure and construct validity of UIRMAS on a nationally representative sample (N = 1007, 49.2% men 50.8% women), and also tested its convergent and discriminant validity. The results suggest that UIRMAS is a valid and reliable scale in the Hungarian context that can, for example, be used for measuring impact assessment of interventions.
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39
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Ruiz-Fernández A, Junco-Guerrero M, Cantón-Cortés D. Exploring the Mediating Effect of Psychological Engagement on the Relationship between Child-to-Parent Violence and Violent Video Games. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18062845. [PMID: 33799538 PMCID: PMC8001326 DOI: 10.3390/ijerph18062845] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 02/11/2021] [Revised: 03/04/2021] [Accepted: 03/08/2021] [Indexed: 11/30/2022]
Abstract
Research into the effects of violent video games on levels of aggression has raised concerns that they may pose a significant social risk, especially among younger people. The objective of this study was to analyze, through structural equation models, the mediating role of psychological engagement in the relationship between the consumption of violent video games and child-to-parent violence (CPV) against the mother and the father. The sample consisted of 916 students from the third and fourth grades of compulsory secondary education, first and second grades of high school, and first cycle of vocational training (483 males and 433 females), of whom a total of 628 were video game players, aged between 13 and 19. The exposure to video games was assessed through an author-elaborated questionnaire, engagement was evaluated with the game engagement questionnaire, and CPV was assessed through the child-to-parent aggression questionnaire. The structural equation models indicated that exposure to violent video games was related to lower rates of CPV against both parents. Conversely, the flow (a sense of being in control, being one with activity, and experiencing distortions in the perception of time) dimension of engagement positively correlated with the level of CPV against the mother, whereas the flow and absorption (total engagement in the current experience) dimensions correlated with CPV against the father. In conclusion, the results confirm the role of violent video game consumption, reducing CPV rates against both parents, a role that is offset to the extent that these violent games provoke engagement in the user.
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40
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Decoding emotional changes of android-gamers using a fused Type-2 fuzzy deep neural network. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2020.106640] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/18/2022]
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41
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Shoshani A, Krauskopf M. The Fortnite social paradox: The effects of violent-cooperative multi-player video games on children's basic psychological needs and prosocial behavior. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2020.106641] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
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42
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Maximal positive controls: A method for estimating the largest plausible effect size. JOURNAL OF EXPERIMENTAL SOCIAL PSYCHOLOGY 2021. [DOI: 10.1016/j.jesp.2020.104082] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/23/2022]
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43
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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: 0.8] [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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44
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Lee EJ, Kim HS, Choi S. Violent Video Games and Aggression: Stimulation or Catharsis or Both? CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2020; 24:41-47. [PMID: 33325791 DOI: 10.1089/cyber.2020.0033] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Abstract
Effects of violent video games on aggression remain contentious despite decades of empirical investigations. Using eight-wave panel data collected from 662 South Korean adolescents (grades 4, 7, and 10) for a 4-year period (number of observations = 5,296), the current research critically tested competing hypotheses concerning the relations between violent video games and aggression. In so doing, we directly compared the results from dynamic fixed-effects (FE) regression with those from conventional contemporaneous FE regression to observe if different statistical models yield different outcomes. Consistent with the catharsis hypothesis, the dynamic FE model showed that violent (vs. nonviolent) game playing significantly lowered both verbal and physical aggression among heavy players, with no corresponding effect of the game type for light players. By contrast, results from the contemporaneous FE model lent support to the stimulation hypothesis, with violent game playing leading to increased physical aggression as well as verbal aggression among heavy players. Violent game playing did not significantly affect anger and hostility, but overall game time did, although in opposite directions depending on the statistical model. Specifically, the dynamic FE model indicated a significant reduction of the negative emotions as a result of increased game playing, whereas the contemporaneous FE model showed a significant increase in both emotions. Methodological implications and directions for future research are discussed.
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Affiliation(s)
- Eun-Ju Lee
- Department of Communication, Seoul National University, Seoul, Republic of Korea
| | - Hyun Suk Kim
- Department of Communication, Seoul National University, Seoul, Republic of Korea
| | - Soonwook Choi
- Department of Communication, Seoul National University, Seoul, Republic of Korea
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45
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López-Fernández FJ, Mezquita L, Etkin P, Griffiths MD, Ortet G, Ibáñez MI. The Role of Violent Video Game Exposure, Personality, and Deviant Peers in Aggressive Behaviors Among Adolescents: A Two-Wave Longitudinal Study. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2020; 24:32-40. [PMID: 33252248 DOI: 10.1089/cyber.2020.0030] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
The impact of violent video game exposure (VVGE) on aggressive behaviors has been extensively explored, but still remains controversial. Although some studies have shown slight detrimental short-term effects of VVGE, other studies have failed to find any consequence. In addition, the existence of long-lasting effects on aggressiveness, or their impact on adolescents, are still not well established. One limitation of most of these studies is that they do not control for other important risk variables for aggressive behaviors, such as personality and deviant peers, nor have they investigated the possible moderation role of these risk factors in the link between VVGE and aggression. Therefore, the main aim was to examine the additive and interactive role of VVGE, personality, and deviant peers in adolescent aggressive behaviors cross-sectionally and longitudinally. Many regression analyses and a cross-lagged autoregressive model were carried out. At both waves, aggressive behavior was predicted by having deviant peers and specific personality traits, especially low agreeableness. VVGE also presented a slight but significant effect at both waves, but it became nonsignificant when controlling for other variables. No long-term effects on the relation between VVGE and aggressive behaviors were found. Some moderation effects were consistently found at both waves: when participants reported having more deviant peers, the effects of VVGE and low agreeableness on aggressive behaviors significantly increased. These findings suggest that multiple biopsychosocial variables and their complex interplay need to be examined to gain a better understanding of the origin and expression of aggressive behavior.
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Affiliation(s)
| | - Laura Mezquita
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló, Spain.,Instituto de Salud Carlos III, Centro de Investigación Biomédica en Red de Salud Mental (CIBERSAM), Castellón de la Plana, Spain
| | - Paula Etkin
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló, Spain
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, England, United Kingdom
| | - Generós Ortet
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló, Spain.,Instituto de Salud Carlos III, Centro de Investigación Biomédica en Red de Salud Mental (CIBERSAM), Castellón de la Plana, Spain
| | - Manuel I Ibáñez
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló, Spain.,Instituto de Salud Carlos III, Centro de Investigación Biomédica en Red de Salud Mental (CIBERSAM), Castellón de la Plana, Spain
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46
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Lemercier-Dugarin M, Romo L, Tijus C, Zerhouni O. "Who Are the Cyka Blyat?" How Empathy, Impulsivity, and Motivations to Play Predict Aggressive Behaviors in Multiplayer Online Games. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2020; 24:63-69. [PMID: 33232619 DOI: 10.1089/cyber.2020.0041] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
Abstract
Prior studies have mainly focused on the controversial issue of whether violent video games lead to aggressive behavior in real life. However, data regarding antisocial behavior while playing online are still scarce. In this study, we examined the relationship between toxicity (a form of verbal aggressive behavior directed against other players) in multiplayer online video games and several potential predictors such as personality traits, emotion reactivity, and motivations to play. A large-scale survey (n = 816) was conducted among French-speaking adult gamers, assessing video game habits, impulsivity, empathy, emotion reactivity, and motivations to play (i.e., socialization, achievement, immersion). Results showed that younger age, being male, spending a lot of time playing per week, and being highly achieving increased the likelihood of reporting toxicity and change of behavior in game. High emotional reactivity and being high in two dimensions of impulsivity (negative urgency and sensation seeking) increased the likelihood of toxic behavior. In contrast, individuals who are more empathic tended to report nontoxic behavior and individuals who play to socialize reported little change in behavior in game. Future research should address the complexity of behaviors displayed during online games-notably through experimental studies allowing direct observation of gamers while they play-and the functional connection between toxicity and several psychological, emotional, and motivational dimensions in further detail. Scientific research would also benefit from the creation and validation of a scale measuring in game, the social and antisocial behaviors.
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Affiliation(s)
- Maud Lemercier-Dugarin
- Laboratoire Clinique Psychanalyse et Développement, Département de Psychologie, Université Paris Nanterre, Nanterre, France
| | - Lucia Romo
- Laboratoire Clinique Psychanalyse et Développement, Département de Psychologie, Université Paris Nanterre, Nanterre, France.,INSERM UMR1266, Institute of Psychiatry and Neuroscience of Paris, Paris, France
| | - Charles Tijus
- Laboratoire Cognition Humaine et Artificielle, LUTIN, Département de Psychologie, Université Vincennes - Saint-Denis (Paris 8), Saint-Denis, France
| | - Oulmann Zerhouni
- Laboratoire Parisien de Psychologie Sociale, Département de Psychologie, Université Paris Nanterre, Nanterre, France
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47
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Zhao H, Zhou J, Xu X, Gong X, Zheng J, Zhou J. How to Be Aggressive from Virtual to Reality? Revisiting the Violent Video Games Exposure-Aggression Association and the Mediating Mechanisms. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2020; 24:56-62. [PMID: 33211541 DOI: 10.1089/cyber.2019.0762] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/11/2022]
Abstract
Few studies have simultaneously examined the underlying mechanisms of the link between violent video games exposure (VVGE) and aggression (as proposed by different theories) to examine how they explain the relationship between the concepts as independent-dependent variables. This study used a multi-informant design to examine the relationship between VVGE and the functions (proactive and reactive) of aggressive behaviors by comparing three mediating mechanisms: anger, moral disengagement, and cognitive impulsivity. The sample consisted of 2,095 Chinese children and adolescences (48.9 percent girls; Mage = 11.12 years, SD = 1.70) and their mothers. After controlling for age, gender, socioeconomic status, child maltreatment, and problematic traits, structural equation modeling indicated that anger and moral disengagement play mediating roles between VVGE and proactive and reactive aggression, but cognitive impulsivity only plays a mediating role between VVGE and reactive aggression. The discussion emphasizes the importance of creating prevention programs for anger, moral disengagement, and cognitive impulsivity to break the VVGE-to-aggression cycle, and provides suggestions for future research.
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Affiliation(s)
- Haiyan Zhao
- Clinical Medicine Teaching and Research Office, Beihai Health School, Guangxi, People's Republic of China
| | - Jianxiang Zhou
- College of Computer Science and Engineering, Northwest Normal University, Lanzhou, People's Republic of China
| | - Xiaofeng Xu
- School of Psychology, South China Normal University, Guangzhou, People's Republic of China
| | - Xue Gong
- School of Psychology, South China Normal University, Guangzhou, People's Republic of China
| | - Jiamin Zheng
- School of Psychology, South China Normal University, Guangzhou, People's Republic of China
| | - Jianhua Zhou
- School of Psychology, South China Normal University, Guangzhou, People's Republic of China
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48
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Converging Evidence Supporting the Cognitive Link between Exercise and Esport Performance: A Dual Systematic Review. Brain Sci 2020; 10:brainsci10110859. [PMID: 33203067 PMCID: PMC7696945 DOI: 10.3390/brainsci10110859] [Citation(s) in RCA: 27] [Impact Index Per Article: 5.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/02/2020] [Accepted: 11/10/2020] [Indexed: 12/14/2022] Open
Abstract
(1) Background: Research into action video games (AVG) has surged with the popularity of esports over the past three decades. Specifically, evidence is mounting regarding the importance of enhanced cognitive abilities for successful esports performance. However, due to the sedentary nature in which AVGs are played, concerns are growing with the increased engagement young adults have with AVGs. While evidence exists supporting the benefits of exercise for cognition generally in older adult, children and clinical populations, little to no work has synthesized the existing knowledge regarding the effect of exercise specifically on the cognitive abilities required for optimal esports performance in young adults. (2) Method: We conducted a dual-systematic review to identify the cognitive abilities integral to esports performance (Phase 1) and the efficacy of exercise to enhance said cognitive abilities (Phase 2). (3) Results: We demonstrate the importance of four specific cognitive abilities for AVG play (attention, task-switching, information processing, and memory abilities) and the effect that different types and durations of physical exercise has on each. (4) Conclusion: Together, these results highlight the role that exercise can have on not only combating the sedentary nature of gaming, but also its potential role in facilitating the cognitive aspects of gaming performance.
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Ghosh L, Saha S, Konar A. Bi-directional Long Short-Term Memory model to analyze psychological effects on gamers. Appl Soft Comput 2020. [DOI: 10.1016/j.asoc.2020.106573] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
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Ferguson CJ, Copenhaver A, Markey P. Reexamining the Findings of the American Psychological Association's 2015 Task Force on Violent Media: A Meta-Analysis. PERSPECTIVES ON PSYCHOLOGICAL SCIENCE 2020; 15:1423-1443. [PMID: 32777188 DOI: 10.1177/1745691620927666] [Citation(s) in RCA: 23] [Impact Index Per Article: 4.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
In 2015, the American Psychological Association (APA) released a task-force technical report on video-game violence with a concurrent resolution statement linking violent games to aggression but not violent crime. The task-force report has proven to be controversial; many scholars have criticized language implying conclusive evidence linking violent games to aggression as well as technical concerns regarding the meta-analysis that formed the basis of the technical report and resolution statement. In the current article, we attempt a reevaluation of the 2015 technical report meta-analysis. The intent of this reevaluation was to examine whether the data foundations behind the APA's resolution on video-game violence were sound. Reproducing the original meta-analysis proved difficult because some studies were included that did not appear to have relevant data, and many other available studies were not included. The current analysis revealed negligible relationships between violent games and aggressive or prosocial behavior, small relationships with aggressive affect and cognitions, and stronger relationships with desensitization. However, effect sizes appeared to be elevated because of non-best-practices and researcher-expectancy effects, particularly for experimental studies. It is concluded that evidence warrants a more cautious interpretation of the effects of violent games on aggression than provided by the APA technical report or resolution statement.
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