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Lengersdorff LL, Wagner IC, Mittmann G, Sastre-Yagüe D, Lüttig A, Olsson A, Petrovic P, Lamm C. Neuroimaging and behavioral evidence that violent video games exert no negative effect on human empathy for pain and emotional reactivity to violence. eLife 2023; 12:e84951. [PMID: 37975654 PMCID: PMC10791126 DOI: 10.7554/elife.84951] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/16/2022] [Accepted: 11/17/2023] [Indexed: 11/19/2023] Open
Abstract
Influential accounts claim that violent video games (VVGs) decrease players' emotional empathy by desensitizing them to both virtual and real-life violence. However, scientific evidence for this claim is inconclusive and controversially debated. To assess the causal effect of VVGs on the behavioral and neural correlates of empathy and emotional reactivity to violence, we conducted a prospective experimental study using functional magnetic resonance imaging (fMRI). We recruited 89 male participants without prior VVG experience. Over the course of two weeks, participants played either a highly violent video game or a non-violent version of the same game. Before and after this period, participants completed an fMRI experiment with paradigms measuring their empathy for pain and emotional reactivity to violent images. Applying a Bayesian analysis approach throughout enabled us to find substantial evidence for the absence of an effect of VVGs on the behavioral and neural correlates of empathy. Moreover, participants in the VVG group were not desensitized to images of real-world violence. These results imply that short and controlled exposure to VVGs does not numb empathy nor the responses to real-world violence. We discuss the implications of our findings regarding the potential and limitations of experimental research on the causal effects of VVGs. While VVGs might not have a discernible effect on the investigated subpopulation within our carefully controlled experimental setting, our results cannot preclude that effects could be found in settings with higher ecological validity, in vulnerable subpopulations, or after more extensive VVG play.
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Affiliation(s)
- Lukas Leopold Lengersdorff
- Social, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of ViennaViennaAustria
| | - Isabella C Wagner
- Social, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of ViennaViennaAustria
| | - Gloria Mittmann
- Social, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of ViennaViennaAustria
| | - David Sastre-Yagüe
- Social, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of ViennaViennaAustria
| | - Andre Lüttig
- Social, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of ViennaViennaAustria
| | - Andreas Olsson
- Department of Clinical Neuroscience, Division of Psychology, Karolinska InstituteStockholmSweden
| | - Pedrag Petrovic
- Department of Clinical Neuroscience, Division of Psychology, Karolinska InstituteStockholmSweden
| | - Claus Lamm
- Social, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of ViennaViennaAustria
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El Keshky MES, Alballa T. Factor structure and psychometric properties of an Arabic version of the Internet Gaming Disorder Scale, short form (IGDS-SF9). Front Public Health 2023; 11:1231550. [PMID: 38026357 PMCID: PMC10664719 DOI: 10.3389/fpubh.2023.1231550] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/30/2023] [Accepted: 09/13/2023] [Indexed: 12/01/2023] Open
Abstract
Background In its most recent edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM), the American Psychological Association recognized that internet gaming disorder is a psychological condition and provides nine criteria for its diagnosis, and the Internet Gaming Disorder Scale, short form (IGDS-SF9) was developed to assess individuals. Aim To develop and investigate the psychometric properties of an Arabic version of IGDS-SF9. Method A five-stage translation and verification process produced an Arabic version of IGDS-SF9, and a study was conducted using a sample of 410 respondents (45.6% females, mean age = 17.6, SD = 1.56) to assess its psychometric properties. Respondents completed the Arabic version, the Smartphone Addiction Scale, the Smartphone Application-Based Addiction Scale, the Hospital Anxiety and Depression Scale, as well as a demographic survey. Exploratory and confirmatory factor analyses, measurement invariance, item response theory, convergent, concurrent, criterion validity, and internal consistency reliability and test-retest reliability were employed to validate the scale. Results The exploratory factor analysis suggested the scale's unidimensional structure; the confirmatory factor analysis exhibited good model fit and factor loadings. Measurement invariance, and concurrent, convergent, and criterion validity were established, resulting in good internal consistency and test-retest reliability for the scale. Conclusion The Arabic version of IGDS-SF9 is a valid and reliable measure for research and diagnosis in Arabic-speaking countries.
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Affiliation(s)
- Mogeda El Sayed El Keshky
- Department of Psychology, Faculty of Arts and Humanities, King Abdulaziz University, Jeddah, Saudi Arabia
| | - Tmader Alballa
- Department of Mathematics, College of Sciences, Princess Nourah bint Abdulrahman University, Riyadh, Saudi Arabia
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Li H, Zhang X, Cao Y, Zhang G. Potential protection of computer gaming against mental health issues: Evidence from a Mendelian randomization study. COMPUTERS IN HUMAN BEHAVIOR 2023. [DOI: 10.1016/j.chb.2023.107722] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/07/2023]
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Chabbouh A, Hallit S, Farah N, Youssef C, Hankache A, Fekih-Romdhane F, Bitar Z, Obeid S. Examining correlates of aggression and mediating effect of psychological distress between exposure to media violence and aggression in lebanese adults. BMC Psychol 2023; 11:191. [PMID: 37386511 DOI: 10.1186/s40359-023-01232-0] [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: 04/05/2023] [Accepted: 06/21/2023] [Indexed: 07/01/2023] Open
Abstract
BACKGROUND Violent media is the most consumed type of media in Lebanon. Many studies have linked exposure to media violence to increased aggression and psychological distress. As Lebanon is going through socio-political turmoil, we aimed to [1] explore the correlates of aggression (i.e., sociodemographic factors, BMI, loneliness, social competence, and psychological distress) in a sample of Lebanese adults from the general population, and [2] to examine the mediating effect of psychological distress in the association between exposure to media violence and aggression in this sample. METHODOLOGY Adults were recruited through online convenience sampling. We employed scales to assess content-based media exposure (C-ME), aggression (BPAQ-SF), psychological distress (DASS-8), loneliness (JGLS), and perceived social competence (PSCS). RESULTS Exposure to media violence was associated with all four aggression subtypes (verbal, physical, hostility, and anger). Psychological distress partially mediated all these associations; higher exposure to media violence was significantly associated with more psychological distress, which was significantly associated with higher levels of all types of aggression. Moreover, higher exposure to media violence was significantly associated with higher levels of all types of aggression. CONCLUSION In the sociopolitical context of Lebanon, violent media could be considered a public hazard. Psychological distress likely potentiates the association between exposure to violent media and aggression. Future research should focus on determining what components of psychological distress underpin this mediation.
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Affiliation(s)
- Alfred Chabbouh
- Faculty of Medical Sciences, Lebanese University, Beirut, Lebanon
| | - Souheil Hallit
- School of Medicine and Medical Sciences, Holy Spirit University of Kaslik, Jounieh, P.O. Box 446, Lebanon.
- Applied Science Research Center, Applied Science Private University, Amman, Jordan.
- Research Department, Psychiatric Hospital of the Cross, Jal Eddib, Lebanon.
| | - Nour Farah
- Research Department, Psychiatric Hospital of the Cross, Jal Eddib, Lebanon
| | - Christina Youssef
- School of Medicine and Medical Sciences, Holy Spirit University of Kaslik, Jounieh, P.O. Box 446, Lebanon
| | - Abdo Hankache
- School of Medicine and Medical Sciences, Holy Spirit University of Kaslik, Jounieh, P.O. Box 446, Lebanon
| | - Feten Fekih-Romdhane
- The Tunisian Center of Early Intervention in Psychosis, Department of Psychiatry "Ibn Omrane", Razi Hospital, Manouba, 2010, Tunisia
- Faculty of Medicine of Tunis, Tunis El Manar University, Tunis, Tunisia
| | - Zeinab Bitar
- Faculty of Medicine, Paris-Saclay University, Le Kremlin-Bicêtre, France
| | - Sahar Obeid
- Social and Education Sciences Department, School of Arts and Sciences, Lebanese American University, Jbeil, Lebanon
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Shawcroft J, Coyne SM, Bradshaw B. An Analysis of the Social Context of Video Games, Pathological Gaming, and Depressive Symptoms. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2022; 25:821-827. [PMID: 36318810 DOI: 10.1089/cyber.2022.0057] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/05/2022]
Abstract
This study addresses the relationship between the social context in which individuals play video games, pathological gaming, and depressive symptoms. A sample of 265 participants recruited through local gaming communities completed an online survey asking questions pertaining to demographics, the most common social context of their gaming, depressive symptoms, and pathological gaming. Participants also responded to the open-ended question "How do you feel gaming has impacted you socially? Why?" Many participants felt gaming helped to expand their social circle, maintain existing relationships, develop social skills, and connect with others during Covid-19 lockdowns. A small minority of participants reported that gaming displaced time they could have spent with friends and family, and sometimes damaged their social skills. Using an Ordinary Least Squares regression framework, quantitative results indicate that those who gamed primarily in-person with friends displayed lower levels of pathological gaming than all other contexts. Those who gamed in-person with friends also displayed lower levels of depressive symptoms, although this was found to be somewhat a function of time spent gaming. These results indicate that perhaps in-person gaming with friends is a protective context for gaming compared with online gaming, or solitary gaming.
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Affiliation(s)
- Jane Shawcroft
- School of Family Life, Brigham Young University, Provo, Utah, USA
| | - Sarah M Coyne
- School of Family Life, Brigham Young University, Provo, Utah, USA
| | - Braden Bradshaw
- Department of Psychology, Brigham Young University, Provo, Utah, USA
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Powell M, Olsen KN, Vallerand RJ, Thompson WF. Passion for Violently Themed Music and Psychological Well-Being: A Survey Analysis. Behav Sci (Basel) 2022; 12:bs12120486. [PMID: 36546969 PMCID: PMC9774454 DOI: 10.3390/bs12120486] [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: 10/04/2022] [Revised: 11/23/2022] [Accepted: 11/23/2022] [Indexed: 12/02/2022] Open
Abstract
While the benefits to mood and well-being from passionate engagement with music are well-established, far less is known about the relationship between passion for explicitly violently themed music and psychological well-being. The present study employed the Dualistic Model of Passion to investigate whether harmonious passion (i.e., passionate engagement that is healthily balanced with other life activities) predicts positive music listening experiences and/or psychological well-being in fans of violently themed music. We also investigated whether obsessive passion (i.e., uncontrollable passionate engagement with an activity) predicts negative music listening experiences and/or psychological ill-being. Fans of violently themed music (N = 177) completed the passion scale, scale of positive and negative affective experiences, and various psychological well- and ill-being measures. As hypothesised, harmonious passion for violently themed music significantly predicted positive affective experiences which, in turn, predicted psychological well-being. Obsessive passion for violently themed music significantly predicted negative affective experiences which, in turn, predicted ill-being. Findings support the Dualistic Model of Passion, and suggest that even when music engagement includes violent content, adaptive outcomes are often experienced. We propose that the nature of one's passion for music is more influential in predicting well-being than the content or valence of the lyrical themes.
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Affiliation(s)
- Merrick Powell
- School of Psychological Sciences, Macquarie University, Macquarie Park 2109, Australia
- Correspondence:
| | - Kirk N. Olsen
- School of Psychological Sciences, Macquarie University, Macquarie Park 2109, Australia
- Centre for Elite Performance, Expertise, and Training, Macquarie University, Macquarie Park 2109, Australia
| | - Robert J. Vallerand
- Département de Psychologie, Université du Québec à Montréal, P.O. Box 8888, Montreal, QC H3C 3P8, Canada
| | - William Forde Thompson
- School of Psychological Sciences, Macquarie University, Macquarie Park 2109, Australia
- Centre for Elite Performance, Expertise, and Training, Macquarie University, Macquarie Park 2109, Australia
- Faculty of Society and Design, Bond University, Robina 4226, Australia
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Wei M, Liu Y, Chen S. Violent Video Game Exposure and Problem Behaviors among Children and Adolescents: The Mediating Role of Deviant Peer Affiliation for Gender and Grade Differences. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:15400. [PMID: 36430117 PMCID: PMC9691036 DOI: 10.3390/ijerph192215400] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 10/01/2022] [Revised: 11/16/2022] [Accepted: 11/19/2022] [Indexed: 06/16/2023]
Abstract
Based on problem behavior theory, a mediation model for gender and grade differences is explored in this study. The study examined gender and grade differences in the effects of violent video games and deviant peer affiliation on problem behaviors among children and adolescents. A total of 2118 children and adolescents from four primary and middle schools in China (M age = 13.08, SD = 2.17) were surveyed using an anonymous questionnaire on basic information, exposure to violent video games, deviant peer affiliation, and problem behaviors. The results showed that exposure to violent video games significantly positively predicted problem behaviors, and deviant peer affiliation played a mediating role. Significant gender and grade differences were found in the mediating effect. This finding helps understand the individual differences in the influencing factors of problem behaviors. Further, it has important implications for interventions to reduce problem behaviors among children and adolescents.
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Chen S, Yi Z, Wei M, Liu Y. Deviant Peer Affiliation: A Newly Verified Mechanism by Which Violent Video Game Exposure Affect Aggressive and Prosocial Behavior. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2022; 25:634-640. [PMID: 36099181 DOI: 10.1089/cyber.2022.0065] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
Past research has provided abundant evidence that violent video game exposure (VVGE) increases aggressive behavior and decreases prosocial behavior. So far, these effects have been explained mainly as resulting from changes in the existing knowledge structures of cognition, affect, or personality, such as desensitization to violence, empathy deficits, or impulsivity deficits. Following the extended General Aggression Model (GAM), the present research examined the role of deviant peer affiliation in VVGE's effects on aggressive and prosocial behavior. A total of 2,152 (46.4 percent male) Chinese children and adolescents completed a self-reported scale for VVGE, deviant peer affiliation, trait aggression, and prosocial behavior. Structural equation modeling was used to analyze the data. The results showed that deviant peer affiliation mediated the effects of VVGE, thus supporting the new paths of GAM and broadening the current understanding of the consequences of VVGE.
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Affiliation(s)
- Shuai Chen
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Zhenshuo Yi
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Mingchen Wei
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Yanling Liu
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
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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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10
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Zhao S, Zhang W. Infamous Gaming: The Intergroup Bias of Non-gamers in the Chinese Marriage Market. Front Psychol 2022; 13:682372. [PMID: 35197891 PMCID: PMC8859252 DOI: 10.3389/fpsyg.2022.682372] [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: 09/13/2021] [Accepted: 01/05/2022] [Indexed: 12/01/2022] Open
Abstract
The link between gaming and negative outcomes has been explored by previous research and has led to the widespread adverse attitude toward gaming (ATG) and gamers, especially from those who are unfamiliar with this activity. By implementing an audit study with gamers and non-gamers as participants (N = 1,280), we found that non-gamer participants rated gamers less as similar to their ideal marriage partners compared to non-gamers, while gamer participants did not differentiate between gamers and non-gamers in the ideal marriage partners similarity rating (IMPSR). The findings also revealed that the difference in IMPSR between gamer and non-gamer participants toward gamers was completely mediated by their ATG. These results imply that non-gamers consider gaming as an undesired characteristic, and this is due to the relatively negative attitude of non-gamers toward gaming. Current study provides a new perspective on exploring the effect of gaming by investigating the social interaction between gamers and non-gamers in real-world and suggests that the unfamiliarity of gaming can lead to the negative ATG, which may, ultimately, place gamers at a disadvantage in the context of mate selection.
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Affiliation(s)
- Shuguang Zhao
- School of Journalism and Communication, Renmin University of China, Beijing, China
| | - Wenjian Zhang
- Institute of Zijin Media Research, Nanjing University, Nanjing, China
- *Correspondence: Wenjian Zhang,
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Hartanto A, Lua VY, Quek FY, Yong JC, Ng MH. A critical review on the moderating role of contextual factors in the associations between video gaming and well-being. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2021. [DOI: 10.1016/j.chbr.2021.100135] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022] Open
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Chiang J, Chang F, Lee K. Transitions in aggression among children: Effects of gender and exposure to online violence. Aggress Behav 2021; 47:310-319. [PMID: 33570759 DOI: 10.1002/ab.21944] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/27/2020] [Revised: 12/01/2020] [Accepted: 12/08/2020] [Indexed: 11/08/2022]
Abstract
This study assessed aggression statuses and transitions among children and examined the effects that gender and exposure to online violence can exert on aggression. A sample of 2155 children recruited from 30 primary schools in Taipei, Taiwan completed surveys in both 2015 (5th grade) and 2016 (6th grade). Latent transition analysis (LTA) was performed, and the results identified three latent statuses of aggression: "None," "School aggression," and "Cyber-aggression." About 10% of children behaved aggressively. When in their 5th-grade year, boys were more likely than girls to be a school aggressor (6.48% vs. 4.04%) or a cyber-aggressor (2.37% vs. 1.64%). Among boys who originally were considered to be a school aggressor, 36.19% remained so, 58% renounced their school aggression status, and 5.81% became a cyber-aggressor. Among girls who originally were considered to be a cyber-aggressor, 22.23% remained so, 68.29% renounced their cyber-aggression status, and 9.48% became a school aggressor. Controlling for student's academic performance, household income, and parents' marital status, exposure to online violence was a statistically significant predictor of aggression status for both boys and girls. Children's exposure to online violence appeared to increase the risk of aggression.
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Affiliation(s)
- Jeng‐Tung Chiang
- Department of Statistics National Chengchi University Taipei Taiwan
| | - Fong‐Ching Chang
- Department of Health Promotion and Health Education National Taiwan Normal University Taipei Taiwan
| | - Kun‐Wei Lee
- Department of Statistics National Chengchi University Taipei Taiwan
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Roberts MT, Lloyd J, Välimäki M, Ho GW, Freemantle M, Békefi AZ. Video games for people with schizophrenia. Cochrane Database Syst Rev 2021; 2:CD012844. [PMID: 33539561 PMCID: PMC9735380 DOI: 10.1002/14651858.cd012844.pub2] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/13/2022]
Abstract
BACKGROUND Commercial video games are a vastly popular form of recreational activity. Whilst concerns persist regarding possible negative effects of video games, they have been suggested to provide cognitive benefits to users. They are also frequently employed as control interventions in comparisons of more complex cognitive or psychological interventions. If independently effective, video games - being both engaging and relatively inexpensive - could provide a much more cost-effective add-on intervention to standard treatment when compared to costly, cognitive interventions. OBJECTIVES To review the effects of video games (alone or as an additional intervention) compared to standard care alone or other interventions including, but not limited to, cognitive remediation or cognitive behavioural therapy for people with schizophrenia or schizophrenia-like illnesses. SEARCH METHODS We searched the Cochrane Schizophrenia Group's Study-Based Register of Trials (March 2017, August 2018, August 2019). SELECTION CRITERIA Randomised controlled trials focusing on video games for people with schizophrenia or schizophrenia-like illnesses. DATA COLLECTION AND ANALYSIS Review authors extracted data independently. For binary outcomes we calculated risk ratio (RR) with its 95% confidence interval (CI) on an intention-to-treat basis. For continuous data we calculated the mean difference (MD) between groups and its CI. We employed a fixed-effect model for analyses. We assessed risk of bias for the included studies and created a 'Summary of findings' table using GRADE. MAIN RESULTS This review includes seven trials conducted between 2009 and 2018 (total = 468 participants, range 32 to 121). Study duration varied from six weeks to twelve weeks. All interventions in the included trials were given in addition to standard care, including prescribed medication. In trials video games tend to be the control for testing efficacy of complex, cognitive therapies; only two small trials evaluated commercial video games as the intervention. We categorised video game interventions into 'non-exergame' (played statically) and 'exergame' (the players use bodily movements to control the game). Our main outcomes of interest were clinically important changes in: general functioning, cognitive functioning, social functioning, mental state, quality of life, and physical fitness as well as clinically important adverse effects. We found no clear difference between non-exergames and cognitive remediation in general functioning scores (Strauss Carpenter Outcome Scale) (MD 0.42, 95% CI -0.62 to 1.46; participants = 86; studies = 1, very low-quality evidence) or social functioning scores (Specific Levels of Functioning Scale) (MD -3.13, 95% CI -40.17 to 33.91; participants = 53; studies = 1, very low-quality evidence). There was a clear difference favouring cognitive remediation for cognitive functioning (improved on at least one domain of MATRICS Consensus Cognitive Battery Test) (RR 0.58, 95% CI 0.34 to 0.99; participants = 42; studies = 1, low-quality evidence). For mental state, Positive and Negative Syndrome Scale (PANSS) overall scores showed no clear difference between treatment groups (MD 0.20, 95% CI -3.89 to 4.28; participants = 269; studies = 4, low-quality evidence). Quality of life ratings (Quality of Life Scale) similarly showed no clear intergroup difference (MD 0.01, 95% CI -0.40 to 0.42; participants = 87; studies = 1, very low-quality evidence). Adverse effects were not reported; we chose leaving the study early as a proxy measure. The attrition rate by end of treatment was similar between treatment groups (RR 0.96, 95% CI 0.87 to 1.06; participants = 395; studies = 5, low-quality evidence). One small trial compared exergames with standard care, but few outcomes were reported. No clear difference between interventions was seen for cognitive functioning (measured by MATRICS Consensus Cognitive Battery Test) (MD 2.90, 95% CI -1.27 to 7.07; participants = 33; studies = 1, low-quality evidence), however a benefit in favour of exergames was found for average change in physical fitness (aerobic fitness) (MD 3.82, 95% CI 1.75 to 5.89; participants = 33; studies = 1, low-quality evidence). Adverse effects were not reported; we chose leaving the study early as a proxy measure. The attrition rate by end of treatment was similar between treatment groups (RR 1.06, 95% CI 0.75 to 1.51; participants = 33; studies = 1). Another small trial compared exergames with non-exergames. Only one of our main outcomes was reported - physical fitness, which was measured by average time taken to walk 3 metres. No clear intergroup difference was identified at six-week follow-up (MD -0.50, 95% CI -1.17 to 0.17; participants = 28; studies = 1, very low-quality evidence). No trials reported adverse effects. We chose leaving the study early as a proxy outcome. AUTHORS' CONCLUSIONS Our results suggest that non-exergames may have a less beneficial effect on cognitive functioning than cognitive remediation, but have comparable effects for all other outcomes. These data are from a small number of trials, and the evidence is graded as of low or very low quality and is very likely to change with more data. It is difficult to currently establish if the more sophisticated cognitive approaches do any more good - or harm - than 'static' video games for people with schizophrenia. Where players use bodily movements to control the game (exergames), there is very limited evidence suggesting a possible benefit of exergames compared to standard care in terms of cognitive functioning and aerobic fitness. However, this finding must be replicated in trials with a larger sample size and that are conducted over a longer time frame. We cannot draw any firm conclusions regarding the effects of video games until more high-quality evidence is available. There are ongoing studies that may provide helpful data in the near future.
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Affiliation(s)
| | - Jack Lloyd
- University of West London, London Ambulance Service NHS Trust, London, UK
| | - Maritta Välimäki
- Xiangya Nursing School, Central South University, Xiangya, China
- School of Nursing, The Hong Kong Polytechnic University, Hong Kong, China
- Department of Nursing Science, University of Turku, Turku, Finland
| | - Grace Wk Ho
- School of Nursing, The Hong Kong Polytechnic University, Hong Kong, China
| | - Megan Freemantle
- Department of Medicine, Hull York Medical School, University of Hull, Hull, UK
| | - Anna Zsófia Békefi
- Faculty of Education and Psychology, Eötvös Loránd University, Budapest, Hungary
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Tsui YYY, Cheng C. Internet Gaming Disorder, Risky Online Behaviour, and Mental Health in Hong Kong Adolescents: The Beneficial Role of Psychological Resilience. Front Psychiatry 2021; 12:722353. [PMID: 34721101 PMCID: PMC8554051 DOI: 10.3389/fpsyt.2021.722353] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/08/2021] [Accepted: 09/10/2021] [Indexed: 11/16/2022] Open
Abstract
In the present cyber age, Internet gaming disorder (IGD) and risky online behaviour are prevalent, and adolescents are especially vulnerable to such emergent problems. Few studies have explored the protective factors that mitigate harm caused by IGD and various common risky online behaviours. This study examined the prevalence of IGD and risky online behaviour, their hypothesised associations with depressive symptoms, and the beneficial role of psychological resilience as an underlying psychological mechanism. The participants included 1,099 Chinese junior secondary school students (33% boys, mean age = 13.5 years, age range = 10-17 years) who completed a battery of validated self-report questionnaires at their schools. The results revealed that 4% of the participants were at high risk of IGD and 6% were at an overall risk level of IGD. Depressive symptoms were positively associated with IGD and risky online behaviour, and psychological resilience mediated both of these associations. These results imply that clinicians and teachers should incorporate psychological resilience training into intervention approaches to mitigate IGD and risky online behaviour.
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Affiliation(s)
- Yvonne Yin-Yau Tsui
- Department of Psychology, The University of Hong Kong, Hong Kong, Hong Kong, SAR China
| | - Cecilia Cheng
- Department of Psychology, The University of Hong Kong, Hong Kong, Hong Kong, SAR China
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Ferguson CJ, Wang CKJ. Aggressive Video Games Are Not a Risk Factor for Mental Health Problems in Youth: A Longitudinal Study. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2020; 24:70-73. [PMID: 33252268 DOI: 10.1089/cyber.2020.0027] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Abstract
Recent preregistered studies and analyses have suggested that links between aggressive video games (AVGs) and aggression-related outcomes may have been exaggerated in previous literature. However, concerns about AVGs remain. Although the impact of aggressive games on aggressive behaviors has been the subject of approximately a dozen preregistered studies, the potential impact of aggressive games on the player's mental health symptoms has not been the subject of similar preregistered analyses. In the current study, a sample of more than 3000 youth from Singapore were examined by using preregistered analyses to determine whether early exposure to aggressive games was predictive of anxiety, depression, somatic symptoms, or attention deficit hyperactivity disorder 2 years later. Analyses suggested that exposure to AVGs is not a risk factor for later mental health symptoms.
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Affiliation(s)
| | - C K John Wang
- National Institute of Education, Nanyang Technological University, Singapore, Singapore
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16
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Zink J, Belcher BR, Imm K, Leventhal AM. The relationship between screen-based sedentary behaviors and symptoms of depression and anxiety in youth: a systematic review of moderating variables. BMC Public Health 2020; 20:472. [PMID: 32272906 PMCID: PMC7147040 DOI: 10.1186/s12889-020-08572-1] [Citation(s) in RCA: 33] [Impact Index Per Article: 8.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/05/2019] [Accepted: 03/24/2020] [Indexed: 12/11/2022] Open
Abstract
Background To elucidate the populations and conditions where screen-based sedentary behaviors (SB) and internalizing symptoms are coupled, this review synthesized the evidence for factors that may moderate the associations between screen-based SB, depressive symptoms, and anxiety symptoms among youth. Methods Two independent researchers conducted a systematic literature search of the Medline, psycINFO, and Scopus electronic databases in late 2018 for observational studies assessing moderators of the association between screen-based SB and depressive and anxiety symptoms. Studies among children and adolescents were eligible if moderation was assessed by statistical test (interaction) or stratification; and a narrative synthesis of eligible studies was conducted in accordance with PRISMA guidelines. Results Seventy empirical studies (46 cross-sectional, 19 longitudinal, and 5 both) of 13 different moderating variables of screen-based SB-internalizing symptom associations met the eligibility criteria. Of these, 40 studies were of depressive symptoms, 2 were of anxiety symptoms, and 28 studies assessed symptoms of both. The most consistent evidence of moderation was for screen-type, such that TV viewing was not as strongly associated with internalizing symptoms compared to other forms of screen-based SB. There was also inconsistent evidence for physical activity buffering screen-based SB-internalizing symptom associations and for female sex amplifying screen-based SB-internalizing symptom associations. In general, the body of evidence for anxiety symptoms was more limited than that for depressive symptoms, and were therefore more inconsistent. Conclusions Screen-type, physical activity, and sex may influence the magnitude of screen-based SB-internalizing symptom coupling; highlighting potential sources of heterogeneity of screen-based SB-internalizing symptom associations. Additional studies aimed at understanding potential mechanistic explanations for the above moderators are needed prior to the development of tailored intervention strategies designed to decouple screen-based SB and internalizing symptoms among youth.
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Affiliation(s)
- Jennifer Zink
- Department of Preventive Medicine, Keck School of Medicine of University of Southern California, 2001 North Soto Street, Third Floor, California, Los Angeles, 90032, USA
| | - Britni R Belcher
- Department of Preventive Medicine, Keck School of Medicine of University of Southern California, 2001 North Soto Street, Third Floor, California, Los Angeles, 90032, USA.
| | - Kellie Imm
- Department of Preventive Medicine, Keck School of Medicine of University of Southern California, 2001 North Soto Street, Third Floor, California, Los Angeles, 90032, USA
| | - Adam M Leventhal
- Department of Preventive Medicine, Keck School of Medicine of University of Southern California, 2001 North Soto Street, Third Floor, California, Los Angeles, 90032, USA.,Department of Psychology, University of Southern California, Los Angeles, USA
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17
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Gaming- a bane or a boon-a systematic review. Asian J Psychiatr 2019; 42:12-17. [PMID: 30939393 DOI: 10.1016/j.ajp.2019.03.001] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/29/2018] [Revised: 02/08/2019] [Accepted: 03/04/2019] [Indexed: 12/13/2022]
Abstract
Recent trends show online/video games, have shifted from being just recreational in nature, to hazardous even resulting in the gamer's death like the blue whale game. The aim of the study is to examine associations between video/online gaming and its implication on the biopsychosocial domains of the user. Online databases were studied on gaming and its effect on behaviour, general and mental health from 1997-2017. The PICO guidelines, PRISMA flow diagram and the Rayyan software was used in identifying relevant studies. Cross referencing was done with the co-authors. A total of 41 studies were included in the final analysis. The choice of the video game is influenced by age, gender, parental mediation, as well as the players' and the game's characteristics. Excessive gaming affects both the individual himself and their interpersonal relationships, with 'internet addiction' being added as a diagnosis under DSM V. Despite its several negative consequences, over the past decade, researchers have now started to acknowledge the benefits of gamification in social, educational and even in the health sector, irrespective of the individual's age. There is a need to develop cross cultural database to understand the impact of addictive and/or promotive use of games on the biopsychosocial factors of the gamer.
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18
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Fovet T, Micoulaud-Franchi JA, Jardri R, Linden DEJ, Amad A. Serious Games: The Future of Psychotherapy? Proposal of an Integrative Model. PSYCHOTHERAPY AND PSYCHOSOMATICS 2018; 86:187-188. [PMID: 28490019 DOI: 10.1159/000460256] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/25/2016] [Accepted: 02/06/2017] [Indexed: 11/19/2022]
Affiliation(s)
- Thomas Fovet
- CNRS UMR 9193-PsyCHIC-SCALab & CHU Lille, Department of Psychiatry, University of Lille, Lille, France
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19
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Liu L, Yao YW, Li CSR, Zhang JT, Xia CC, Lan J, Ma SS, Zhou N, Fang XY. The Comorbidity Between Internet Gaming Disorder and Depression: Interrelationship and Neural Mechanisms. Front Psychiatry 2018; 9:154. [PMID: 29740358 PMCID: PMC5924965 DOI: 10.3389/fpsyt.2018.00154] [Citation(s) in RCA: 65] [Impact Index Per Article: 10.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/26/2018] [Accepted: 04/04/2018] [Indexed: 12/14/2022] Open
Abstract
Internet gaming disorder (IGD) is characterized by cognitive and emotional deficits. Previous studies have reported the co-occurrence of IGD and depression. However, extant brain imaging research has largely focused on cognitive deficits in IGD. Few studies have addressed the comorbidity between IGD and depression symptoms and underlying neural mechanisms. Here, we systematically investigated this issue by combining a longitudinal survey study, a cross-sectional resting-state functional connectivity (rsFC) study and an intervention study. Autoregressive cross-lagged modeling on a longitudinal dataset of college students showed that IGD severity and depression are reciprocally predictive. At the neural level, individuals with IGD exhibited enhanced rsFC between the left amygdala and right dorsolateral prefrontal cortex (DLPFC), inferior frontal and precentral gyrus, compared with control participants, and the amygdala-frontoparietal connectivity at the baseline negatively predicted reduction in depression symptoms following a psychotherapy intervention. Further, following the intervention, individuals with IGD showed decreased connectivity between the left amygdala and left middle frontal and precentral gyrus, as compared with the non-intervention group. These findings together suggest that IGD may be closely associated with depression; aberrant rsFC between emotion and executive control networks may underlie depression and represent a therapeutic target in individuals with IGD. Registry name: The behavioral and brain mechanism of IGD; URL: https://www.clinicaltrials.gov/ct2/show/NCT02550405; Registration number: NCT02550405.
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Affiliation(s)
- Lu Liu
- Faculty of Psychology, Institute of Developmental Psychology, Beijing Normal University, Beijing, China.,State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China
| | - Yuan-Wei Yao
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China
| | - Chiang-Shan R Li
- Department of Psychiatry, Yale University School of Medicine, New Haven, CT, United States.,Beijing Huilongguan Hospital, Beijing, China
| | - Jin-Tao Zhang
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China
| | - Cui-Cui Xia
- Students Counseling Center, Beijing Normal University, Beijing, China
| | - Jing Lan
- Faculty of Psychology, Institute of Developmental Psychology, Beijing Normal University, Beijing, China
| | - Shan-Shan Ma
- Faculty of Psychology, Institute of Developmental Psychology, Beijing Normal University, Beijing, China
| | - Nan Zhou
- Faculty of Psychology, Institute of Developmental Psychology, Beijing Normal University, Beijing, China
| | - Xiao-Yi Fang
- Faculty of Psychology, Institute of Developmental Psychology, Beijing Normal University, Beijing, China
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20
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Lee HH, Sung JH, Lee JY, Lee JE. Differences by Sex in Association of Mental Health With Video Gaming or Other Nonacademic Computer Use Among US Adolescents. Prev Chronic Dis 2017; 14:E117. [PMID: 29166250 PMCID: PMC5703649 DOI: 10.5888/pcd14.170151] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022] Open
Abstract
Introduction Although numerous studies have examined the association between playing video games and cognitive skills, aggression, and depression, few studies have examined how these associations differ by sex. The objective of our study was to determine differences by sex in association between video gaming or other nonacademic computer use and depressive symptoms, suicidal behavior, and being bullied among adolescents in the United States. Methods We used data from the 2015 Youth Risk Behavior Survey on 15,624 US high school students. Rao–Scott χ2 tests, which were adjusted for the complex sampling design, were conducted to assess differences by sex in the association of mental health with video gaming or other nonacademic computer use. Results Approximately one-fifth (19.4%) of adolescents spent 5 or more hours daily on video gaming or other nonacademic computer use, and 17.9% did not spend any time in those activities. A greater percentage of female adolescents than male adolescents reported spending no time (22.1% and 14.0%, respectively) or 5 hours or more (21.3% and 17.5%, respectively) in gaming and other nonacademic computer use (P < .001). The association between mental problems and video gaming or other nonacademic computer use differed by sex. Among female adolescents, prevalence of mental problems increased steadily in association with increased time spent, whereas the pattern for male adolescents followed a J-shaped curve, decreasing initially, increasing slowly, and then increasing rapidly beginning at 4 hours or more. Conclusion Female adolescents were more likely to have all 3 mental health problems than male adolescents were. Spending no time or 5 hours or more daily on video gaming or other nonacademic computer use was associated with increased mental problems among both sexes. As suggested by the J-shaped relationship, 1 hour or less spent on video gaming or other nonacademic computer use may reduce depressive symptoms, suicidal behavior, and being bullied compared with no use or excessive use.
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Affiliation(s)
- Hogan H Lee
- Madison Central High School, Madison, Mississippi.,651 Highleadon Pl, Madison, MS 39110.
| | | | - Ji-Young Lee
- University of Miami Miller School of Medicine, Miami, Florida
| | - Jae Eun Lee
- Jackson State University, Jackson, Mississippi
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21
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Lloyd J, Välimäki M, Ho GW. Video games for schizophrenia. Hippokratia 2017. [DOI: 10.1002/14651858.cd012844] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/10/2022]
Affiliation(s)
- Jack Lloyd
- Medical Physiology and Therapeutics; Royal Derby Hospital Medical School; 35 Johnson Road Nottingham UK
| | - Maritta Välimäki
- The Hong Kong Polytechnic University; School of Nursing; Hong Kong China
- University of Turku; Department of Nursing Science; Turku Finland
- Turku University Hospital; Turku Finland
| | - Grace W.K. Ho
- The Hong Kong Polytechnic University; School of Nursing; Hong Kong China
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22
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Ssewanyana D, Nyongesa MK, van Baar A, Newton CR, Abubakar A. Health risk behavior among chronically ill adolescents: a systematic review of assessment tools. Child Adolesc Psychiatry Ment Health 2017; 11:32. [PMID: 28725261 PMCID: PMC5512752 DOI: 10.1186/s13034-017-0172-5] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/23/2017] [Accepted: 06/18/2017] [Indexed: 01/09/2023] Open
Abstract
BACKGROUND Adolescents living with chronic illnesses engage in health risk behaviors (HRB) which pose challenges for optimizing care and management of their ill health. Frequent monitoring of HRB is recommended, however little is known about which are the most useful tools to detect HRB among chronically ill adolescents. AIMS This systematic review was conducted to address important knowledge gaps on the assessment of HRB among chronically ill adolescents. Its specific aims were to: identify HRB assessment tools, the geographical location of the studies, their means of administration, the psychometric properties of the tools and the commonest forms of HRB assessed among adolescents living with chronic illnesses globally. METHODS We searched in four bibliographic databases of PubMed, Embase, PsycINFO and Applied Social Sciences Index and Abstracts for empirical studies published until April 2017 on HRB among chronically ill adolescents aged 10-17 years. RESULTS This review indicates a major dearth of research on HRB among chronically ill adolescents especially in low income settings. The Youth Risk Behavior Surveillance System and Health Behavior in School-aged Children were the commonest HRB assessment tools. Only 21% of the eligible studies reported psychometric properties of the HRB tools or items. Internal consistency was good and varied from 0.73 to 0.98 whereas test-retest reliability varied from unacceptable (0.58) to good (0.85). Numerous methods of tool administration were also identified. Alcohol, tobacco and other drug use and physical inactivity are the commonest forms of HRB assessed. CONCLUSION Evidence on the suitability of the majority of the HRB assessment tools has so far been documented in high income settings where most of them have been developed. The utility of such tools in low resource settings is often hampered by the cultural and contextual variations across regions. The psychometric qualities were good but only reported in a minority of studies from high income settings. This result points to the need for more resources and capacity building for tool adaptation and validation, so as to enhance research on HRB among chronically ill adolescents in low resource settings.
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Affiliation(s)
- Derrick Ssewanyana
- 0000 0001 0155 5938grid.33058.3dCentre for Geographic Medicine Research Coast, Kenya Medical Research Institute, Kilifi, Kenya ,0000000120346234grid.5477.1Utrecht Centre for Child and Adolescent Studies, Utrecht University, Utrecht, The Netherlands
| | - Moses Kachama Nyongesa
- 0000 0001 0155 5938grid.33058.3dCentre for Geographic Medicine Research Coast, Kenya Medical Research Institute, Kilifi, Kenya
| | - Anneloes van Baar
- 0000000120346234grid.5477.1Utrecht Centre for Child and Adolescent Studies, Utrecht University, Utrecht, The Netherlands
| | - Charles R. Newton
- 0000 0001 0155 5938grid.33058.3dCentre for Geographic Medicine Research Coast, Kenya Medical Research Institute, Kilifi, Kenya ,0000 0004 1936 8948grid.4991.5Department of Psychiatry, University of Oxford, Oxford, UK ,grid.449370.dDepartment of Public Health, Pwani University, Kilifi, Kenya
| | - Amina Abubakar
- 0000 0001 0155 5938grid.33058.3dCentre for Geographic Medicine Research Coast, Kenya Medical Research Institute, Kilifi, Kenya ,0000000120346234grid.5477.1Utrecht Centre for Child and Adolescent Studies, Utrecht University, Utrecht, The Netherlands ,0000 0004 1936 8948grid.4991.5Department of Psychiatry, University of Oxford, Oxford, UK ,grid.449370.dDepartment of Public Health, Pwani University, Kilifi, Kenya
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23
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Video Gaming and Children's Psychosocial Wellbeing: A Longitudinal Study. J Youth Adolesc 2017; 46:884-897. [PMID: 28224404 PMCID: PMC5346125 DOI: 10.1007/s10964-017-0646-z] [Citation(s) in RCA: 53] [Impact Index Per Article: 7.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/01/2016] [Accepted: 02/09/2017] [Indexed: 11/10/2022]
Abstract
The effects of video games on children’s psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27–11.43 years old; male = 98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b) competitively; likewise, parents reported their children’s psychosocial health. Gaming at time one was associated with increases in emotion problems. Violent gaming was not associated with psychosocial changes. Cooperative gaming was not associated with changes in prosocial behavior. Finally, competitive gaming was associated with decreases in prosocial behavior, but only among children who played video games with high frequency. Thus, gaming frequency was related to increases in internalizing but not externalizing, attention, or peer problems, violent gaming was not associated with increases in externalizing problems, and for children playing approximately 8 h or more per week, frequent competitive gaming may be a risk factor for decreasing prosocial behavior. We argue that replication is needed and that future research should better distinguish between different forms of gaming for more nuanced and generalizable insight.
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Hawi NS, Samaha M. Validation of the Arabic Version of the Internet Gaming Disorder-20 Test. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2017; 20:268-272. [PMID: 28394210 DOI: 10.1089/cyber.2016.0493] [Citation(s) in RCA: 17] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/04/2023]
Abstract
In recent years, researchers have been trying to shed light on gaming addiction and its association with different psychiatric disorders and psychological determinants. The latest edition version of the American Psychiatric Association's Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) included in its Section 3 Internet Gaming Disorder (IGD) as a condition for further empirical study and proposed nine criteria for the diagnosis of IGD. The 20-item Internet Gaming Disorder (IGD-20) Test was developed as a valid and reliable tool to assess gaming addiction based on the nine criteria set by the DSM-5. The aim of this study is to validate an Arabic version of the IGD-20 Test. The Arabic version of IGD-20 will not only help in identifying Arabic-speaking pathological gamers but also stimulate cross-cultural studies that could contribute to an area in need of more research for insight and treatment. After a process of translation and back-translation and with the participation of a sizable sample of Arabic-speaking adolescents, the present study conducted a psychometric validation of the IGD-20 Test. Our confirmatory factor analysis showed the validity of the Arabic version of the IGD-20 Test. The one-factor model of the Arabic IGD-20 Test had very good psychometric properties, and it fitted the sample data extremely well. In addition, correlation analysis between the IGD-20 Test and the daily duration on weekdays and weekends gameplay revealed significant positive relationships that warranted a criterion-related validation. Thus, the Arabic version of the IGD-20 Test is a valid and reliable measure of IGD among Arabic-speaking populations.
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Affiliation(s)
- Nazir S Hawi
- Department of Computer Science, Faculty of Natural and Applied Sciences, Notre Dame University-Louaize , Zouk Mosbeh, Lebanon
| | - Maya Samaha
- Department of Computer Science, Faculty of Natural and Applied Sciences, Notre Dame University-Louaize , Zouk Mosbeh, Lebanon
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25
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Samaha M, Hawi NS. Associations between screen media parenting practices and children’s screen time in Lebanon. TELEMATICS AND INFORMATICS 2017. [DOI: 10.1016/j.tele.2016.06.002] [Citation(s) in RCA: 16] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
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Hawi NS, Rupert MS. Impact of e-Discipline on Children's Screen Time. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2016; 18:337-42. [PMID: 26075921 DOI: 10.1089/cyber.2014.0608] [Citation(s) in RCA: 29] [Impact Index Per Article: 3.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/13/2023]
Abstract
With rapid technological advancement, the prevalence and undesirable effects of excess screen time on children have become a mounting issue worldwide. There are many studies investigating the phenomenon's impact on society (e.g., behavioral, academic, health), but studies that uncover the causes and factors that increase the odds of children's excess screen time are limited. To this end, this study introduces the term "e-discipline" to refer to systematic practices that use screen devices as discipline tools. As such, the aim of this study is to investigate the association between e-discipline and children's screen time by gender. Analysis was performed on 3,141 children aged 7-11 years old. Bivariate logistic regression models were used to calculate the odds of exceeding the American Academy of Pediatrics guidelines of 2 hours of screen time per day by boys and girls whose parents practice e-discipline. The results showed that children whose parents used screen devices as discipline tools had significantly more screen time compared to children whose parents did not. Furthermore, no statistically significant gender differences were found in the odds of exceeding the recommended screen time under e-discipline. Recommendations stemming from all the results are discussed.
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Affiliation(s)
- Nazir S Hawi
- Department of Computer Science, Notre Dame University -Louaize, Zouk Mosbeh, Lebanon
| | - Maya Samaha Rupert
- Department of Computer Science, Notre Dame University -Louaize, Zouk Mosbeh, Lebanon
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