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Abstract
With the emergence of a new concept called 'Internet Gaming Disorder' in DSM-5 and ICD-11, related research is underway around the globe. However, not enough literature on Internet gaming addiction has considered the diversity in game genres. Internet gaming addiction may take on a different form according to the particular characteristics of a game being played. To better understand adolescent Internet gaming addiction, this study sought to identify the differences in Internet gaming addiction and personality characteristics based on the game genre played. A total of 3,217 elementary and middle school students across Korea participated in the survey that included the Maladaptive Game Use Scale and the Adolescent Personality Questionnaire. ANOVA analysis revealed that Internet gaming addiction and personality characteristics varied according to the game genre played. In particular, post-hoc tests showed that Real-Time Strategy (RTS) and First-Person Shooter (FPS) game users have higher levels of tolerance, withdrawal, and neglect of everyday life compared to other genres such as Role-Playing Game (RPG), Racing, and Arcade/Shooting. Also, Internet gamers users of particular genres showed significantly lower self-esteem (Arcade/Shooting), conscientiousness (Racing), empathy (RPG), and sense of community (Racing and RTS) scores than comparison group. The implications of the study results were discussed with a special emphasis on Internet gaming addiction interventions.
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Affiliation(s)
- Dongil Kim
- Department of Education, Seoul National University, Seoul, South Korea
| | - JeeEun Karin Nam
- Graduate School of Education, Ewha Womans University, Seoul, South Korea
| | - Changmin Keum
- Department of Counseling & Psychotherapy, Inje University, Gimhae, South Korea
- * E-mail:
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Xie GH, Wang LP, Khan A. An Assessment of Social Media Usage Patterns and Social Capital: Empirical Evidence From the Agricultural Systems of China. Front Psychol 2021; 12:767357. [PMID: 34777178 PMCID: PMC8581198 DOI: 10.3389/fpsyg.2021.767357] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/30/2021] [Accepted: 10/06/2021] [Indexed: 11/13/2022] Open
Abstract
This research offers a theoretical model to measure the impact of social media usage on social capital in the agricultural system of China. Furthermore, this research also investigates the relationship between agricultural policies related to entrepreneurship training and social media usage. A total of 589 questionnaires were distributed in the training courses of Fujian Agricultural Vocational Technology College, and, Fuzhou, Quanzhou, Jianning, and Liancheng counties and cities in Fujian during winter and summer vacations to target new vocational farmers. The results show that social use, hedonic use, and cognitive use of social media significantly impacted both bridging and bonding social capital. Furthermore, the results of the study suggest that entrepreneurs who have participated in the training have significantly higher levels of social use and cognitive use than those who have not been trained. The findings of this paper have implications for the digital transformation by agricultural entrepreneurs in recognition of the role of sustainable education and learning in entrepreneurial activities and the utilization of social and cognitive functions of social media to acquire and accumulate social capital and provide support for sustainable agriculture and rural development. Furthermore, the concepts of sustainability-driven agriculture in the digital transformational framework were also studied and it was indicated that transformed agriculture can effectively deal with the present challenges.
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Affiliation(s)
- Gui-Hua Xie
- College of Economics and Management, Fujian Agriculture and Forestry University, Fuzhou, China.,College of Business Administration, Fujian Business University, Fuzhou, China
| | - Lin-Ping Wang
- College of Economics and Management, Fujian Agriculture and Forestry University, Fuzhou, China
| | - Asif Khan
- Department of Marketing and Distribution Management, College of Management, National Kaohsiung University of Science and Technology, Kaohsiung, Taiwan
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Cabras C, Cubadda ML, Sechi C. Relationships Among Violent and Non-Violent Video Games, Anxiety, Self-Esteem, and Aggression in Female and Male Gamers. International Journal of Gaming and Computer-Mediated Simulations 2019. [DOI: 10.4018/ijgcms.2019070102] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
Abstract
This study examines the differences in anxiety, self-esteem, and aggression levels between players of violent and non-violent video game and its connection to gender and age. This survey-based research utilizes survey data from 851 video gamers. The study included 61% men and 39% women. The ages of the participants ranged from 18 to 45. Participants were administered an anonymous survey including demographics, a questionnaire for video game habits, Rosenberg's self-esteem scale, a state anxiety inventory (STAI-S), and the Buss-Perry Aggression Questionnaire (BPAQ). The results revealed significant differences between males and females, as well as between younger and older gamers. Despite the majority of research showing a positive relationship between violent video game exposure and aggression levels, the results suggest that of the preference for a violent video game over a non-violent one is not, in itself, a cause for increased anxiety, self-esteem, and aggression levels.
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Braig S, Genuneit J, Walter V, Brandt S, Wabitsch M, Goldbeck L, Brenner H, Rothenbacher D. Screen Time, Physical Activity and Self-Esteem in Children: The Ulm Birth Cohort Study. Int J Environ Res Public Health 2018; 15:E1275. [PMID: 29914149 PMCID: PMC6025387 DOI: 10.3390/ijerph15061275] [Citation(s) in RCA: 23] [Impact Index Per Article: 3.8] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/11/2018] [Revised: 06/08/2018] [Accepted: 06/14/2018] [Indexed: 01/17/2023]
Abstract
Screen time is a central activity of children’s daily life and jeopardizes mental health. However, results appear inconclusive and are often based on small cross-sectional studies. We aimed to investigate the temporal sequence of the association between screen time and self-esteem taking into account further indirect effects through family or friendship relationship. In our population-based birth cohort study (baseline November 2000⁻November 2001, Ulm, Germany), these relationships were explored in n = 519 11- and 13-year-old children and their parents who both provided information on children’s screen time: time spent watching television or videos (TV), time spent on computers, video game consoles, mobile devices, or cell phones; so called “other screen time”, and children’s self-esteem (KINDL-R). Time watching TV (self-reported) at age 11 was negatively associated with girls’ self-esteem at the same age but positively with an increase of self-esteem between age 11 and 13. However, the latter association was restricted to low to moderate TV viewers. In boys, a higher increase of other screen time between age 11 and age 13 was associated with lower self-reported self-esteem at age 13. Additionally, friendship relationship mediated the association between watching TV and self-esteem in girls. For parental reports similar associations were observed. These findings indicate that time sequence and potential mediators need further investigation in cohort studies with multiple assessments of screen time and self-esteem.
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Affiliation(s)
- Stefanie Braig
- Institute of Epidemiology and Medical Biometry, Ulm University; Helmholtzstraße 22, 89081 Ulm, Germany.
| | - Jon Genuneit
- Institute of Epidemiology and Medical Biometry, Ulm University; Helmholtzstraße 22, 89081 Ulm, Germany.
| | - Viola Walter
- Division of Clinical Epidemiology and Ageing Research, German Cancer Research Center (DKFZ), Im Neuenheimer Feld 581, 69120 Heidelberg, Germany.
| | - Stephanie Brandt
- Division of Pediatric Endocrinology and Diabetes, Department of Pediatrics and Adolescent Medicine, Ulm University, Eythstraße 24, 89075 Ulm, Germany.
| | - Martin Wabitsch
- Division of Pediatric Endocrinology and Diabetes, Department of Pediatrics and Adolescent Medicine, Ulm University, Eythstraße 24, 89075 Ulm, Germany.
| | - Lutz Goldbeck
- Department of Child and Adolescent Psychiatry/Psychotherapy, Ulm University, Steinhövelstraße 5, 89075 Ulm, Germany.
| | - Hermann Brenner
- Division of Clinical Epidemiology and Ageing Research, German Cancer Research Center (DKFZ), Im Neuenheimer Feld 581, 69120 Heidelberg, Germany.
- Division of Preventive Oncology, German Cancer Research Center (DKFZ) and National Center for Tumor Diseases (NCT), Im Neuenheimer Feld 581, 69120 Heidelberg, Germany.
- German Cancer Consortium (DKTK), German Cancer Research Center (DKFZ), Im Neuenheimer Feld 581, 69120 Heidelberg, Germany.
| | - Dietrich Rothenbacher
- Institute of Epidemiology and Medical Biometry, Ulm University; Helmholtzstraße 22, 89081 Ulm, Germany.
- Division of Clinical Epidemiology and Ageing Research, German Cancer Research Center (DKFZ), Im Neuenheimer Feld 581, 69120 Heidelberg, Germany.
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Jochman JC, Cheadle JE, Goosby BJ. Do adolescent risk behaviors mediate health and school bullying? Testing the stress process and general strain frameworks. Soc Sci Res 2017; 65:195-209. [PMID: 28599772 PMCID: PMC5467457 DOI: 10.1016/j.ssresearch.2016.12.002] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/24/2016] [Revised: 10/17/2016] [Accepted: 12/08/2016] [Indexed: 06/07/2023]
Abstract
Adolescent bullying is a significant public health issue in the United States. The health consequences of bullying may vary, however, according to the social position and characteristics of victims and bullies within the bullying subculture. For example, research suggests that bully involved youth are more likely to engage in risky health behaviors, including social withdrawal, tobacco, and alcohol use. Yet, the extent to which health outcomes are shaped by involvements in bullying or the risk behaviors associated with bullying remains unclear. In this study we assess the extent to which risk behaviors mediate the links between health outcomes of bully-involved youth using data from the Health Behavior of School Aged Children 2005-2006 Study (N = 8066). School-level fixed-effects regression models assessed whether risk behaviors mediate relationships between bullying statuses and somatic and depressive symptoms. Results show that mediational risk behavior pathways vary across outcomes for youth situated differently in the bullying subculture, with substantially more mediation for bullies than victims. This study advances the current bullying and health research by accounting for risk behavior pathways linking bullying and health.
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Affiliation(s)
- Joseph C Jochman
- University of Nebraska-Lincoln, Department of Sociology, 1400 R Street, Oldfather Hall Room 711, USA.
| | - Jacob E Cheadle
- University of Nebraska-Lincoln, Department of Sociology, 1400 R Street, Oldfather Hall Room 711, USA
| | - Bridget J Goosby
- University of Nebraska-Lincoln, Department of Sociology, 1400 R Street, Oldfather Hall Room 711, USA
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Bartholow BD, Sestir MA, Davis EB. Correlates and Consequences of Exposure to Video Game Violence: Hostile Personality, Empathy, and Aggressive Behavior. Pers Soc Psychol Bull 2016; 31:1573-86. [PMID: 16207775 DOI: 10.1177/0146167205277205] [Citation(s) in RCA: 96] [Impact Index Per Article: 12.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
Research has shown that exposure to violent video games causes increases in aggression, but the mechanisms of this effect have remained elusive. Also, potential differences in short-term and long-term exposure are not well understood. An initial correlational study shows that video game violence exposure (VVE) is positively correlated with self-reports of aggressive behavior and that this relation is robust to controlling for multiple aspects of personality. A lab experiment showed that individuals low in VVE behave more aggressively after playing a violent video game than after a nonviolent game but that those high in VVE display relatively high levels of aggression regardless of game content. Mediational analyses show that trait hostility, empathy, and hostile perceptions partially account for the VVE effect on aggression. These findings suggest that repeated exposure to video game violence increases aggressive behavior in part via changes in cognitive and personality factors associated with desensitization.
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Affiliation(s)
- Bruce D Bartholow
- Department of Psychological Sciences, University of Missouri-Columbia, MO 65503, USA.
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Ferguson CJ. Do Angry Birds Make for Angry Children? A Meta-Analysis of Video Game Influences on Children’s and Adolescents’ Aggression, Mental Health, Prosocial Behavior, and Academic Performance. Perspect Psychol Sci 2015; 10:646-66. [DOI: 10.1177/1745691615592234] [Citation(s) in RCA: 248] [Impact Index Per Article: 27.6] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/02/2023]
Abstract
The issue of whether video games—violent or nonviolent—“harm” children and adolescents continues to be hotly contested in the scientific community, among politicians, and in the general public. To date, researchers have focused on college student samples in most studies on video games, often with poorly standardized outcome measures. To answer questions about harm to minors, these studies are arguably not very illuminating. In the current analysis, I sought to address this gap by focusing on studies of video game influences on child and adolescent samples. The effects of overall video game use and exposure to violent video games specifically were considered, although this was not an analysis of pathological game use. Overall, results from 101 studies suggest that video game influences on increased aggression ( r = .06), reduced prosocial behavior ( r = .04), reduced academic performance ( r = −.01), depressive symptoms ( r = .04), and attention deficit symptoms ( r = .03) are minimal. Issues related to researchers’ degrees of freedom and citation bias also continue to be common problems for the field. Publication bias remains a problem for studies of aggression. Recommendations are given on how research may be improved and how the psychological community should address video games from a public health perspective.
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Suchert V, Hanewinkel R, Isensee B. Sedentary behavior and indicators of mental health in school-aged children and adolescents: A systematic review. Prev Med 2015; 76:48-57. [PMID: 25895839 DOI: 10.1016/j.ypmed.2015.03.026] [Citation(s) in RCA: 157] [Impact Index Per Article: 17.4] [Reference Citation Analysis] [What about the content of this article? (0)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/09/2015] [Revised: 03/24/2015] [Accepted: 03/30/2015] [Indexed: 10/23/2022]
Abstract
OBJECTIVE The presented systematic review aims at giving a comprehensive overview of studies assessing the relationship between sedentary behavior and indicators of mental health in school-aged children and adolescents. METHODS Six online databases (MEDLINE, EMBASE, PsycINFO, PsycARTICLES, CINAHL and SPORTDiscus) as well as personal libraries and reference lists of existing literature were searched for eligible studies. RESULTS Ninety-one studies met all inclusion criteria. There was strong evidence that high levels of screen time were associated with more hyperactivity/inattention problems and internalizing problems as well as with less psychological well-being and perceived quality of life. Concerning depressive symptoms, self-esteem, eating disorder symptoms, and anxiety symptoms, no clear conclusion could be drawn. But, taking quality assessment into account, self-esteem was negatively associated with sedentary behavior, i.e. high levels of time engaging in screen-based sedentary behavior were linked to lower scores in self-esteem. CONCLUSIONS Overall, the association between sedentary behavior and mental health indicators was rather indeterminate. Future studies of high quality and with an objective measure of sedentary behavior will be necessary to further examine this association as well as to investigate longitudinal relationships and the direction of causality. Furthermore, more studies are needed to identify moderating and mediating variables.
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Ali-Hassan H, Nevo D, Wade M. Linking dimensions of social media use to job performance: The role of social capital. The Journal of Strategic Information Systems 2015. [DOI: 10.1016/j.jsis.2015.03.001] [Citation(s) in RCA: 157] [Impact Index Per Article: 17.4] [Reference Citation Analysis] [What about the content of this article? (0)] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/23/2022]
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Kneer J, Rieger D. Problematic game play: the diagnostic value of playing motives, passion, and playing time in men. Behav Sci (Basel) 2015; 5:203-13. [PMID: 25942516 PMCID: PMC4493444 DOI: 10.3390/bs5020203] [Citation(s) in RCA: 14] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/05/2015] [Revised: 04/01/2015] [Accepted: 04/22/2015] [Indexed: 11/16/2022] Open
Abstract
Internet gaming disorder is currently listed in the DSM—not in order to diagnose such a disorder but to encourage research to investigate this phenomenon. Even whether it is still questionable if Internet Gaming Disorder exists and can be judged as a form of addiction, problematic game play is already very well researched to cause problems in daily life. Approaches trying to predict problematic tendencies in digital game play have mainly focused on playing time as a diagnostic criterion. However, motives to engage in digital game play and obsessive passion for game play have also been found to predict problematic game play but have not yet been investigated together. The present study aims at (1) analyzing if obsessive passion can be distinguished from problematic game play as separate concepts, and (2) testing motives of game play, passion, and playing time for their predictive values for problematic tendencies. We found (N = 99 males, Age: M = 22.80, SD = 3.81) that obsessive passion can be conceptually separated from problematic game play. In addition, the results suggest that compared to solely playing time immersion as playing motive and obsessive passion have added predictive value for problematic game play. The implications focus on broadening the criteria in order to diagnose problematic playing.
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Affiliation(s)
- Julia Kneer
- Erasmus School of History, Culture and Communication (ESHCC), Erasmus University Rotterdam, PO Box 1738, Rotterdam, 3000 DR, The Netherlands.
| | - Diana Rieger
- Department of Media and Communication, University of Mannheim, Mannheim 68159, Germany.
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Abstract
We relate different self-reported measures of computer use to individuals' propensity to cooperate in the Prisoner's dilemma. The average cooperation rate is positively related to the self-reported amount participants spend playing computer games. None of the other computer time use variables (including time spent on social media, browsing internet, working etc.) are significantly related to cooperation rates.
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Affiliation(s)
- Friederike Mengel
- Department of Economics, University of Essex, Wivenhoe Park, Colchester, Essex, United Kingdom; Department of Economics (AE 1), Maastricht University, MD Maastricht, Limburg, The Netherlands
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Kneer J, Rieger D, Ivory JD, Ferguson C. Awareness of Risk Factors for Digital Game Addiction: Interviewing Players and Counselors. Int J Ment Health Addict 2014. [DOI: 10.1007/s11469-014-9489-y] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [What about the content of this article? (0)] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/25/2022] Open
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Tate EB, Spruijt-Metz D, O’Reilly G, Jordan-Marsh M, Gotsis M, Pentz MA, Dunton GF. mHealth approaches to child obesity prevention: successes, unique challenges, and next directions. Transl Behav Med 2013; 3:406-15. [PMID: 24294329 PMCID: PMC3830013 DOI: 10.1007/s13142-013-0222-3] [Citation(s) in RCA: 85] [Impact Index Per Article: 7.7] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/07/2023] Open
Abstract
Childhood obesity continues to be a significant public health issue. mHealth systems offer state-of-the-art approaches to intervention design, delivery, and diffusion of treatment and prevention efforts. Benefits include cost effectiveness, potential for real-time data collection, feedback capability, minimized participant burden, relevance to multiple types of populations, and increased dissemination capability. However, these advantages are coupled with unique challenges. This commentary discusses challenges with using mHealth strategies for child obesity prevention, such as lack of scientific evidence base describing effectiveness of commercially available applications; relatively slower speed of technology development in academic research settings as compared with industry; data security, and patient privacy; potentially adverse consequences of increased sedentary screen time, and decreased focused attention due to technology use. Implications for researchers include development of more nuanced measures of screen time and other technology-related activities, and partnering with industry for developing healthier technologies. Implications for health practitioners include monitoring, assessing, and providing feedback to child obesity program designers about users' data transfer issues, perceived security and privacy, sedentary behavior, focused attention, and maintenance of behavior change. Implications for policy makers include regulation of claims and quality of apps (especially those aimed at children), supporting standardized data encryption and secure open architecture, and resources for research-industry partnerships that improve the look and feel of technology. Partnerships between academia and industry may promote solutions, as discussed in this commentary.
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Affiliation(s)
- Eleanor B Tate
- Department of Preventive Medicine, Institute for Prevention Research, University of Southern California, Los Angeles, CA USA
| | - Donna Spruijt-Metz
- Department of Preventive Medicine, Institute for Prevention Research, University of Southern California, Los Angeles, CA USA
| | - Gillian O’Reilly
- Department of Preventive Medicine, Institute for Prevention Research, University of Southern California, Los Angeles, CA USA
| | - Maryalice Jordan-Marsh
- Department of Preventive Medicine, Institute for Prevention Research, University of Southern California, Los Angeles, CA USA
| | - Marientina Gotsis
- Department of Preventive Medicine, Institute for Prevention Research, University of Southern California, Los Angeles, CA USA
| | - Mary Ann Pentz
- Department of Preventive Medicine, Institute for Prevention Research, University of Southern California, Los Angeles, CA USA
| | - Genevieve F Dunton
- Department of Preventive Medicine, Institute for Prevention Research, University of Southern California, Los Angeles, CA USA
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Kneer J, Glock S. Escaping in digital games: The relationship between playing motives and addictive tendencies in males. Computers in Human Behavior 2013; 29:1415-20. [DOI: 10.1016/j.chb.2013.01.030] [Citation(s) in RCA: 28] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [What about the content of this article? (0)] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/21/2022]
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Espinosa P, Clemente M. Self-transcendence and Self-oriented Perspective as Mediators between Video game Playing and Aggressive Behaviour in Teenagers. J Community Appl Soc Psychol 2012. [DOI: 10.1002/casp.2138] [Citation(s) in RCA: 10] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/31/2022]
Affiliation(s)
- Pablo Espinosa
- Universidad de La Coruña; Campus de Elviña, Facultad de Ciencias de la Educación, Departamento de Psicología; La Coruña; Spain
| | - Miguel Clemente
- Universidad de La Coruña; Campus de Elviña, Facultad de Ciencias de la Educación, Departamento de Psicología; La Coruña; Spain
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Abstract
Psychosomatic and developmental behavioral medicine in pediatrics has been the subject of significant recent attention, with infants, school-age children, and adolescents frequently presenting with psychosomatic, behavioral, and psychiatric symptoms. These may be a consequence of insecurity of attachment, reduced self-confidence, and peer -relationship conflicts during their developmental stages. Developmental cognitive neuroscience has revealed significant associations between specific brain lesions and particular cognitive dysfunctions. Thus, identifying the biological deficits underlying such cognitive dysfunction may provide new insights into therapeutic prospects for the management of those symptoms in children. Recent advances in noninvasive neuroimaging techniques, and especially functional near-infrared spectroscopy (NIRS), have contributed significant findings to the field of developmental cognitive neuroscience in pediatrics. We present here a comprehensive review of functional NIRS studies of children who have developed normally and of children with psychosomatic and behavioral disorders.
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Affiliation(s)
- Shinichiro Nagamitsu
- Department of Pediatrics, Child Health Kurume University School of Medicine, Kurume, Japan.
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Collins E, Freeman J, Chamarro-premuzic T. Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use. Personality and Individual Differences 2012; 52:133-8. [DOI: 10.1016/j.paid.2011.09.015] [Citation(s) in RCA: 97] [Impact Index Per Article: 8.1] [Reference Citation Analysis] [What about the content of this article? (0)] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/22/2022]
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Tejeiro RA, Gómez-Vallecillo JL, Pelegrina M, Wallace A, Emberley E. Risk Factors Associated with the Abuse of Video Games in Adolescents. ACTA ACUST UNITED AC 2012. [DOI: 10.4236/psych.2012.34044] [Citation(s) in RCA: 26] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [What about the content of this article? (0)] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/20/2022]
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Abstract
OBJECTIVE Video game playing may negatively impact youth. However, the existing literature on gaming is inconsistent and often has focused on aggression rather than the health correlates of gaming and the prevalence and correlates of problematic gaming. METHODS We anonymously surveyed 4028 adolescents about gaming and reported problems with gaming and other health behaviors. A total of 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). RESULTS There were no negative health correlates of gaming in boys and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming seems to be associated with more externalizing behaviors and fewer internalizing symptoms. CONCLUSIONS The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies.
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Affiliation(s)
- Rani A. Desai
- Department of Psychology, Yale University School of Medicine, West Haven, Connecticut
| | | | - Dana Cavallo
- Department of Psychology, Yale University School of Medicine, West Haven, Connecticut
| | - Marc N. Potenza
- Department of Psychology, Yale University School of Medicine, West Haven, Connecticut
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Punamäki RL, Wallenius M, Hölttö H, Nygård CH, Rimpelä A. The associations between information and communication technology (ICT) and peer and parent relations in early adolescence. International Journal of Behavioral Development 2009. [DOI: 10.1177/0165025409343828] [Citation(s) in RCA: 38] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
The study aims were, first, to examine the associations between the type and intensity of ICT (Information and Communication Technology) and peer and parent relationships. Second, the study explored gender- and age-specific ICT usage and their associations with peer and parent relationships. The participants were 478 Finnish 10- and 13-year-old girls and boys. They reported the frequencies of digital game playing, using a computer for information seeking, communication, and Internet surfing, and evaluated the qualities of peer relationships (popularity, loneliness, and friendship) and communication with mother and father (open and conflicting). As hypothesized, intensive usage of ICT for entertainment (digital playing and Internet surfing) was associated with poor relations with both peers and parents, while intensive usage of ICT for communication (email and chat rooms) was associated with good peer relations, and poor parent relations. The associations were, however, gender-specific. Among girls intensive digital game playing was associated with poor mother—daughter and among boys with poor father—son communication. ICT is discussed as provider of new tools for playing, exploring, and communicating in childhood and adolescence.
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Affiliation(s)
- Raija-Leena Punamäki
- Department of Psychology, University of Tampere, Finland,
, Tampere University Hospital, Finland
| | - Marjut Wallenius
- Department of Psychology, University of Tampere, Finland, Tampere University Hospital, Finland
| | - Hanna Hölttö
- Department of Psychology, University of Tampere, Finland
| | | | - Arja Rimpelä
- School of Public Health, University of Tampere, Finland
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Wallenius M, Rimpelä A, Punamäki RL, Lintonen T. Digital game playing motives among adolescents: Relations to parent–child communication, school performance, sleeping habits, and perceived health. Journal of Applied Developmental Psychology 2009. [DOI: 10.1016/j.appdev.2008.12.021] [Citation(s) in RCA: 30] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
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Henning A, Brenick A, Killen M, O'Connor A, Collins MJ. Do Stereotypic Images in Video Games Affect Attitudes and Behavior? Adolescents' Perspectives. Child Youth Environ 2009; 19:170-196. [PMID: 25729336 DOI: 10.7721/chilyoutenvi.19.1.0170] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Subscribe] [Scholar Register] [Indexed: 11/20/2022]
Abstract
This study examined adolescents' attitudes about video games along with their self-reported play frequency. Ninth and eleventh grade students (N = 361), approximately evenly divided by grade and gender, were surveyed about whether video games have stereotypic images, involve harmful consequences or affect one's attitudes, whether game playing should be regulated by parents or the government, and whether game playing is a personal choice. Adolescents who played video games frequently showed decreased concern about the effects that games with negatively stereotyped images may have on the players' attitudes compared to adolescents who played games infrequently or not at all. With age, adolescents were more likely to view images as negative, but were also less likely to recognize stereotypic images of females as harmful and more likely to judge video-game playing as a personal choice. The paper discusses other findings in relation to research on adolescents' social cognitive judgments.
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Clemente M, Espinosa P, Vidal M. The Media and Violent Behavior in Young People: Effects of the Media on Antisocial Aggressive Behavior in a Spanish Sample1. Journal of Applied Social Psychology 2008. [DOI: 10.1111/j.1559-1816.2008.00397.x] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [What about the content of this article? (0)] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/28/2022]
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Abstract
This study compared gender differences in the intention and behavior of university students with regard to visiting Internet cafés. The results revealed that males experienced significantly lower social pressure and had more positive attitudes than females. Males had significantly higher perceptions of control, past behavior, intention, and behavior than did females. Additionally, past behavior was the most influential factor in predicting intention and behavior. Two conclusions were drawn: (1) Internet cafés were speculated as a masculine gaming space and thus considered highly gendered. (2) Male and female respondents exhibited similar patterns when predicting their intention and behavior toward visiting Internet cafés.
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Affiliation(s)
- Yi-Chung Hsu
- National Dong Hwa University, Graduate Institute of Tourism and Recreation Management, Taiwan, Republic of China.
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Staude-Müller F, Bliesener T, Luthman S. Hostile and Hardened? An Experimental Study on (De-)Sensitization to Violence and Suffering Through Playing Video Games. Swiss Journal of Psychology 2008. [DOI: 10.1024/1421-0185.67.1.41] [Citation(s) in RCA: 31] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
Abstract
This study tests whether playing violent video games leads to desensitization and increased cardiovascular responding. In a laboratory experiment, 42 men spent 20 min playing either a high- or low-violence version of a “first-person shooter” game. Arousal (heart rate, respiration rate) was measured continuously. After playing the game, emotional responses to aversive and aggressive stimuli - pictures from Lang, Bradley, and Cuthbert’s (1999) International Affective Picture System - were assessed with self-ratings and physiological measurement (skin conductance). Results showed no differences in the judgments of emotional responses to the stimuli. However, different effects of game violence emerged in the physiological reactions to the different types of stimulus material. Participants in the high-violence condition showed significantly weaker reactions (desensitization) to aversive stimuli and reacted significantly more strongly (sensitization) to aggressive cues. No support was found for the arousal hypothesis. Post-hoc analyses are used to discuss possible moderating influences of gaming experience and player’s trait aggressiveness in terms of the General Aggression Model ( Anderson & Bushman, 2001 ) and the Downward Spiral Model ( Slater, Henry, Swaim, & Anderson, 2003 ).
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Blais JJ, Craig WM, Pepler D, Connolly J. Adolescents Online: The Importance of Internet Activity Choices to Salient Relationships. J Youth Adolesc 2008; 37:522-36. [DOI: 10.1007/s10964-007-9262-7] [Citation(s) in RCA: 90] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [What about the content of this article? (0)] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
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Abstract
OBJECTIVE The aim of this paper is to revisit the controversial issue of the association of violent video games and aggressive behaviour. CONCLUSIONS Several lines of evidence suggest that there is a link between exposure to violent video games and aggressive behaviour. However, methodological shortcomings of research conducted so far make several interpretations of this relationship possible. Thus, aggressive behaviour may be a consequence of playing violent video games, an expression of hostile traits that existed before exposure to these games, and/or it may be a result of several possible combinations of these and other factors. Mental health professionals need to be aware of these potentially negative effects of violent video games when assessing patients who present with aggression. There is a need for prospective, long-term studies similar to those evaluating the effects of television and film violence on children and adolescents.
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Affiliation(s)
- Guy Porter
- Westmead Hospital, Sydney, NSW, Australia.
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Wei R. Effects of Playing Violent Videogames on Chinese Adolescents' Pro-Violence Attitudes, Attitudes Toward Others, and Aggressive Behavior. ACTA ACUST UNITED AC 2007; 10:371-80. [PMID: 17594261 DOI: 10.1089/cpb.2006.9942] [Citation(s) in RCA: 55] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
This study examines the effects of exposure to online videogame violence on Chinese adolescents' attitudes toward violence, empathy, and aggressive behavior. Results of bivariate analyses show that playing violent videogames on the Internet was associated with greater tolerance of violence, a lower emphatic attitude, and more aggressive behavior. Results of hierarchical regression analyses showed sustained relationships between exposure and pro-violent attitudes and empathy when exposure was examined simultaneously with gender, computer use, and Internet use. However, the linkage between exposure and aggression became non-significant, suggesting that the effects of playing violent videogames were greater for attitudinal outcomes than on overt behavior. Gender differences in playing videogames and in effects were also found.
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Affiliation(s)
- Ran Wei
- School of Journalism and Mass Communications, University of South Carolina, Columbia, SC 20208, USA.
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Wallenius M, Punamäki R, Rimpelä A. Digital Game Playing and Direct and Indirect Aggression in Early Adolescence: The Roles of Age, Social Intelligence, and Parent-Child Communication. J Youth Adolesc 2007; 36:325-36. [DOI: 10.1007/s10964-006-9151-5] [Citation(s) in RCA: 19] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [What about the content of this article? (0)] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/06/2006] [Accepted: 10/11/2006] [Indexed: 10/23/2022]
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Nagamitsu S, Nagano M, Yamashita Y, Takashima S, Matsuishi T. Prefrontal cerebral blood volume patterns while playing video games--a near-infrared spectroscopy study. Brain Dev 2006; 28:315-21. [PMID: 16481139 DOI: 10.1016/j.braindev.2005.11.008] [Citation(s) in RCA: 34] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/16/2005] [Revised: 11/04/2005] [Accepted: 11/11/2005] [Indexed: 11/19/2022]
Abstract
Video game playing is an attractive form of entertainment among school-age children. Although this activity reportedly has many adverse effects on child development, these effects remain controversial. To investigate the effect of video game playing on regional cerebral blood volume, we measured cerebral hemoglobin concentrations using near-infrared spectroscopy in 12 normal volunteers consisting of six children and six adults. A Hitachi Optical Topography system was used to measure hemoglobin changes. For all subjects, the video game Donkey Kong was played on a Game Boy device. After spectroscopic probes were positioned on the scalp near the target brain regions, the participants were asked to play the game for nine periods of 15s each, with 15-s rest intervals between these task periods. Significant increases in bilateral prefrontal total-hemoglobin concentrations were observed in four of the adults during video game playing. On the other hand, significant decreases in bilateral prefrontal total-hemoglobin concentrations were seen in two of the children. A significant positive correlation between mean oxy-hemoglobin changes in the prefrontal region and those in the bilateral motor cortex area was seen in adults. Playing video games gave rise to dynamic changes in cerebral blood volume in both age groups, while the difference in the prefrontal oxygenation patterns suggested an age-dependent utilization of different neural circuits during video game tasks.
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Affiliation(s)
- Shinichiro Nagamitsu
- Department of Pediatrics and Child Health, Kurume University School of Medicine, 67 Asahi-machi Kurume City, Fukuoka 830-0011, Japan.
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Burke A, Peper E. Cumulative trauma disorder risk for children using computer products: results of a pilot investigation with a student convenience sample. Public Health Rep 2003. [PMID: 12477916 DOI: 10.1016/s0033-3549(04)50171-1] [Citation(s) in RCA: 15] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/26/2022] Open
Abstract
OBJECTIVES Cumulative trauma disorder is a major health problem for adults. Despite a growing understanding of adult cumulative trauma disorder, however, little is known about the risks for younger populations. This investigation examined issues related to child/adolescent computer product use and upper body physical discomfort. METHODS A convenience sample of 212 students, grades 1-12, was interviewed at their homes by a college-age sibling or relative. One of the child's parents was also interviewed. A 22-item questionnaire was used for data-gathering. Questionnaire items included frequency and duration of use, type of computer products/games and input devices used, presence of physical discomfort, and parental concerns related to the child's computer use. RESULTS Many students experienced physical discomfort attributed to computer use, such as wrist pain (30%) and back pain (15%). Specific computer activities-such as using a joystick or playing noneducational games-were significantly predictive of physical discomfort using logistic multiple regression. Many parents reported difficulty getting their children off the computer (46%) and that their children spent less time outdoors (35%). CONCLUSIONS Computer product use within this cohort was associated with self-reported physical discomfort. Results suggest a need for more extensive study, including multiyear longitudinal surveys.
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Affiliation(s)
- Adam Burke
- Institute for Holistic Healing Studies/Health Education, San Francisco State Univ., San Francisco, CA 94132, USA.
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Abstract
AIMS Some researchers suggest that for some people, video game playing is an addictive behaviour similar to substance dependence. Our aim was to design and validate a scale to measure the problems associated with the apparently addictive use of all types of video games and video game systems, because there is no instrument at the present time that can be used for this purpose. DESIGN We reviewed the DSM-IV criteria for substance dependence and for pathological gambling, as well as the literature on the addictions in order to design a short scale (PVP; problem video game playing) that is quick and easy to apply. PARTICIPANTS The scale was administered to 223 Spanish adolescents aged between 13 and 18 years. The study was carried out in Granada and Algeciras, Spain. FINDINGS Psychometric analyses show that the PVP seems to be unidimensional and has acceptable internal consistency (Cronbach's alpha) at 0.69. The pattern of associations between the scale scores and alternative measures of problem play supports its construct validity (higher total scores in the scale were associated with higher frequency of play, mean and longest times per session, self and parents' perception of playing to excess, and scores in the Severity of Dependence Scale). CONCLUSIONS Our results confirm that the excessive use of video games is associated with a number of problems which resemble a dependence syndrome, and the PVP appears as a useful instrument for the measurement of such problems.
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Abstract
Zusammenfassung. Computer- und Videospiele gehören mittlerweile zu den bedeutendsten Unterhaltungsmedien. Die medienpsychologische Forschung hat sich bislang vornehmlich mit den Wirkungen ausgiebigen Spielens beschäftigt. Dagegen wurde der Prozess des Spielens kaum thematisiert. Im Mittelpunkt dieses Beitrags stehen Überlegungen zur Faszinationskraft der Tätigkeit ‘Computerspielen‘. Der Prozess des Spielens wird aus medien- und spielpsychologischer Perspektive beleuchtet. Die zentrale Annahme, dass die besondere unterhaltende Wirkung von Computerspielen in der Kombination von Merkmalen klassischer Unterhaltungsmedien und elektronischer Spielzeuge besteht, wurde in einem Feldexperiment mit 349 Teilnehmern überprüft. Demnach besteht die Faszinationskraft von Computer- und Videospielen darin, dass sie ihren Nutzern gleichzeitig Handlungsmöglichkeiten anbieten und eine Handlungsnotwendigkeit suggerieren.
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