15 research outputs found

    Beyond the lab: Investigating early adolescents' cognitive, emotional, and arousal responses to violent games

    Get PDF
    Cognitive, emotional, and arousal responses to violent games play a central role in theoretical explanations of how violent media may affect aggression. However, existing research has focused on a relatively narrow range of responses to violent games in experimental settings. This limits our understanding of whether and how violent game-induced responses relate to aggression in real life. To address these gaps, this study investigated how cognitive effort, emotional valence, and arousal in response to violent games relate to early adolescents' aggression, both cross-sectionally and over a period of one year. In addition, we investigated how a social context variable (i.e., family conflict) predicts these responses to violent games and subsequent aggression. A sample of 448 early adolescents (10–14 years) completed survey questions and media diaries that measured their responses to violent games. Results showed that, outside the lab, a positive cross-sectional relationship between violent game-induced arousal and aggression exists. In addition, arousal mediated the relationship between family conflict and aggression. Study findings justify increased research attention to media responses outside the lab and a need for further theoretical and methodological refinement

    Decreased Prefrontal Activity During a Cognitive Inhibition Task Following Violent Video Game Play: A Multi-Week Randomized Trial

    Get PDF
    There is substantial evidence that exposure to violent media increases aggressive thoughts and behaviors, potentially due in part to alterations to inhibitory mechanisms mediated by prefrontal cortex. Past research has demonstrated that playing a violent video game for short periods decreases subsequent prefrontal activity during inhibition, yet the impact of long-term game play is unclear. To assess how extensive video game play impacts brain activity, young adult males (n = 49; ages 18–29) with limited video game experience performed a go/no-go task during fMRI for 3 consecutive weeks. Following a baseline scan, these men were randomly assigned to extensively play a violent video game (VG) or avoid all video game play (control) during the subsequent week. After 1 week, inhibition-related activity decreased in right inferior frontal gyrus and right cerebellum in the VG group, compared to the control sample, and self-reported executive functioning problems were higher. VG participants assigned to a second week of game play had similarly reduced bilateral prefrontal activity during inhibition, relative to the control group. However, VG participants assigned to avoid game play or play a cognitive training game during the second week demonstrated similar overall changes from baseline as the control group. This research provides preliminary evidence indicating how long-term video game play may impact brain function during inhibition, which may impair control of aggressive behavior

    Validity Threats in Quantitative Data Collection with Games : A Narrative Survey

    Get PDF
    Background. Games are increasingly used to collect scientific data. Some suggest that game features like high cognitive load may limit the inferences we can draw from such data, yet no systematic overview exists of potential validity threats of game-based methods. Aim. We present a narrative survey of documented and potential threats to validity in using games for quantitative data collection. Method. We combined an unsystematic bottom-up literature review with a systematic top-down application of standard validity threat typologies to games to arrive at a systematisation of game-characteristic validity threats. Results. We identify three game characteristics that potentially impact validity: Games are complex systems, impeding the predictable control and isolation of treatments. They are rich in unwanted variance and diversity. And their social framing can differ from and interact with the framing of research studies or non-game situations they are supposed to represent. The diversity of gamers and their differences to general populations bring further complications. Discussion and Conclusions. The wealth of potential validity threats in game-based research is met by a dearth of systematic methodological studies, leading us to outline several future research directions

    Second Hand Gaming: Influence of Interactive Media by Method of Consumption

    Get PDF
    From its inception as a media form, video games have operated from one central, implied concept: that they were meant to be played. Games have been designed to be experienced directly by a player manipulating the game directly, or first-hand. Within the last decade, however, gaming has expanded to encompass a more second-hand method of consumption. Major broadcast networks show video games being played competitively to a global audience of millions, while independent content producers utilize �Let�s Play� videos and streaming to generate millions of dollars in income, all in a manner not keeping with the intended first-person method of consumption games are traditionally designed for. Meanwhile, a majority of research in the field of gaming has focused on the effects the medium has had on children and youth, with a focus directed to societal concerns such as sex, violence, and drug use. This study engaged participants to interact with one game, "Stardew Valley," through both first-hand and second-hand methods. The participants then completed a survey questionnaire designed to gauge their experiences and opinions with the game, which were analyzed to see if the method of consumption by which the game was played had a significant effect. The study simultaneously analyzed the data to determine whether other factors, namely gender and skill level, had a significant effect on those results.Mass Communication

    Assessment of Children’s Experiences of Playing Computer Games: A Phenomenological Approach

    Get PDF
    Introduction: Due to the Attraction and enormous diversity of computer games, children and adolescents allocate a notable part of their time and energy to play these games. This necessitates the study of their Advantages and disadvantages. Therefore, the aim of this study was to represent the outcomes of playing computer games in the fourth grade students. Method: This is a qualitative and phenomenological study. In this study, 10 students were selected from the forth grade elementary students using purposive sampling and interviewed in-depth until data saturation was achieved. Data were coded and analyzed manually using Smith and MAXQDA 10 software. Results: The findings were categorized into four main themes: "physical outcomes, psychological outcomes, social outcomes, and educational outcomes" and 17 sub-themes. Conclusion: Students' experiences showed that playing computer games for a long time and without parental supervision, has various adverse outcomes, therefore, schools and families can significantly prevent such outcomes by supervision and planning. Keywords: Childhood experiences, Computer games, Phenomenolog

    Além da diversão : jogos digitais, carga cognitiva e comportamento prosocial

    Get PDF
    Tese (doutorado) — Universidade de Brasília, Instituto de Psicologia, Programa de Pós-graduação em Psicologia Social, do Trabalho e das Organizações, 2016.O efeito de diferentes tipos de mídia sobre o comportamento é um tema que atrai o interesse do público em geral e dos pesquisadores do comportamento humano, e a investigação sobre os efeitos dos jogos digitais tem crescido na literatura. Várias revisões sistemáticas e meta-análises sobre o tema apresentam evidências acerca da existência de uma relação entre a exposição a jogos digitais e comportamentos agressivos e prosociais. No entanto, evidências sobre o papel da cognição, dentro de uma perspectiva processual, ainda são escassas. A presente tese tem como objetivo avaliar o papel dos recursos cognitivos na relação entre a função desempenhada no jogo e o comportamento prosocial. Para isso, uma série de experimentos foram desenvolvidos com o intuito de se analisar a influência dos jogos no comportamento prosocial, na acessibilidade a cognições prosociais (Experimentos 1 e 2) e no autoconceito prosocial implícito (Experimento 3). Além disso, realizou-se o desenvolvimento e pré-teste de um jogo concebido para experimentos considerando diferentes funções (Experimento 4), bem como a adaptação e teste de uma ferramenta informatizada para mensuração do comportamento prosocial (Experimento 5). Com base nos resultados destes experimentos, delineou-se um experimento para investigar o papel dos recursos cognitivos na relação entre tipo de jogo e comportamento prosocial (Experimento 6). Os resultados apontam a carga cognitiva como uma variável relevante para se compreender o efeito dos jogos digitais no comportamento prosocial, além de levantar a necessidade de se discutir o poder explicativo do modelo teórico vigente.The effect of different media types on behavior is a subject that attracts the interest of general public and researchers of human behavior, and the investigation concerning the effect of digital games has grown. Several systematic reviews and meta-analysis about this subject present evidence supporting the relation between the exposition to digital games and aggressive and prosocial behaviors. However, evidence about the role of cognition considering a processual perspective is still scarce. The main goal of this dissertation is to evaluate the role of cognitive resources on the relation between the role played on a digital game and prosocial behavior. To test that, a series of experiments was developed to investigate the influence of games on prosocial behavior, accessibility of prosocial cognitions (Experiments 1 and 2) and implicit prosocial self-concept (Experiment 3). Besides that, a game with different roles for experiments was designed (Experiment 4), and a computer measure of prosocial behavior was adapted (Experiment 5). Based on the results of the previous experiments, a last experiment was designed to investigate the role of cognitive resources on the relation between game type and prosocial behavior (Experiment 6). Results shows the relevance of cognitive load on the understanding of the effect of digital games on prosocial behavior, as well as the need to discuss the explanatory power of the theoretical model used

    Consequences of Video Games on Oculomotor Behavior and Attention and Additional Implications for Healthy Aging

    Get PDF
    Video games are a wide-spread leisure activity and are consumed around the world. There is increasing evidence that playing video games shortens reaction times in many tasks. A possible explanation is an alteration in the control of visual attention. In the first part of this dissertation, I will provide evidence that playing video games also shortens the reaction times in eye movements, that this reduction is not accompanied by reduced impulse control and that it is not explained by a faster shift of covert attention. Probably, playing video games increases the ability to extract visual information. In the second part, the eye movements in the elderly are analyzed. I will show that age has a profound impact on eye movements, decreasing performance in many ways. Finally I will try to connect these two areas, and show how video games could be used to counteract age-related decline.Videospiele sind mittlerweile eine allgegenwärtige Freizeitbeschäftigung weltweit. Aus Sicht der Wissenschaft herrscht Konsens, dass Videospielekonsum zu kürzeren manuellen Reaktionszeiten führt. Dem könnte eine effizientere visuelle Aufmerksamkeitskontrolle zu Grunde liegen. Der erste Teil dieser Dissertation zeigt, dass Videospieler schnellere Augenbewegungen haben. Dies ist jedoch nicht auf eine reduzierte Impulskontrolle oder schnellere Aufmerksamkeitsverlagerungen zurückzuführen. Vielmehr besitzen Videospieler vermutlich eine effizientere visuelle Informationsverarbeitung. Der zweite Teil der Dissertation beschäftigt sich mit dem Einfluss gesunden Alterns auf Augenbewegungen und zeigt eine deutliche, nicht-pathologische Abnahme in verschiedenen Parametern. Insgesamt soll am Ende eine Brücke zwischen beiden Themengebieten geschlagen und über die Möglichkeit der Anwendung von Videospielen zur Kompensation der altersbedingten Nachteile nachgedacht werden

    Stress and Coping Methods in Law Enforcement Personnel

    Get PDF
    A notable problem exists within law enforcement due to the lack of mental health assistance offered for police officers, as well as little to no literature available pertaining to officers in law enforcement who may have mental health issues. Without proper coping methods, there is a higher possibility of suicide among police officers. Therefore, the purpose of this phenomenological qualitative study was to investigate why officers were choosing to not seek mental and behavioral health assistance, as well as determine factors that could both prevent as well as encourage officers to seek mental health assistance if needed. Grounded in the theoretical frameworks of rational choice, strain theory, interpersonal psychological theory of suicide, and socialization theory, data were collected from a convenience sample of 21 police officers from a local agency in Nebraska by way of electronic surveys using the Operational Police Stress Questionnaire, as well as a demographic survey. According to the findings, the police officers surveyed chose to not seek mental and behavioral health assistance due to a lack of trust in leadership. More specifically, the officers expressed concern about the stigma associated with seeking mental health assistance and fear of retribution from the administration. The potential for positive social change as a result of this study, is that the findings may be used to inform leaders of law enforcement agencies how to make adjustments to better serve the officers regarding their mental health, which in turn could possibly reduce the rise of suicides by officers in the future
    corecore