44 research outputs found

    An empirical examination of factors associated with Game Transfer Phenomena severity

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    Game Transfer Phenomena (GTP) (i.e. altered perceptions, spontaneous thoughts and behaviors with game content) occur on a continuum from mild to severe. This study examined the differences between mild, moderate and severe levels of GTP. A total of 2,362 gamers’ participated in an online survey. The majority of gamers experienced mild levels of GTP. The factors significantly associated with severe levels of GTP were: (i) being students, (ii) being aged 18 to 22, (iii) being professional gamers, (iv) playing videogames every day in sessions of 6 hours or more, (iv) playing to escape from the real world, (v) recalling dreams always or very often, (vi) having a sleep disorder, mental disorder or reported dysfunctional gaming, and (vii) having experienced distress or dysfunction due to GTP. In addition, having used drugs and experiencing flashbacks as side-effects of drug use were significantly less likely to be reported by those with mild levels of GTP. In general, the findings suggest that those with higher levels of GTP share characteristics with profiles of gamers with dysfunctional gaming (e.g., problematic and/or addictive gaming)

    The role of violent video game exposure, personality, and deviant peers in aggressive behaviors among adolescents: a two-wave longitudinal study

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    The impact of violent video game exposure (VVGE) on aggressive behaviors has been extensively explored, but still remains controversial. Although some studies have shown slight detrimental short-term effects of VVGE, other studies have failed to find any consequence. In addition, the existence of long-lasting effects on aggressiveness, or their impact on adolescents, are still not well established. One limitation of most of these studies is that they do not control for other important risk variables for aggressive behaviors, such as personality and deviant peers, nor have they investigated the possible moderation role of these risk factors in the link between VVGE and aggression. Therefore, the main aim was to examine the additive and interactive role of VVGE, personality, and deviant peers in adolescent aggressive behaviors cross-sectionally and longitudinally. Many regression analyses and a cross-lagged autoregressive model were carried out. At both waves, aggressive behavior was predicted by having deviant peers and specific personality traits, especially low agreeableness. VVGE also presented a slight but significant effect at both waves, but it became nonsignificant when controlling for other variables. No long-term effects on the relation between VVGE and aggressive behaviors were found. Some moderation effects were consistently found at both waves: when participants reported having more deviant peers, the effects of VVGE and low agreeableness on aggressive behaviors significantly increased. These findings suggest that multiple biopsychosocial variables and their complex interplay need to be examined to gain a better understanding of the origin and expression of aggressive behavior

    And How Does That Make You Feel?

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    Many media outlets, researchers and organisations claim that violent video games can cause aggression. The present study had participants play violent and non-violent video games and measured aggression after gameplay to investigate this claim. The susceptibility of a personality type called the Dark Triad (individuals high on psychopathic, narcissistic and machiavellian traits) and camera styles (First or Third-Person) of violent games were also investigated. Two-way ANOVAs were used for statistical analysis to compare participants. Participants who were highly correlated with the Dark Triad of personality had a statistically significant higher mean score of aggression. This increase in aggression remained irrespective of the game (violent or non-violent) played during the experiment. Violent video games and video game camera-style did not have any effect on aggression. The findings suggest that people highly correlated with the Dark Triad of personality are a high-risk group for aggression, but that this aggression is unrelated to video games. &nbsp

    Wpływ gier komputerowych na tendencje do pomagania innym

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    Motivations, experiences and outcomes of playing videogames

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    The current research examined gaming within a leisure context to examine the motivational and experiential value of the activity, to better understand the range of outcomes of playing videogames. Flow theory was used as a theoretical framework for examining positive gaming experiences, and how these were associated with gaming motivations, and potential positive psychological and affective outcomes. The research utilised a mixed-methodological approach with samples of gamers. These included focus groups, an experiment and online questionnaires. The findings showed that immersion and achievement-orientated gaming motivations predicted flow in gaming, and could also predict some dimensions of psychological well-being. Flow in gameplay interacted with increases in positive mood and activation. This suggests that the processes involved in gaming are influential to positive gaming outcomes. Specific game aspects were influential to the nature of gaming experiences, although these were largely dependent on game-type. The findings also showed that social gaming contexts were influential towards gaming experiences, and the associated affective outcomes. This suggests the dynamic nature of gaming experiences, and the importance of acknowledging the wider social contexts in which gaming occurs. Aspects of personality (i.e. trait aggression and competitiveness) influenced negative mood after gameplay, suggesting the importance of considering internal factors when examining gaming outcomes. Further, because gaming motivations, experiences and the associated effects were largely individual and game-specific, this highlights the need for future research to adopt more idiographic approaches. Based on the findings, the research presents a Process Model of Gameplay to examine the dynamic nature of gameplay processes for a range of outcomes. The current research highlights the effectiveness of considering gaming within the wider context of leisure, to identify gaming processes as a way of examining the influence of gaming motivations and experiences on positive outcomes of the activity

    Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments Business, technological, and social dimensions of computer games: multidisciplinary developments

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    , editors. p. cm. Includes bibliographical references and index. Summary: "This book is a collection of the most recent developments in all areas of game development, encompassing planning, design, marketing, business management, and consumer behavior"--Provided by publisher. ISBN 978-1-60960-567-4 (hbk.) --ISBN 978-1-60960-568-1 (ebook) 1. Video games industry. 2. Video games--Design. 3. Video games--Social aspects. I

    Jóvenes y videojuegos: preocupaciones y vivencias : Un análisis de las prácticas cotidianas al videojugar

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    El videojugar como práctica cotidiana en jóvenes ha atraído desde los años ochenta a investigadores psicosociales. Sus preocupaciones se han extendido sobre las consecuencias que puede tener sobre las conductas de los jóvenes y el futuro de nuestras sociedades. Multitud de estudios se han centrado en demostrar sus posibles efectos, tanto negativos, como es el caso de la presunta relación entre videojuegos violentos y conductas agresivas o su influencia en rendimientos escolares bajos, como positivos, principalmente su utilización como herramienta didáctica y como plataforma para las relaciones sociales. Desde otras perspectivas, se ha abordado el videojuego llegando a conclusiones que difuminan las fronteras entre tecnología y sociedad. El presente trabajo aborda el manejo cotidiano de estos artefactos en contextos juveniles, desde una óptica etnográfica, tras la sistematización de las observaciones y el análisis de contenido de ocho entrevistas a videojugadores habituales. Estudiar posibles efectos de los videojuegos es un ejercicio de determinismo tecnológico, pues, considerando la tecnología como una cosa y lasociedad como otra, dejamos de comprender un universo interactivo entre jugadores y tecnologías.The videogame play as a daily practice in young, has attracted since the eighties to psychosocial searchers. Their worries have been spread on consequences that these can have on the behavior of young people and our societies’ future. Numerous studies have focused on demonstrate its possible effects, as negatives, as is the case of the alleged relationship between violent videogames and aggressive behaviors, or its influence in low academic achievements; such as positives, mostly its use as educational tool and as a platform for social relationships. From other perspectives, the videogame has been addressed arriving to conclusions that blur the boundaries between technology and society. This work deals these artefacts’ everyday handling in youth contexts, from an ethnographical perspective, following the systematization of the observations and the content analysis of eight interviews to usual videoplayers. To study possible effects of the videogames is an exercise of technological determinism, then considering the technology as a thing and the society as another, we can not understand the interactive universe between players and technologies.Facultad de Periodismo y Comunicación Socia

    Jóvenes y videojuegos: preocupaciones y vivencias : Un análisis de las prácticas cotidianas al videojugar

    Get PDF
    El videojugar como práctica cotidiana en jóvenes ha atraído desde los años ochenta a investigadores psicosociales. Sus preocupaciones se han extendido sobre las consecuencias que puede tener sobre las conductas de los jóvenes y el futuro de nuestras sociedades. Multitud de estudios se han centrado en demostrar sus posibles efectos, tanto negativos, como es el caso de la presunta relación entre videojuegos violentos y conductas agresivas o su influencia en rendimientos escolares bajos, como positivos, principalmente su utilización como herramienta didáctica y como plataforma para las relaciones sociales. Desde otras perspectivas, se ha abordado el videojuego llegando a conclusiones que difuminan las fronteras entre tecnología y sociedad. El presente trabajo aborda el manejo cotidiano de estos artefactos en contextos juveniles, desde una óptica etnográfica, tras la sistematización de las observaciones y el análisis de contenido de ocho entrevistas a videojugadores habituales. Estudiar posibles efectos de los videojuegos es un ejercicio de determinismo tecnológico, pues, considerando la tecnología como una cosa y lasociedad como otra, dejamos de comprender un universo interactivo entre jugadores y tecnologías.The videogame play as a daily practice in young, has attracted since the eighties to psychosocial searchers. Their worries have been spread on consequences that these can have on the behavior of young people and our societies’ future. Numerous studies have focused on demonstrate its possible effects, as negatives, as is the case of the alleged relationship between violent videogames and aggressive behaviors, or its influence in low academic achievements; such as positives, mostly its use as educational tool and as a platform for social relationships. From other perspectives, the videogame has been addressed arriving to conclusions that blur the boundaries between technology and society. This work deals these artefacts’ everyday handling in youth contexts, from an ethnographical perspective, following the systematization of the observations and the content analysis of eight interviews to usual videoplayers. To study possible effects of the videogames is an exercise of technological determinism, then considering the technology as a thing and the society as another, we can not understand the interactive universe between players and technologies.Facultad de Periodismo y Comunicación Socia
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