44 research outputs found
An empirical examination of factors associated with Game Transfer Phenomena severity
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
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?
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.  
Motivations, experiences and outcomes of playing videogames
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
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The effect of violent video game playing on gamer's views of victims of crime
This research was designed to explore the relationship between violent video game play and attitudes towards victims. As the violent genre of games become more popular and as the graphics and content becomes even more realistic and immersive, there has been concern that this media form offers a different perspective on violence to players than more passive forms of media. Much of the research in the area of violent video game research has focused on changes in players in terms of aggressive behaviour, following exposure to these games. The present research was designed to explore any changes in affect and cognition, in terms of attitudes, that may be associated with video game play, and also to explore any factors that may moderate or mediate these changes in players, with a particular emphasis on adolescents and female gamers. The overall aims of the thesis were to establish i) the attitudes of gamers towards victims of crime ii) the role of moral disengagement strategies in violent video game play iii) the nature and experience of female violent video game play. The aims were addressed through four stages of linked research utilising a multi method design including a survey of adolescents (n=206), semi structured interviews (n=50), an online and paper survey (n=605) and analysis of a female gamer online discussion posts, in order to explore the impact of violent video game play The principal findings of this thesis noted young people who played violent video games reporting less concern for victims of crime, and attributed more blame to the victims of crime, particularly non serious victims and those that could be viewed as culpable for the crimes. While moral disengagement has been proposed as a mechanism through which people may justify immoral conduct, in the current studies the video game players were less likely than sports players to endorse moral disengagement strategies. They were found however to use a specific set of moral disengagement strategies (cognitive restructuring) than sports players and this may be related to the structures of the games, both virtual and sporting. In relation to female gamers, gaming was found to be a key element of the female gamers’ identity, with females discussing the integration of gaming into their daily lives on a number of different levels. Similar to previous research, the social elements of gaming was highlighted while simultaneous difficulties with Page 12 of 281 online interaction emphasised for female gamers. The results of the studies are discussed in relation to the experience of gaming and the possible mediating and moderating factors that may explain these effects. The results suggest that cognitive distortions, developmental stages, gender and differences in identification with game characters may explain differences in attitudes towards victims which were observed. These concepts are discussed in relation to risk and protective factors that may be important in understanding any relationship between violent video game play and less positive attitudes towards victims
Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments Business, technological, and social dimensions of computer games: multidisciplinary developments
, 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
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Online gaming and addiction: a psychosocial investigation using mixed methods
Online virtual worlds known as Massively Multiplayer Online Role-Playing Games (MMORPGs) have gained increased popularity over the last decade. MMORPGs provide a sophisticated environment that enables complete immersion within the virtual world to the extent that it may become an alternative reality to its users. Some researchers have suggested that online gaming addiction is growing in prevalence among adolescents and adult gamers. It has been proposed that research is needed to establish the incidence and prevalence of MMORPG addiction. The aim of this body of research was to examine the impact of MMORPGs (psychologically and socially) on peoples' lives for the purpose of providing an empirical research base on which future research in the area can build. Using a mixed methods approach for data collection and analysis, an online scoping study, interview study and two questionnaire studies were conducted. The thesis provides a detailed conceptualisation of the psychological processes involved in MMORPG playing. The thesis was directed by previous research into video games, online gaming and addiction which provided a substantive picture of the psychosocial effects of online gaming. The findings showed that there were both positive and negative effects associated with online gaming; gamers used MMORPGs to alleviate negative feelings and to meet new people, learn about new cultures, and build friendships. Gamers also provided detailed descriptions of personal problems that had arisen due to playing MMORPGs. A small percentage of gamers (3.6%) were classified as addicted to MMORPGs, these gamers may find it difficult to control their game playing behaviour. However, there are still gaps in our knowledge of MMORPGs. Overall, the research has shown that the psychology of MMORPGs is an important topic that requires further in-depth investigation. The present research has revealed valuable information about the impact of MMORPGs on the lives of gamers that can be built upon by other researchers. Implications of the findings regarding excessive playing and addiction to MMORPGs, and social responsibility were discussed, and recommendations for future research studies were proposed
Jóvenes y videojuegos: preocupaciones y vivencias : Un análisis de las prácticas cotidianas al videojugar
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
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