100 research outputs found

    Trastorno por juego en internet, cogniciones sociadas y deterioros cognitivos relacionados: Una revisión sistemática utilizando las directrices PRISMA

    Get PDF
    Background: Empirical research studies have highlighted the need to investigate the underlying cognitions and cognitive variables in relation to Internet Gaming Disorder (IGD). However, little is known about the possible cognitive-related impairments associated with IGD. Objectives: The present paper extends previous research and uncovers additional key general cognitive-related outcomes of IGD via a systematic review of the empirical literature. Methods: The PRISMA (Preferred Reporting Item for Systematic Reviews and Meta-analysis) guidelines were adopted. Internet-based bibliographic searches were conducted via seven major electronic databases (i.e., PsycARTICLES, PsycINFO, Web of Science, Core Collection BIOSIS Citation Index, MEDLINE, SciELO Citation Index, and PubMed) to access studies examining the association between IGD and cognitive outcomes. Results: A total of 17 empirical studies meeting the inclusion criteria that investigated the relationships between IGD and cognitions and/or cognitive-related outcomes were identified. Seven distinct cognitions and another ten distinct cognitiverelated impairments associated with IGD were identified. Conclusion: The present review found empirical evidence supporting the association of IGD with particular types of cognitions and specific cognitiverelated impairments.Introducción: Investigaciones empíricas han puntualizado la necesidad de indagar sobre las cogniciones subyacentes y las variables cognitivas asociadas con el Trastorno por Juego en Internet (IGD, por sus siglas en inglés). Sin embargo, es escaso el conocimiento sobre los posibles deterioros cognitivos asociados con el IGD. Objetivos: El presente estudio extiende la investigación previa y revela resultados generales de procesos cognitivos del IGD a través de una revisión sistemática de la literatura empírica. Método: Se adoptaron las directrices PRISMA (Preferred Reporting Item for Systematic Reviews and Meta-analysis). Se realizaron búsquedas bibliográficas a través de siete bases de datos electrónicas (p.e., PsycARTICLES, PsycINFO, Web of Science, Core Collection BIOSIS Citation Index, MEDLINE, SciELO Citation Index y PubMed) para acceder a los estudios que examinan la relación entre IGD y resultados cognitivos. Resultados: Un total de 17 estudios empíricos que examinaban la relación entre IGD y cogniciones y/o resultados cognitivos cumplieron con los criterios de inclusión. Se identificaron siete cogniciones distintivas y otros diez deterioros cognitivos relacionados con el IGD. Conclusión: No existe evidencia para sustentar la asociación entre el IGD y determinados tipos de cogniciones y deficiencias cognitivas específicas

    Attentional bias in excessive Internet gamers: Experimental investigations using an addiction Stroop and a visual probe

    Get PDF
    Background and aims Internet Gaming Disorder is included in the Diagnostic and statistical manual of mental disorders (5th edition) as a disorder that merits further research. The diagnostic criteria are based on those for Substance Use Disorder and Gambling Disorder. Excessive gamblers and persons with Substance Use Disorder show attentional biases towards stimuli related to their addictions. We investigated whether excessive Internet gamers show a similar attentional bias, by using two established experimental paradigms. Methods We measured reaction times of excessive Internet gamers and non-gamers (N = 51, 23.7 ± 2.7 years) by using an addiction Stroop with computer-related and neutral words, as well as a visual probe with computer-related and neutral pictures. Mixed design analyses of variance with the between-subjects factor group (gamer/non-gamer) and the within-subjects factor stimulus type (computer-related/neutral) were calculated for the reaction times as well as for valence and familiarity ratings of the stimulus material. Results In the addiction Stroop, an interaction for group × word type was found: Only gamers showed longer reaction times to computer-related words compared to neutral words, thus exhibiting an attentional bias. In the visual probe, no differences in reaction time between computer-related and neutral pictures were found in either group, but the gamers were faster overall. Conclusions An attentional bias towards computer-related stimuli was found in excessive Internet gamers, by using an addiction Stroop but not by using a visual probe. A possible explanation for the discrepancy could lie in the fact that the visual probe may have been too easy for the gamers

    Aufmerksamkeitsbias bei Personen mit einer Störung durch Spielen von Internetspielen

    Get PDF
    Die diagnostischen Kriterien für die Störung durch Spielen von Internetspielen (SSIS) basieren auf denen für die Störung durch Glücksspielen und Störungen durch Substanzkonsum. Es stellt sich die Frage, ob den Störungen auch vergleichbare aufrechterhaltende Mechanismen zugrunde liegen wie beispielsweise Entzugssymptome, eine Toleranzentwicklung oder ein Aufmerksamkeitsbias. Ein Aufmerksamkeitsbias manifestiert sich in einer verstärkten Aufmerksamkeitslenkung auf suchtbezogene Stimuli und ist ein robuster Befund bei Personen mit Abhängigkeiten und exzessiven Glücksspielern. In der vorliegenden Dissertation wurde untersucht, ob Personen mit einer SSIS einen Aufmerksamkeitsbias in Bezug auf computerbezogene Stimuli zeigen. In Studie 1 wurden die Gütekriterien eines Fragebogens zur Erfassung der SSIS anhand einer Stichprobe deutschsprachiger Internetspieler überprüft. Der Internet Gaming Disorder Questionnaire wies eine akzeptable interne Konsistenz und eine eindimensionale Faktorenstruktur auf. In Studie 2 wurde bei pathologischen Internetspielern und Nichtspielern der Aufmerksamkeitsbias in Bezug auf Computerstimuli mithilfe eines Suchtstroops und einer Visual Probe untersucht. In beiden Paradigmen wurde mithilfe von Reaktionszeiten indirekt auf einen Aufmerksamkeitsbias geschlossen. Im Suchtstroop sahen die Probanden computerbezogene und neutrale Wörter in randomisierter Wortfolge. Die pathologischen Internetspieler zeigten einen Aufmerksamkeitsbias; sie reagierten langsamer auf die computerbezogenen als auf die neutralen Wörter. In der Visual Probe sahen die Probanden computerbezogene und neutrale Bilder. Es wurde kein Aufmerksamkeitsbias gefunden; die pathologischen Internetspieler reagierten genauso schnell auf die computerbezogenen wie auf die neutralen Bilder. Die Studie wurde im Labor durchgeführt und es nahmen Studierende teil. Die Studien 3A und 3B wurden im Internet durchgeführt, um Studie 2 mit einer größeren und heterogeneren Stichprobe zu replizieren. In beiden Studien wurde bei Internetspielern mit einer SSIS, Internetspielern ohne eine SSIS und Nichtspielern der Aufmerksamkeitsbias in Bezug auf Computerstimuli mithilfe eines Suchtstroops untersucht. In Studie 3A zeigten Personen mit einer SSIS in einem Suchtstroop mit randomisierter Wortfolge keinen Aufmerksamkeitsbias. In Studie 3B wurde in einem Suchtstroop mit Blockdesign ebenfalls kein Bias gefunden. Alle Probanden in Studie 3B zeigten den Interferenzeffekt in einem Farbstroop; sie reagierten langsamer auf Farbwörter in einer inkongruenten Schriftfarbe als auf neutrale Wörter. Um zu überprüfen, ob die unterschiedlichen Ergebnisse in den Studien 2 und 3A sowie B auf die verschiedenen Durchführungsmodalitäten zurückgingen, wurde in Studie 4 die Äquivalenz von Reaktionszeitmessungen im Labor und im Internet mithilfe eines Farbstroops untersucht. Psychologiestudierende der Universität Marburg wurden im psychologischen Institut randomisiert auf zwei Gruppen aufgeteilt. Sie nahmen im Labor (Gruppe 1) oder an einem Ort ihrer Wahl über das Internet teil (Gruppe 2). Studierende anderer Fachrichtungen an unterschiedlichen Universitäten (Gruppe 3) und Personen aus der Allgemeinbevölkerung (Gruppe 4) nahmen ebenfalls an einem Ort ihrer Wahl über das Internet teil. Alle Gruppen zeigten den Stroop-Interferenzeffekt. Die Gruppen 3 und 4 hatten äquivalente Reaktionszeiten zu denen von Gruppe 1. Gruppe 2 reagierte langsamer und ihre Ergebnisse waren nicht äquivalent zu jenen von Gruppe 1. Möglicherweise waren die Probanden weniger motiviert als die in den anderen Gruppen, da sie unbeabsichtigt einen höheren Zeitaufwand hatten. In drei von vier Experimenten wurde keine Evidenz für den Aufmerksamkeitsbias bei Personen mit einer SSIS gefunden. Zwei davon wurden im Internet durchgeführt, was die Ergebnisse beeinflusst haben könnte. In Studie 4 wurden jedoch im Internet weitgehend äquivalente Reaktionszeiten zu denen im Labor gemessen. Die Experimente nutzten Reaktionszeiten als indirektes Maß für den Aufmerksamkeitsbias. Der Aufmerksamkeitsbias sollte in Studien mit direkten Maßen wie Blickbewegungsmessungen oder Elektroenzephalographie weiter untersucht werden

    Development of a Qualitative Assessment Instrument for Cognitive Processes in Gaming Decision

    Get PDF
    Indonesia ranks 6th with the highest number of online gamers in Asia and 12th in the world gaming market. When online gamers become addicted, they lose the ability to halt or control their gaming behavior, leading to problematic behavior. Decision-making processes at the cognitive level are considered relevant in various addictive behaviors, including inappropriate gaming behavior. Exploratory research can be conducted using a qualitative technique, with data collected through in-depth interviews, to acquire an in-depth understanding of the comparison of the interaction process of each cognitive component in decision-making to play online games. This research was conducted in Bandung from December 2021 to December 2022. Steps are needed to develop guidelines that explore the functioning of affective and cognitive responses (coping, cognitive and affective bias, and craving and urge) and executive and inhibitory control. The guideline used a cognitive theoretical framework in addictive behavior, namely the I-PACE model, with a multidimensional theoretical basis. Through theoretical deepening, it was derived as a guideline divided into three main aspects, four sub-aspects, 32 main questions, and 36 probing questions

    The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents

    Get PDF
    Aims. The current study explored the nature of problematic (addictive) video gaming and the association with game type, psychosocial health, and substance use. Methods. Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking). Results. Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5%) than girls (1%). High problematic gamers showed higher scores on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG than non-users. Conclusions. It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers – specifically boys – showed lower psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming

    The Downward Spiral of the Misogynistic Video Game Industry: It\u27s Truly Up to the Last Of Us

    Get PDF
    With the surge of lawsuits in 2021 against video game companies alleging gender discrimination, it is evident that sexism and misogyny run rampant within the video game industry, but two questions remain. What causes, if any, may be attributable to the misogynistic mindset of male gamers? And what can the video game industry and the law do to rectify the dominance of “frat boy culture” that continues to plague women—regardless of whether they are casual or professional gamers, or regular employees in game developing companies? California’s labor laws are supposed to be the most protective of employees; yet two lawsuits in particular—McCracken v. Riot Games, Inc. and Department of Fair Employment & Housing v. Activision Blizzard—highlight the need for heightened scrutiny to properly acknowledge how the law does not adequately implement solutions to gender discrimination. This Note analyzes the psychological roots of sexism in male gamers, diving deep into the lack of diversity, equity, and inclusion in the esports industry, and suggests practical resolutions to properly address the toxicity against women in the video game world, both online and offline

    Socially Anxious Play: Design, Development, and Evaluation of Game-Based Digital Behavioural Markers for the Assessment of Social Anxiety

    Get PDF
    Social relationships are essential for humans; neglecting our social needs can cause discomfort or even lead to the development of more severe issues such as loneliness, depression, or substance dependency. Although essential, some individuals face major challenges in forming and maintaining social relationships due to the experience of social anxiety, which is the intense fear of being evaluated by others. The burden of social anxiety can be reduced through accessible assessment that leads to treatment. However, socially anxious individuals who wish to seek help face many barriers stemming from geography, the characteristics of the fear itself, or disparities in access to systems of care. Recent research has suggested digital behavioural markers as a way to deliver cheap and easily accessible digital assessment for social anxiety that may help reduce barriers to care. However, prior work focused mostly on the relationship between social anxiety and the development of problematic gaming behaviours to cope with the potentially severe consequences of social anxiety. In this dissertation, we look at the relationship between social anxiety and digital games from the lens of assessment and analyze whether we can use digital behavioural markers embedded in a gaming task to assess the severity of social anxiety. In manuscript 1, we show that social anxiety may manifest in game and biases the preferences for in-game activities and the reasons why players play Massively Multiplayer Online Role Playing Games (MMORPGs). Further, Manuscript 2 shows that central game mechanics, such as the customization of the self-representation in-game, may affect the experience of social stress in-game. Manuscripts 3 and 4 explore the in-game movement of a player around a non-player character (NPC) and show that certain aspects of the movement path may be used to predict the degree of social anxiety. Further, we show that the camera perspective as well as the self-representation may affect the strength of these behavioural markers of social anxiety. Finally, Manuscript 5 explores how the found behavioral markers, as well as the developed gaming task, may be used to predict self-reported psychopathy---which is negatively related to social anxiety---and further shows that personal character traits manifest in-game and may explain certain phenomena such as the presence of anti-social behaviour in digital games. Overall, the results of this dissertation provide new insights about the relationship between social anxiety and its manifestation in-game, the influence of game mechanics on the experience of social stress, and how social anxiety as well as psychopathic traits may affect in-game behaviours, opening the way towards digital behavioural markers for the assessment of social anxiety

    Derogatory, Racist, and Discriminatory Speech (DRDS) in Video Gaming

    Get PDF
    Video games have been examined for their effects on cognition, learning, health, and physiological arousal, yet research on social dynamics within video gaming is limited. Studies have documented the presence of derogation, racism, and discrimination in this anonymous medium. However, gamers‟ firsthand experiences are typically examined qualitatively. Thus, this study aimed to establish a quantitative baseline for the frequency of derogatory, racist, and discriminatory speech (DRDS) in gaming. DRDS frequency, sexual harassment, and hate speech measures were administered to 150 individuals from online forums and social media groups. Descriptive and inferential analyses were used to gauge which factors affected DRDS rates. Sex, intergroup and fast-paced game types, time played with others, and identity portrayal showed positive correlations with DRDS. Results indicate an array of complex social and developmental factors contribute to experiencing, perceiving, and personally using DRDS. Implications include psychosocial health impacts similar to everyday harassment, with women being at a higher risk and age as a contributing factor

    Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model

    Get PDF
    AbstractWithin the last two decades, many studies have addressed the clinical phenomenon of Internet-use disorders, with a particular focus on Internet-gaming disorder. Based on previous theoretical considerations and empirical findings, we suggest an Interaction of Person-Affect-Cognition-Execution (I-PACE) model of specific Internet-use disorders. The I-PACE model is a theoretical framework for the processes underlying the development and maintenance of an addictive use of certain Internet applications or sites promoting gaming, gambling, pornography viewing, shopping, or communication. The model is composed as a process model. Specific Internet-use disorders are considered to be the consequence of interactions between predisposing factors, such as neurobiological and psychological constitutions, moderators, such as coping styles and Internet-related cognitive biases, and mediators, such as affective and cognitive responses to situational triggers in combination with reduced executive functioning. Conditioning processes may strengthen these associations within an addiction process. Although the hypotheses regarding the mechanisms underlying the development and maintenance of specific Internet-use disorders, summarized in the I-PACE model, must be further tested empirically, implications for treatment interventions are suggested

    Are you my motherboard? : the effects of technology on the parent-child relationship

    Get PDF
    New technologies have been evolving at a rapid pace over the last few decades. The convenience afforded by many technologies presents interesting questions in terms of attachment. Recent research on internet addiction disorder (IAD) has revealed that technology may be affecting people on a social, familial, and neurophysiological basis. This research explores the effects of technology on the parent-child relationship. The research interviewed six participants through telephone interviews: treatment participants (TP, n=2) in this research are both young men who meet criteria for IAD and completed treatment relative to their technology addiction; clinical participants (CP, n=4) in this research are clinicians that work in treatment centers that serve clients that meet criteria for IAD. Interviews were transcribed, coded, and analyzed. Due to the small sample size, this study\u27s findings are not generalizable; however, there were still some interesting findings and considerations. This research identified some common behavioral patterns in people with IAD and their families. Additionally, study participants suggest that failure to recognize and treat IAD will likely result in persistence of symptoms. Findings may be of interest to clinicians in addition to future research
    corecore