15 research outputs found

    Empathy, Social Self-Efficacy, Problematic Internet Use, and Problematic Online Gaming Between Early and Late Adolescence

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    This study aims to investigate the relationship between empathy, social self-efficacy, problematic Internet use (PIU), and problematic online gaming (POG) and to evaluate how such relationship varies according to the age of the participants. A sample of 1,585 Italian students, both genders, aged 12-20 years, were divided into three groups according to the age filled in these self-report questionnaires: PIU; Game Addiction Scale for Adolescents; Interpersonal Reactivity Index; Scale of Social Self-Efficacy; Strengths and Difficulties Questionnaire. The results allow to confirm that in the Italian context the relationships between the examined constructs change across the three age groups considered in the study. PIU and POG, as well as prosocial behaviors and personal distress, tend to significantly decrease in late adolescence (age 18-20 years); 15-17 years adolescents reported more empathic concern compared with the other groups. PIU and POG are affected by empathy and social-self efficacy in different ways depending on age, suggesting that the two conditions have an at least partially different nature. The different components of empathy seem to play a different role in the development of either PIU or POG confirming the need to separate the components of empathy.Peer reviewe

    That Birdie Feeling: Understanding the Role of LAN Organizers in Maintaining a Gaming Community

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    This paper presents the initial findings of a longitudinal study examining the role and experiences of LAN organizers in managing player communities pre, during and post the Covid 19 pandemic. Interpretative Phenomenological Analysis was used to analyze interviews with organizers of the Birdie LAN, Sweden’ s longest running LAN event. Five key themes were identified reflecting the roles of organizers and their experiences pre pandemic. (1) building and maintaining the culture, (2) encouraging inclusivity and community building, (3) negotiating professionalism, (4) learning, adapting and evolving, (5) creating sustainability through a future orientation. This paper presents the results of the first data collection to examine the impacts of the pandemic on grassroots gaming communities. The findings here represent a foundation in understanding the role of community leaders in maintaining a culture around gaming. These initial findings add value to our understanding of grassroots esports and player communities and the social practices of gaming in the modern era

    Problematic gaming behaviour and health-related outcomes: a systematic review and meta-analysis

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    This systematic review and meta-analysis aimed to investigate the interplay between problematic gaming behaviour and health-related outcomes at different developmental stages. A total of 50 empirical studies met the specified inclusion criteria, and a meta-analysis using correlation coefficients was used for the studies that reported adverse health implications regarding the impact of problematic gaming behaviour on depression, anxiety, obsessive–compulsive disorder and somatisation. Overall, the results suggested that problematic gaming behaviour is significantly associated with a wide range of detrimental health-related outcomes. Finally, the limitations of this review alongside its implications were discussed and considered for future research

    The Dynamics and Frontiers of Video Game Social Research in Communication Studies-A Scientometrics Analysis Based on CiteSpace and VOSviewer

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    In this media-rich era, digital entertainment in the form of video games has a major impact on our social interaction and productivity in a borderless social mode. As a result, in order to comprehend the research progress of video game, CiteSpace and VOSviewer were used for scientometrics and knowledge mapping in this study. It displays the state of development, fundamental structure, and frontier areas of video game social communication. The mapping is based on 448 publications collected through Web of Science core database searches. The findings indicate that (1) video game social research has gained increasing attention over the last 23 years, with a curvilinear growth in annual publications, but a core authorship group has yet to materialize, and the United States institutions dominate the number of publications on this topic. (2) Gaming behaviors, gender studies, media effects, and gaming experiences have emerged as the four main hotspots of research in this field under the keyword co-occurrence and clustering analyses. (3) Research in this area has traditionally concentrated on violent, addictive, and other problematic gaming behaviors. The findings of this study forecast future trends in the study of video game social communication and provide the groundwork for more in-depth research

    Social capital in video game studies: A scoping review

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    This study explored how social capital has been utilized in video-game studies by conducting a scoping review. In total, 74 peer-reviewed publications were analysed from three different databases. The following aspects pertaining to social capital were analysed: definition, methodology, game or genre as stimulus, its utilization inside or outside the stimulus, whether it was the sole concept or variable, how it was utilized, whether social capital was used to predict variables or whether variables were used to predict it, and what where the predicted or predicting variables. The results of the analysis show that Putnam’s research, the quantitative method and Massively Multiplayer Online Role-Playing Games were most commonly combined. Social capital was predominantly utilized in binary form. It was utilized almost equally inside and outside the video games’ sphere of influence. The study then presents the main findings and discusses future research avenues.</p

    Do problematic and non-problematic video game players differ in extraversion, trait empathy, social capital and prosocial tendencies?

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    The increasing popularity of online and multiplayer games has meant that for many, social interaction and cooperation are vital components of the gaming experience. Previous research has suggested that not only has this made gaming more attractive to socially oriented people but also that it may be socially beneficial in terms of social capital and prosocial behaviors. However, for problematic video game players (those showing signs of compulsive or detrimental video game use), this may not be the case, and a number of theories hold deficiencies in socializing in real life as central to the development of this issue. In the present study, an online questionnaire completed by 416 participants assessed problematic video game use, extraversion, trait empathy, online and offline social capital and prosocial tendencies. Contrary to hypotheses, non-problematic, problematic and non-gamers did not differ in empathy, extraversion or prosocial tendencies. Problematic video game play was, however, associated with significantly higher online social capital and lower offline social capital whereas non-problematic players demonstrated only higher online capital than non-players. This highlights the importance of social support but suggests personality is not an influential factor

    Do Online Gaming Experiences Affect Civic Engagement? The Relationship between Gaming Experiences, Parental Involvement, and Real World Civic Engagement

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    The majority of literature that concerns itself with the effects of video games and youth focus on negative potential outcomes, like the potential for increased antisocial behavior. Whats more, that literature also focuses on the content of the games themselves and not necessarily on the actions of other players within games. This study considers what happens when players witness antisocial behavior acted out by other players as well as intervention against that behavior and the role that parental involvement plays in mediating the direct effects of gaming and youth civic engagement. Weighing three differing perspectives on the relationship between video games, technology more broadly and aspects of civic engagement, this study utilizes data from a nationally representative survey using multivariate regression analyses. Those analyses highlighted positive relationships between prosocial gaming behavior and three of the five aspects of civic engagement considered across increasingly complex statistical models. These results seem to support the perspective that argues that the effects video games and their content have on youth civic engagement is contextual, in that there is room for positive relationships, and not simply negative ones. These results are discussed in a way that reframes the discussion on the nature of games and their ability to foster more than just antisocial or aggressive behavior

    Video Game Addiction And Motivation In Emerging Adults: A Person-Centered Approach

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    This study investigated risk for problem video game play (PVGP) and motivation for play in emerging adult college students. A sample of 700 undergraduate students were recruited to participate in an online survey. A person-centered approach was utilized to examine risk for PVGP, and found three clusters of individuals representing a High Functioning/High Gaming group, A Low Functioning/Moderate Gaming group, and a High Functioning/Low Gaming group. For motivation it was found that participants who derived satisfaction of higher order needs from video game play had an increased likelihood of PVGP. In addition, individuals who had lower satisfaction with physiological needs, were more likely to play video games as a means of escape
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