225 research outputs found

    Does Personality Moderate the Relationship Between Video Gaming and Quality of Life?

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    Video game research has expanded greatly in recent decades, fueled partly by concerns that video game content affects real-word behaviors and experiences. Despite the preponderance of research on the effects of video game content on various outcomes, there are still areas left to be explored. For example, while the American Psychological Association has concluded that violent video game content serves as a risk factor for real-life aggression, the association has also recommended the pursuit of additional research on alternative variables that may influence the relationship between video game content and outcomes (APA Task Force on Violent Media, 2015). The present study was designed to explore whether personality dimensions have a moderating effect on the relationship between video game content and quality of life (QoL). Video game content was measured using content descriptors (i.e., content warnings) assigned to a participant-reported game by the Entertainment Software Rating Board (ESRB). QoL was measured using the World Health Organization’s Quality of Life-Brief measure, and personality was assessed using the International Personality Item Pool Representation of the Revised Neuroticism-Extraversion-Openness Personality Inventory. Based on existing research support for four personality dimensions as potential moderator variables, it was hypothesized that conscientiousness, extraversion, agreeableness, and neuroticism would moderate the relationship between video game content and QoL. Moderated multiple regression analyses were conducted to test this hypothesis. Results found significant main effects between personality dimensions and QoL but failed to find significant effects of video game content, including violent content, on QoL scores. In addition, the study’s hypothesis, that personality dimensions moderate the relationship between video game content and QoL, was not supported. Study limitations, implications for clinicians, and directions for future research are discussed

    Computer and Video Games in Mental Health

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    Due to the breakthrough of new technological devices in the last decade, electronic media has now become an integral part of our lives. Among its various forms, playing video games is one screen-based recreational activity enjoyed across various age groups and genders. Although undoubtedly entertaining, there is a considerable debate over the relative impact of video gaming on an individual. Traditionally, the research has focused on the negative effects of playing video games, but recent studies show that they can be an effective tool to reduce stress caused by daily hassles, help connect with likeminded people, and enhance a wide range of cognitive skills. There is also a small pool of research on the use of commercial video games in a therapeutic capacity to help build rapport and provide social skill training. This manuscript is focused on reviewing the pertinent research of the last two decades and from various online sources of scientific information on the abovementioned aspects of electronic and video games, their therapeutic implications in mental health, and suggesting future research directions

    A Theoretical Study of the Interactive Communication Process in Video Game Playing: A Symbolic Interactionist Approach

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    Video games have become the most popular leisure activity among children and adolescents. The increasing popularity of video games has urged researchers to determine the effects of video game playing on youngsters. Given the fact that most popular video games are violent in nature, much of the research has primarily focused on the correlation between playing video games with violent content and aggressive behavior in children. Most researchers have relied on previous media violence research, assuming similarities between television viewing and video game playing. However, video games are interactive media allowing the player to participate in the game scenario, which may intensify the impact of video game playing. Furthermore, the extent of possible influence by a video game may depend on the individual and environmental factors surrounding the player. This study examines the factors involved in video game playing within an interactive communication context. To achieve this goal, symbolic interactionism is used as a theoretical ground to explicate the interactive communication during video game playing. Once the pertinence of symbolic interaction theory to the player-video game interaction is demonstrated, the conceptual framework of symbolic interactionism is applied to video game playing. Based on the previous mass media models and symbolic interactionism, the interactive communication during video game playing is investigated. First, the individual and environmental factors surrounding the player are identified. Second, a theoretical model named video game interaction model (VGIM) is developed to examine how these factors affect the interactive communication during video game playing. VGIM illustrates the dynamics of the player-video game interaction and the relations among the variables contributing to this interaction

    Children of the internet: An investigation into the associations between social media use, gaming, and young people’s mental health

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    In the context of rapid development of digital technologies and the COVID-19 pandemic, young people are increasingly socialising online. Concerns about time spent on social media and/or gaming are prominent in public discourse. These concerns commonly relate to young people’s mental health, with the suggestion that high levels of social media and gaming use might contribute to poor mental health. However, some research indicates that social media and gaming use is associated with higher social connectedness and social capital. There is a lack of longitudinal research that investigates the relationship between social media use/gaming and mental health and psychosocial outcomes. This longitudinal study aims to explore these relationships in a sample of adolescents aged 11-18, across two time points. Regression analyses are used to explore associations between social media use and measures of depression, social connectedness, and social capital. The same analyses are also used to explore associations between time spent gaming and these variables. Findings indicate that higher social media use in particular is associated with lower social connectedness and higher depressive symptomology, in both cross-sectional and longitudinal analyses. Findings for gaming use show weaker associations with depression and social variables

    Applying Psychological Theory to in-game moral behaviors through the development of a purpose-made game

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    A number of video games involve moral narratives or require the players to make moral decisions. Research from psychologists has helped to understand the effects that video game content can have on how individuals think, feel and behave. Recent research has examined the role of morality in video games, yet there are many inconsistencies in the findings that could be due to the use of commercial video games for research purposes, which contain biases such as familiarity with the game and favorite characters. By developing a bespoke game designed specifically for the purpose of exploring morality, these potential biases can be reduced. Before designing the game, morality in existing video games is critically analyzed, using theories from moral psychology. From this, a game was developed to measure behavioral outcomes through which moral decisions are made; with the aim to address biases that are inherent in commercial games. Then, the resultant game was used to investigate how participants make moral choices in video games

    The Priming Effects of Video Viewing on Preschoolers\u27 Play Behavior

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    This thesis investigates the relationship between educational television content and children‘s play behaviors immediately after viewing. Children ages 41-43 months of age were randomly assigned to view a television program with predominantly object-constructive or social dramatic content. All children participated in a period of video viewing, approximately 25 minutes in length, followed by a 30-minute play session. Each participant was subsequently administered a brief card sorting task to assess categorical knowledge of constructive and social activities. Each child‘s session was coded for looking at the television, toy choice, and play content (constructive or social-narrative). Video viewing condition and the interaction between categorical knowledge and condition significantly predicted children‘s subsequent play content. Taken as a whole, these findings imply that short-term priming effects of educational video viewing on children‘s play are present in 42-month old children but that these effects are moderated by children‘s categorical understanding of TV content

    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
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