5,809 research outputs found

    Addicted To Pillaging In Cyberspace: Investigating The Role Of Internet Addiction In Digital

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    The present exploratory study sought to address a gap in the current literature on problematic Internet use by investigating the relationship between Internet addiction and digital piracy. The main research question guiding this study was whether IA was correlated with digital piracy. The expectation was that IA would indeed be correlated with digital piracy and increase odds of perpetration. Secondly, taking into account that previous literature on both IA and digital piracy emphasizes the importance of online relationships (Acier & Kern, 2011; Fitzpatrick, 2008; Marcum, Higgins, Wolfe, & Ricketts, 2011), it was expected that deviant peer association would increase the odds of pirating. Finally, taking into account that previous research on both IA and digital piracy has largely shown that these problems affect a greater proportion of males (Andreou & Svoli, 2013; Gunter, Higgins, & Gealt, 2010; Hinduja, 2012; Lam, Peng, Mai, & Jing, 2009; Shaw & Black, 2008), it was expected that being male would increase the odds of pirating

    Using Biomedical Technologies to Inform Economic Modeling: Challenges and Opportunities for Improving Analysis of Environmental Policies

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    Advances in biomedical technology have irrevocably jarred open the black box of human decision making, offering social scientists the potential to validate, reject, refine and redefine the individual models of resource allocation that form the foundation of modern economics. In this paper we (1) provide a comprehensive overview of the biomedical methods that may be harnessed by economists and other social scientists to better understand the economic decision making process; (2) review research that utilizes these biomedical methods to illuminate fundamental aspects of the decision making process; and (3) summarize evidence from this literature concerning the basic tenants of neoclassical utility that are often invoked for positive welfare analysis of environmental policies. We conclude by raising questions about the future path of policy related research and the role biomedical technologies will play in defining that path.neuroeconomics, neuroscience, brain imaging, genetics, welfare economics, utility theory, biology, decision making, preferences, Institutional and Behavioral Economics, Research Methods/ Statistical Methods, D01, D03, D6, D87,

    Parenting Emerging Adults Who Game Excessively: Parents’ Lived Experiences

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    Excessive gaming among emerging adults is a growing concern, especially in cases where it interferes with key developmental milestones such as gaining an education or establishing a career. Although researchers have begun to understand the effects of excessive gaming on young people themselves, we know remarkably little about how emerging adults’ gaming may affect family relationships. Utilizing phenomenological interviewing of parents of emerging adult sons who game excessively, this study presents a rich description of the experience of parenting a young adult who games excessively. In-depth interviews were conducted with two fathers and two mothers. Findings suggested that parents felt their sons were missing out on aspects of their life due to their gaming and were not meeting their full potential. They also felt their children were odd and it was difficult to know how to talk to their sons about their gaming. Finally, they believed their sons were addicted to gaming. Using the family systems theory as well as life course theory of development, implications for families are discussed

    Rumor Has It: Examining the Effects of Facebook Addiction on Political Knowledge Gullibility

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    Political rumors, half-truths and unfortunate candid comments from candidates spread like wildfire across the social media spectrum, meaning social channels require constant care and maintenance. The purpose of this study is to examine how Facebook addiction can affect levels of gullibility to online political rumors. Prior to the 2012 elections, more than 500 respondents participated in a survey designed to measure gullibility to online political rumors. Respondents reported levels of addiction to Facebook and were asked to determine the validity of 20 statements regarding President Barack Obama and Republican candidate Mitt Romney. The statements varied in their level of accuracy, some obviously rumor, others seemingly true, but all originated from Internet sources and were disseminated by various Facebook users. In separate survey sections, political knowledge and the political activity of the users Facebook “friends” were measured. Results indicated that both Facebook addiction and gullibility decreased with age and the two variables have a strong correlation between them. 

    Head-mounted virtual reality and mental health: critical review of current research

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    Background: eHealth interventions are becoming increasingly used in public health, with virtual reality (VR) being one of the most exciting recent developments. VR consists of a three-dimensional, computer-generated environment viewed through a head-mounted display. This medium has provided new possibilities to adapt problematic behaviors that affect mental health. VR is no longer unaffordable for individuals, and with mobile phone technology being able to track movements and project images through mobile head-mounted devices, VR is now a mobile tool that can be used at work, home, or on the move. Objective: In line with recent advances in technology, in this review, we aimed to critically assess the current state of research surrounding mental health. Methods: We compiled a table of 82 studies that made use of head-mounted devices in their interventions. Results: Our review demonstrated that VR is effective in provoking realistic reactions to feared stimuli, particularly for anxiety; moreover, it proved that the immersive nature of VR is an ideal fit for the management of pain. However, the lack of studies surrounding depression and stress highlight the literature gaps that still exist. Conclusions: Virtual environments that promote positive stimuli combined with health knowledge could prove to be a valuable tool for public health and mental health. The current state of research highlights the importance of the nature and content of VR interventions for improved mental health. While future research should look to incorporate more mobile forms of VR, a more rigorous reporting of VR and computer hardware and software may help us understand the relationship (if any) between increased specifications and the efficacy of treatment

    Real Virtuality: A Code of Ethical Conduct. Recommendations for Good Scientific Practice and the Consumers of VR-Technology

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    The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In Section “Plasticity in the Human Mind,” we cover some of the main results suggesting that one’s environment can influence one’s psychological states, as well as recent work on inducing illusions of embodiment. Then, in Section “Illusions of Embodiment and Their Lasting Effect,” we go on to discuss recent evidence indicating that immersion in VR can have psychological effects that last after leaving the virtual environment. In the second part of the article, we turn to the risks and recommendations. We begin, in Section “The Research Ethics of VR,” with the research ethics of VR, covering six main topics: the limits of experimental environments, informed consent, clinical risks, dual-use, online research, and a general point about the limitations of a code of conduct for research. Then, in Section “Risks for Individuals and Society,” we turn to the risks of VR for the general public, covering four main topics: long-term immersion, neglect of the social and physical environment, risky content, and privacy. We offer concrete recommendations for each of these 10 topics, summarized in Table 1

    The Desert of the Unreal: Inequality in Virtual and Augmented Reality

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    The world we live in is structured by inequality: of gender, race, class, sexual orientation, disability, and more. Virtual and augmented reality technologies hold out the promise of a more perfect world, one that offers us more stimulation, more connection, more freedom, more equality than the real world. But for such technologies to be truly innovative, they must move us beyond our current limitations and prejudices. When existing inequalities are unacknowledged and unaddressed in the real world, they tend to be replicated and augmented in virtual realities. We make new worlds based on who we are and what we do in old ones. All of our worlds, virtual and physical, are the product of human choice and human creation. The developers of virtual and augmented reality make choices about which aspects of our lived history they want to replicate, enhance, or change. The design - and design flaws - of new virtual and augmented reality technologies should be critically evaluated to assess their likely impact on inequality and their consequences for legal and social policy

    Playing the Game, or Not: Reframing Understandings of Children’s Digital Play

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    Everybody seems to have an opinion about the value, risks and opportunities of children playing digital games. Popular media conveys messages to parents and the public alike of addicted, violent, desensitised, and anti-social children and of the privacy risk of back end data collection. Educationalists waver between seeing digital games as hindering more positive educational, social and physical activity, or as being a new way to engage students and improve learning outcomes. Parents are in fear of the ‘dangers’ of gaming and screen time yet enticed by the educational promise and the entertainment value of keeping their children occupied. Game developers see opportunities for data collection, surveillance and for nudging children’s behaviour and purchases. Many of these fears, hopes, and hype are replaying older tropes that circulate around any new technology, media forms and associated changes in practices, but are amplified further by having children as their central focus. Indeed, all of these stakeholders in children’s futures have particular understandings of what is good for children and what an ideal child should be. Yet children are not docile bodies who simply have things happen to them: they subvert, appropriate and innovate. This paper is a call for an exploration of what and how children’s digital gaming looks like from a child’s perspective and for a reframing of understanding children’s digital play as a result

    Cellphone Management: A Curriculum for Middle School Students

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    In recent years, smartphones have become an increasingly popular item not only among adults but among the youth as well. With a thorough review of literature it has become apparent that this is a large issue among our youth population. There are a variety of different features a smartphone has and they are being implemented into everyday life with individuals spending hours on them each day. With this comes a lot of responsibility and there seems to be a lack of education for our student population. Additionally, the research has shown that increased smartphone use negatively impacts mental health, physical health, academic success, and family and peer relationships. Schools counselors have a responsibility facilitate discussions among students and parents; as well as educate students on appropriate and responsible cellphone use
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