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    Friendly Fire Off

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    The increasing popularity of online videogames has raised questions concerning their potential to influence online and offline social behaviour. Previous research on social behaviour in relation to playing videogames has often focused on either cooperation (playing in pairs against the game) or competition (playing alone against other players); however, videogames, particularly multiplayer online games, often include both. This study investigates prosocial behaviour in videogames with both cooperative and competitive elements—team-based player versus player (PvP) games—and aims to examine whether the amount of time spent playing these games is related to in-game prosocial behaviour. A cross-sectional survey was conducted among 727 respondents and results were analysed using conditional process modelling. No significant direct or indirect relationship between the amount of time spent playing team-based PvP games and in-game prosocial behaviour was found. However, an exploratory linear regression analysis revealed a significant, positive relationship between in-game and offline prosocial behaviour. Implications and recommendations for future research are discussed

    Elements of a theory of social competence : socio-cognitive and behavioral contributions in typical development

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    L’ĂȘtre humain Ă©volue quotidiennement au cƓur d’un monde social hautement complexe auquel il est singuliĂšrement adaptĂ© d’un point de vue Ă©volutif. L’individu qui navigue de façon adĂ©quate, parmi les situations et les interactions sociales, y parvient grĂące Ă  une machinerie cognitive sophistiquĂ©e et spĂ©cialisĂ©e connue sous le terme de « cognition sociale », composĂ©e d’un ensemble de fonctions acquises durant le dĂ©veloppement et permettant la perception, le traitement, l’interprĂ©tation et la rĂ©action Ă  des stimuli sociaux dynamiques et nuancĂ©s. Le dĂ©veloppement social serait sous-tendu par le fonctionnement cognitif global (p. ex. le fonctionnement intellectuel, le langage, la mĂ©moire, l’attention, les habiletĂ©s visuoperceptuelles), ainsi que par des habiletĂ©s sociocognitives spĂ©cifiques (p. ex. la thĂ©orie de l’esprit, l’empathie, la reconnaissance des Ă©motions faciales, la prise de perspective, l’attribution d’intentions, le raisonnement moral), le tout assurĂ© par un ensemble de structures et rĂ©seaux neuronaux connu sous le terme « cerveau social ». MalgrĂ© les connaissances empiriques suggĂ©rant une association entre les facteurs neuronaux, cognitifs et environnementaux du dĂ©veloppement social, notre comprĂ©hension des interactions dynamiques et complexes entre les habiletĂ©s sociocognitives, l’influence externe de facteurs environnementaux, ainsi que leurs impacts individuels et combinĂ©s sur le dĂ©veloppement social typique demeure prĂ©liminaire. L’objectif gĂ©nĂ©ral de cette thĂšse Ă©tait d’étudier deux corrĂ©lats principaux qui sous-tendent la compĂ©tence sociale durant le dĂ©veloppement, soient la cognition sociale et le comportement social. Le modĂšle SOCIAL (Beauchamp & Anderson, 2010) est utilisĂ© comme cadre thĂ©orique et empirique pour explorer de multiples facettes du dĂ©veloppement de la compĂ©tence sociale et des liens entre les habiletĂ©s sociocognitives (p.ex. le raisonnement moral et la prise de perspective) et le comportement social global. La premiĂšre Ă©tude explore la contribution des aspects cognitifs (thĂ©orie de l’esprit) et affectifs (empathie) de la prise de perspective au raisonnement moral et au comportement social des enfants et des adolescents neurotypiques. Un outil novateur d’évaluation du raisonnement moral, le Socio-Moral Reasoning Aptitude Level (So-Moral), fut utilisĂ© pour rehausser la valeur Ă©cologique du construit. Ainsi, des dilemmes sociomoraux quotidiens ont Ă©tĂ© prĂ©sentĂ©s aux participants, qui ont Ă©galement complĂ©tĂ© des mesures de thĂ©orie de l’esprit, d’empathie, et de comportement social. Les rĂ©sultats suggĂšrent que les aspects cognitifs (thĂ©orie de l’esprit) et affectifs (empathie) de la prise de perspective contribuent conjointement Ă  prĂ©dire la maturitĂ© morale chez les enfants, mais pas chez les adolescents. Par ailleurs, certaines lacunes au plan du raisonnement moral seraient associĂ©es Ă  des instances plus frĂ©quentes de comportements externalisĂ©s, mais aucun lien entre la maturitĂ© morale et les comportements prosociaux n’a Ă©tĂ© dĂ©tectĂ©. La thĂ©orie de l’esprit contribuerait de maniĂšre significative Ă  la maturitĂ© du raisonnement moral chez les enfants, suggĂ©rant l’importance d’une Ă©valuation cognitive d’une situation sociomorale. Comme les facteurs prĂ©dictifs du raisonnement moral diffĂ©reraient chez les enfants et les adolescents, il est possible que des mĂ©canismes sous-jacents distincts soient impliquĂ©s. La deuxiĂšme Ă©tude documente l’association entre les facteurs externes, tels qu’opĂ©rationnalisĂ©s par le temps hebdomadaire passĂ© Ă  jouer Ă  des jeux vidĂ©o, et le comportement social. Cette Ă©tude vise Ă©galement Ă  comprendre les liens entre l’usage des jeux vidĂ©o, la cognition sociale et l’adaptation sociale chez des enfants du primaire. L’étude rĂ©vĂšle que les enfants qui passent moins de temps Ă  jouer Ă  des jeux vidĂ©o par semaine tendent Ă  exhiber plus de comportements prosociaux. Toutefois, aucun lien n’a Ă©tĂ© identifiĂ© entre la frĂ©quence d’usage de jeux vidĂ©o et les comportements mĂ©sadaptĂ©s. Il est donc possible que les interactions sociales complexes, rĂ©elles et face-Ă -face soient particuliĂšrement importantes au dĂ©veloppement des compĂ©tences sociales chez les enfants. De façon globale, les donnĂ©es de la thĂšse contribuent Ă  Ă©tablir un portrait plus complet des relations complexes et dynamiques entre la cognition sociale, les expĂ©riences sociales et le comportement social lors du dĂ©veloppement typique. Les rĂ©sultats offrent des pistes novatrices quant Ă  l’approfondissement des connaissances thĂ©oriques, empiriques et cliniques au sujet du dĂ©veloppement social, et fournissent des fondements empiriques pour soutenir l’élaboration de programmes d’intervention et d’outils d’évaluation de la cognition et de la compĂ©tence sociale.Humans are characterized by species-specific social skills and interactions, which direct much of their behaviors, dictate thought processes and form the foundations of human consciousness and reality. These social abilities are highly complex and intricate, involving a large range of developmentally acquired skills allowing the perception, processing, interpretation and response to dynamic social stimuli. The fine-tuning of these diverse abilities across the lifespan contributes to an individual’s social competence, allowing the navigation of the social world. Smooth and adaptive social development is supported by core cognitive functions (e.g. intellectual ability, language, memory, attention, visual-perceptive skills), as well as by specific skills (e.g. theory of mind, empathy, emotion recognition, perspective taking, intent attribution, moral reasoning) referred to under the umbrella of “social cognition” and subsumed by neural structures and networks of the “social brain”. Despite strong evidence supporting the associations between neural, cognitive and social functioning, much remains to be learned about the interplay between socio-cognitive abilities during development, the external influence of environmental factors, as well as their individual and additive impact on social behavior. The main objective of this dissertation was to study two manifestations of social competence in typical development, namely, social cognition and social behavior. The SOCIAL model (Beauchamp & Anderson, 2010) is used as the theoretical and empirical framework providing fertile ground for the investigation of multiple facets of the development of social competence and a better understanding of the global interplay of socio-cognitive skills (e.g., moral reasoning and perspective taking) and social behavior more broadly. The first study explores the contribution of cognitive (theory of mind) and affective (empathy) aspects of perspective taking to moral reasoning and social behavior in typically developing children and adolescents. An innovative neuropsychological tool for assessing moral reasoning, the Socio-Moral Reasoning Aptitude Level (So-Moral), was used to enhance the ecological value of the construct. Everyday socio-moral reasoning dilemmas were presented to children and adolescents to evaluate their moral maturity, and assessments of theory of mind, empathy and social behavior were also completed. Jointly, both aspects of perspective taking (theory of mind and empathy) predicted moral reasoning maturity in children, but not in adolescents. Poorer moral reasoning skills were associated with more externalizing behavior problems across the age span, but no associations were found with respect to prosocial behavior. Theory of mind skills were independent predictors of moral reasoning, suggesting that a cognitive understanding of the situation may be especially useful when children are asked to reason about a moral conflict. Contributing factors to moral reasoning differed in children and adolescents, suggesting differential underlying mechanisms. The second study investigates the contribution of external influences, as operationalized by time spent playing video games, to social behavior. A secondary objective was to add to the growing body of literature exploring associations between video game playing, social cognition and social behavior, in an age group less frequently focused on (elementary school-aged children). The main results of the study indicate that children who spend less time per week playing video games have greater prosocial tendencies, but no association was found with behavior problems. Findings highlight the possibility that real-life, complex, and nuanced social interactions outside screen-based play may be central to fostering social competence skills in children. Overall, the results of the studies presented in this dissertation contribute to building a more comprehensive picture of the complex interplay between social cognition, social experience and social competence during typical development. Findings offer new avenues for improving theoretical, empirical and clinical knowledge of social development and provide an empirical basis for the development of social skills intervention programs as well as social cognition assessment tools

    Understanding recurrent crime as system-immanent collective behavior

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    Containing the spreading of crime is a major challenge for society. Yet, since thousands of years, no effective strategy has been found to overcome crime. To the contrary, empirical evidence shows that crime is recurrent, a fact that is not captured well by rational choice theories of crime. According to these, strong enough punishment should prevent crime from happening. To gain a better understanding of the relationship between crime and punishment, we consider that the latter requires prior discovery of illicit behavior and study a spatial version of the inspection game. Simulations reveal the spontaneous emergence of cyclic dominance between ''criminals'', ''inspectors'', and ''ordinary people'' as a consequence of spatial interactions. Such cycles dominate the evolutionary process, in particular when the temptation to commit crime or the cost of inspection are low or moderate. Yet, there are also critical parameter values beyond which cycles cease to exist and the population is dominated either by a stable mixture of criminals and inspectors or one of these two strategies alone. Both continuous and discontinuous phase transitions to different final states are possible, indicating that successful strategies to contain crime can be very much counter-intuitive and complex. Our results demonstrate that spatial interactions are crucial for the evolutionary outcome of the inspection game, and they also reveal why criminal behavior is likely to be recurrent rather than evolving towards an equilibrium with monotonous parameter dependencies.Comment: 9 two-column pages, 5 figures; accepted for publication in PLoS ON

    The Effects of Displayed Violence and Game Speed in First-Person Shooters on Physiological Arousal and Aggressive Behavior

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    Many studies have been conducted to examine the effects of displayed violence in digital games on outcomes like aggressive behavior and physiological arousal. However, they often lack a proper manipulation of the relevant factors and control of confounding variables. In this study, the displayed violence and game speed of a recent first-person shooter game were varied systematically using the technique of modding, so that effects could be explained properly by the respective manipulations. Aggressive behavior was measured with the standardized version of the Competitive Reaction Time Task or CRTT (Ferguson et al., 2008}. Physiological arousal was operationalized with four measurements: galvanic skin response (GSR), heart rate (HR), body movement, force on mouse and keyboard. A total of N = 87 participants played in one of four game conditions (low- vs. high-violence, normal- vs. high speed) while physiological measurements were taken with finger clips, force sensors on input devices (mouse and keyboard), and a Nintendo Wii balance board on the chair they sat on. After play, their aggressive behavior was measured with the CRTT. The results of the study do not support the hypothesis that playing digital games increases aggressive behavior. There were no significant differences in GSR and HR, but with a higher game speed, participants showed less overall body movement, most likely to meet the game’s higher demands on cognitive and motor capacities. Also, higher game speed and displayed violence caused an increase in applied force on mouse and keyboard. Previous experience with digital games did not moderate any of these findings. Moreover, it provides further evidence that the CRTT should only be used in a standardized way as a measurement for aggression, if at all. Using all 7 different published (though not validated) ways to calculate levels of aggression from the raw data, “evidence” was found that playing a violent digital game increases, decreases, or does not change aggression at all. Thus, the present study does extend previous research. Firstly, it shows the methodological advantages of modding in digital game research to accomplish the principles of psychological (laboratory) experiments by manipulating relevant variables and controlling all others. It also demonstrates the test-theoretical problems of the highly diverse use of the CRTT. It provides evidence that for a meaningful interpretation of effects of displayed violence in digital games, there are other game characteristics that should be controlled for since they might have an effect on relevant outcome variables. Further research needs to identify more of those game features, and it should also improve the understanding of the different measures for physiological arousal and their interrelatedness

    Online Gaming Issues in Offline Couple Relationships: A Primer for Marriage and Family Therapists (MFTs)

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    Although the challenges around participation in online gaming grow, gamers and their partners who experience online relationship issues related to gaming, present a new set of treatment challenges for therapists. In this article, we report on the findings of a hermeneutic research study aimed at evaluating the scholarly literature related to online gaming and interpret these texts to determine the effect such online activity has on the couple relationship. We reviewed 18 articles published between 1998 and 2010 related to online gaming and interpersonal relationships, focusing solely on empirical articles related to the search criteria. Our interpretation of the text concluded that online gaming might add to and/or interfere with a couple’s life. Based on these potential problem areas, practical considerations for treatment are also outlined

    A crosscultural analysis of elderly people’s morality in interactive media

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    This study examines elderly people’s innate moral foundations in influencing decisions, and their subsequent enjoyment in an interactive media environment. The Moral Foundation Questionnaire was used to distinguish between the moral intuitions of elderly US and German respondents, who were believed to have divergent yet stable moral codes that would be salient in a novel virtual world. In an experimental design, participants (N=116) were confronted with a computer simulation in which they could decide to violate or uphold each of five moral intuitions. Germans and Americans differed in their moral foundations, yet for both groups higher moral salience led to a decrease in decisions to commit moral violations in a virtual world. Results for enjoyment were mixed

    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

    Literature and Videogames: Adaptation and Reciprocity

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    The present article aims to discuss on the relation between Literature and Videogames showing how the lifestyle of the postmodern man was, somehow, predicted by the literaty production from the twentieth century, and how literature has offered subsidies to the production of videogames narratives and other virtual programms which intend to represent reality. To this end, we have used the studies of James Naremore (2000) and Tania Pellegrini (2003), among others, to raise discussions toward the process of adaptation and reciprocity in the literaty and virtual universe. The results point to a close relation between these two forms of expression. Also, the gamer culture has been taking its space and developing potentialities in individuals that few methods can. Every year, elements that make impossibilities possible are developed in monumental speed. It is necessary to take into account such phenomena so they are not unnoticed. The physical reality adds to the virtual and vice versa. This cycle will not end soon

    When and how video games can be good: a review of the positive effects of video games on well-being

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    peer-reviewedVideo games are a source of entertainment for a wide population and have varied effects on well-being. The purpose of this article is to comprehensively examine game-play research to identify the factors that contribute to these disparate well-being outcomes and to highlight the potential positive effects. On the basis of existing literature, we argue that the effects of gaming on well-being are moderated by other variables, such as motivations for gaming and video-game characteristics. Specifically, the inclusion of social activity can benefit prosocial behaviors and affect the relationship between violent video games and aggression that some studies have demonstrated. Moreover, the research on the relationship between violent video games and aggression depends greatly on individual and sociocontextual variables outside of game play. The inclusion of physical activity in games can provide an improvement in physical health with high levels of enjoyment, potentially increasing adherence rates. Overall, following our review, we determined that the effects of gaming on well-being are moderated by and depend on the motivation for gaming, outside variables, the presence of violence, social interaction, and physical activity. Thus, we argue that there is potential for an 'optimal gaming profile' that can be used in the future for both academic- and industry-related research.peer-reviewe
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