24 research outputs found

    Traces of Violent Video Gameplay in Adolescent Development

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    The possible effects of violent video gameplay on adolescents are intensely debated, highlighting the difficulties in the violent media research. The current dissertation posits that media may sort effects in more subtle and less direct ways than thus far studied. It employed a novel perspective to investigate the possible effects of violent video games on adolescents’ social outcomes, by looking beyond aggression and by focusing on four social-cognitive skills: emotion recognition, inhibitory control, perspective-taking, and empathy for pain. The development of these skills is particularly salient during early adolescence. If such development would be disturbed by exposure to violent video games, it may underlie antisocial behavior. Integration of insights from media psychology, developmental psychology, and neuroscience led to an expectation that exposure to violent video games would be negatively related to and would have a negative impact on the four social-cognitive skills. To investigate how exposure to violent video games may influence these social-cognitive skills, we took a multi-level approach, by investigating possible effects on a self-report level (questionnaires), a behavioral level (reaction times), and a brain level (ERP responses). To test our hypotheses, we performed four studies employing various study designs: correlational, experimental, and quasi-experimental in different adolescent samples and in one young adult sample. The outcomes of this project indicated that the possible impact of violent video game exposure on adolescents’ social-cognitive skills is limited and may be observed only in terms of short-term effects: less accurate perspective-taking and lower empathy for pain reactions measured immediately after the game. Further, habitual exposure to violent video games was related to lower empathy for pain reactions, but only in young adults, not in adolescents. Contrary to our expectations, more frequent habitual exposure to violent video games was related to better inhibitory control over emotional expressions in adolescents. Moreover, we also tested the possible effects of exposure to antisocial content in other media, beyond video games, and found that it was related to less accurate emotion recognition and lower empathy for pain reactions in adolescents. While this project brings new insights which could enrich scientific and public debates on violent media effects on youth, future longitudinal studies are needed to better understand possible ‘traces’ of violent video games in adolescent development, considering individual developmental trajectories and differences between young people

    Desensitized gamers? Violent video game exposure and empathy for pain in adolescents – an ERP study

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    This Event-Related Potential (ERP) study aimed to test how habitual and short-term violent video game exposure (VVGE) may affect empathy for pain responses in adolescents. In a within-subjects design, boys (N = 56; aged 12–16 years) performed a pain judgment task before and immediately after playing a violent video game. In this task, participants judged whether photos of hands depicted on their screen were in a painful situation or not. While both the P3 and the LPP components were not related to habitual violent video game exposure, general exposure to antisocial media content predicted lower P3 amplitudes to painful pictures. Further, 40 min of violent gameplay did not affect the P3 responses; however, it temporarily decreased LPP responses to painful pictures, suggesting a modest short-term desensitization effect. However, this latter interpretation is limited by a strong LPP pain effect – a significant amplitude difference between painful and non-painful pictures – that remained present in the post-game condition. Such persistent LPP effect may relate to the notion that adolescents are still learning how to properly regulate their emotional reactions. This study contributes to the limited literature on violent video games’ desensitization in adolescents’ brains, opening new avenues for media violence research

    Plurality in the Measurement of Social Media Use and Mental Health: An Exploratory Study Among Adolescents and Young Adults

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    On a daily basis, individuals between 12 and 25 years of age engage with their mobile devices for many hours. Social Media Use (SMU) has important implications for the social life of younger individuals in particular. However, measuring SMU and its effects often poses challenges to researchers. In this exploratory study, we focus on some of these challenges, by addressing how plurality in the measurement and age-specific characteristics of SMU can influence its relationship with measures of subjective mental health (MH). We conducted a survey among a nationally representative sample of Dutch adolescents and young adults (N=3,669). Using these data, we show that measures of SMU show little similarity with each other, and that age-group differences underlie SMU. Similar to the small associations previously shown in social media-effects research, we also find some evidence that greater SMU associates to drops and to increases in MH. Albeit nuanced, associations between SMU and MH were found to be characterized by both linear and quadratic functions. These findings bear implications for the level of association between different measures of SMU and its theorized relationship with other dependent variables of interest in media-effects research

    Data Conversation 16.06.2021

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    Emotion Recognition and Inhibitory Control in Adolescent Players of Violent Video Games

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    Kwestionariusz Gambling Craving Scale GACS do Pomiaru Uzależnienia od Hazardu: Badania Adaptacyjne i Walidacyjne

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    The aim of the research was the adaptation and validation of the Gambling Craving Scale (GACS) tool into Polish conditions. The authors of the tool have defined gambling as a desire, emphasizing the affective component of this addiction. The Polish study was attended by five competent judges who assessed the quality of translations, and two groups of participants: players (n=80) and non players (n=557). The analyses carried out showed that the tool parameters and measurements meet the psychometric standards to ensure high reliability and theoretical, diagnostic, prognostic or criterion accuracy. The conclusions drawn from the analysis of quantitative data suggest that the GACS scale has a higher predictive validity than other commonly used screening tools. Therefore, the adapted tool can be applied to introduce adequate therapeutic practices and predict the recurrence of addiction

    Polish adaptation and validation of Gambling Craving Scale (GACS)

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    The aim of the research was the adaptation and validation of the Gambling Craving Scale (GACS) tool into Polish conditions. The authors of the tool have defined gambling as a desire, emphasizing the affective component of this addiction. The Polish study was attended by five competent judges who assessed the quality of translations, and two groups of participants: players (n=80) and non players (n=557). The analyses carried out showed that the tool parameters and measurements meet the psychometric standards to ensure high reliability and theoretical, diagnostic, prognostic or criterion accuracy. The conclusions drawn from the analysis of quantitative data suggest that the GACS scale has a higher predictive validity than other commonly used screening tools. Therefore, the adapted tool can be applied to introduce adequate therapeutic practices and predict the recurrence of addiction
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