Relationship Among Gender, Online Gaming, and Online Mischief

2011 ◽  
Author(s):  
M. E. Mitchell ◽  
Alexis J. Kramer ◽  
Morgan I. Carey ◽  
Jennifer A. Marola ◽  
Bethany Grix ◽  
...  
Keyword(s):  
2021 ◽  
pp. 002581722098181
Author(s):  
Shweta Sunil ◽  
Manoj Kumar Sharma ◽  
Nitin Anand

Online gaming has become a concern for health professionals due to its dysfunctional effects. This study aimed to conceptualise and summarise the impact that gaming platforms like PUBG can have on an individual’s mental health. A systematic review was conducted using the PRISMA model. A total of five papers were shortlisted and reviewed for the purpose of this study. The results indicated the use of gaming platforms like PUBG by players to address and cope with anxiety and depression, and it also highly influences the presence of other concerns like ADHD and suicidality, self-harm and aggressive behaviours. While the literature points to the detrimental effects of PUBG, this study highlights the importance of undertaking more research to establish the causal patterns in PUBG use and how to address the issues posed from both psychological and legal perspectives.


2021 ◽  
Author(s):  
Voon Nyet Teng ◽  
Abdul Rahman Abdul Manaf ◽  
Mohommad Rezal Hamzah ◽  
Husna Afifi Mohd Yusoff ◽  
Huzili Hussin ◽  
...  

2021 ◽  
pp. 146144482110271
Author(s):  
Enrico Gandolfi ◽  
Richard E Ferdig ◽  
Ilker Soyturk

Online gaming is becoming increasingly social and interconnected. Millions of players learn from each other in game-related communities on platforms like Reddit and Twitch.tv. However, few studies have been conducted to examine socially constructed learning in such environments. The purpose of this study was to explore learning in game-related communities using the Game Community of Inquiry Scale (GCoIS). GCoIS is a validated instrument inspired by the community of inquiry framework and developed for measuring constructed learning in these outlets. Over 1000 participants completed an online questionnaire that included the GCoIS and additional variables (e.g. demographics, gaming habits, and gaming metacognition) for measuring possible associations. Results pointed to gender, age, online participation, and metacognition about gaming as significant predictors of GCoIS. Findings suggest that gaming communities can serve as opportunities for meaningful learning when novice members are welcomed and assisted by experts and support is given to older and female gamers.


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