Implicit memory associations and video gaming

2020 ◽  
Vol 108 ◽  
pp. 106444
Author(s):  
Gillian E.H. Russell ◽  
James L. Sanders ◽  
Robert J. Williams
2021 ◽  
Vol 46 ◽  
Author(s):  
Gillian E H Russell ◽  
Autumn C Puttick ◽  
Damien T Spilchen ◽  
Robert Williams ◽  
James Sanders

Recently the use of implicit memory associations has expanded in the addiction literature to include the assessment of video gaming and gambling. However, the issue with memory associations lies in the open-ended nature of the answers that must be coded, which is often labour-intensive, costly, and where the ambiguity cannot always be resolved. The present study evaluates participant self-coding of memory associations versus researcher coding in the assessment of memory associations for video gaming and gambling. A sample of 3,176 Canadian adults were asked to produce responses to ten ambiguous words and ten potential behavioural associations for engagement in video gaming or gambling. Participants were subsequently asked to classify what categories their responses belonged to, including video gaming and gambling. Consistent with the literature on alcohol and marijuana memory associations, self-coded scores for video gaming and gambling were significantly higher than scores coded by the researchers, had significantly higher correlations with self-reported behaviours, and significantly improved the prediction of video gaming and gambling behaviours.Résumé L’utilisation des associations de la mémoire implicite comprend depuis peu l’évaluation des jeux vidéo et des jeux de hasard dans le vocabulaire de la dépendance. Le problème des associations de la mémoire réside toutefois dans le caractère ouvert des réponses qui doivent être codées, ce qui est souvent à haute intensité de main-d’œuvre et coûteux. De plus, il est parfois impossible de résoudre l’ambiguïté. La présente étude évalue l’autocodage par les participants des associations de la mémoire par rapport au codage effectué par le chercheur dans le cadre des jeux vidéo et des jeux de hasard. On a demandé à un échantillon de 3 176 Canadiens d’âge adulte de répondre à dix mots ambigus et dix associations comportementales potentielles en rapport avec la participation à des jeux vidéo ou des jeux de hasard. On leur a ensuite demandé de classer leurs réponses dans différentes catégories, y compris les jeux vidéo et les jeux de hasard. Tout comme dans la documentation sur les associations de mémoire dans le domaine de l’alcool et de la marijuana, les pointages autocodés pour les jeux vidéo et les jeux de hasard étaient considérablement plus élevés que ceux codés par les chercheurs, faisaient l’objet d’une corrélation beaucoup plus élevée avec des comportements autodéclarés, et amélioraient considérablement la prédiction de comportements liés aux jeux vidéo et aux jeux de hasard.


2019 ◽  
Vol 35 (4) ◽  
pp. 1397-1406 ◽  
Author(s):  
Gillian E. H. Russell ◽  
Robert J. Williams ◽  
John R. Vokey

Author(s):  
Thomas Mößle ◽  
Florian Rehbein

Aim: The aim of this article is to work out the differential significance of risk factors of media usage, personality and social environment in order to explain problematic video game usage in childhood and adolescence. Method: Data are drawn from the Berlin Longitudinal Study Media, a four-year longitudinal control group study with 1 207 school children. Data from 739 school children who participated at 5th and 6th grade were available for analysis. Result: To explain the development of problematic video game usage, all three areas, i. e. specific media usage patterns, certain aspects of personality and certain factors pertaining to social environment, must be taken into consideration. Video game genre, video gaming in reaction to failure in the real world (media usage), the children’s/adolescents’ academic self-concept (personality), peer problems and parental care (social environment) are of particular significance. Conclusion: The results of the study emphasize that in future – and above all also longitudinal – studies different factors regarding social environment must also be taken into account with the recorded variables of media usage and personality in order to be able to explain the construct of problematic video game usage. Furthermore, this will open up possibilities for prevention.


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