Safety and Feasibility of Integrating Video Gaming Technology in Acute Early Stroke Recovery

2021 ◽  
Vol 102 (10) ◽  
pp. e101-e102
Author(s):  
Sandra Deluzio ◽  
Kelly Jordan ◽  
Delaney Metcalf ◽  
Amelia Tenberg ◽  
Mona Bahouth
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.


PsycCRITIQUES ◽  
2007 ◽  
Vol 52 (3) ◽  
Author(s):  
Marolyn Morford
Keyword(s):  

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