scholarly journals Comparing video game engagement measures as related to individual and relational well-being in a community sample of adult gamers

Author(s):  
Benjamin Burke ◽  
Mallory Lucier-Greer
2013 ◽  
Vol 25 (3) ◽  
pp. 118-128 ◽  
Author(s):  
Florian Rehbein ◽  
Dirk Baier

In recent years, a variety of epidemiological studies have provided empirical data on the prevalence of video game addiction (GA) in different age groups. However, few studies investigated the causes of GA and could explain why video game playing as a widespread phenomenon leads to a comparatively small percentage of addicted players. Additionally, the existing longitudinal studies mainly consider psychological trait variables and neglect the possible explanatory value of predictors in socialization regarding media availability, media use, and family and everyday school life. In this paper, the results of a two-wave longitudinal study comprising a sample of students from Grades 4 to 9 (N = 406) are presented. The data show that 15-year-old video game addicts had already exhibited a number of specific risk factors at the age of 10. Students from single-parent families seem to be particularly at risk, as are students with low experienced school well-being and with a weaker social integration in class. The data also indicate that problematic use of video games in childhood increases the risk of GA in adolescence. Male students are especially vulnerable for developing GA. The results of this study are an important contribution to understanding risk factors for GA in adolescents, thereby laying the groundwork for effective prevention measures.


2020 ◽  
Vol 32 (S1) ◽  
pp. 116-116
Author(s):  
M Pires ◽  
A Antunes ◽  
C Gameiro ◽  
C Pombo

Community-focused programs that promote active and healthy aging can help preserve cognitive capacities, prevent or reverse cognitive deficits. Computer-based cognitive training (CCT) is a promising non-pharmacological, cost -effective and accessible intervention to face the effects of age-related cognitive decline. Previous studies proved CCT to have equal or better efficacy compared to traditional interventions. This comparative multifactorial study aims to test the efficacy of a CCT in a non-randomized community sample of 74 older adults: G1-CCT Experimental group (n=43) (Mean age M=72.21, SD=12.65) and G2- Paper-Pencil Control group (n=31; M=77.94, SD=10.51). Pensioners (97.3%), mostly women (83.8 %) with basic education (51.4%) and without dementia diagnosis, completed a cognitive training program of 17 or 34 group sessions (twice a week). G2 undertook a classic cognitive paper-pencil stimuli tasks. G1, performed, additionally, individual CCT with COGWEB® in a multimodal format (intensive training of attention, calculation, memory, gnosis, praxis, executive functions). Both groups completed Portuguese versions of Mini -Mental State Examination (MMSE),Montreal Cognitive Assessment (MOCA); Geriatric Depressive Scale (GDS); Mini Dependence Assessment (MDA); WHOOQL 5 and Social Support Satisfaction Scale (ESSS) before and after participating in the program. Both groups reported better post-test scores on basic cognitive functions (MMSE, MOCA), Depression symptoms (GDS-30), subjective well-being and quality of life (WHOOQL-5). G1 presented higher MOCA and lower GDS scores before and after CCT, although, group differences become less expressive when interaction effects are considered. Results are in line with findings from past studies, CCT supported by the new technologies, is as a relevant cost-effective therapeutic tool for health professionals working with older adults. Particularly for preventive purposes of neuro-cognitive disorders.


2016 ◽  
Vol 14 (2) ◽  
pp. 106-123 ◽  
Author(s):  
Johnny Hartz Søraker

Purpose The purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design. Design/methodology/approach The author first argues that exploiting psychology in video games may be more ethically problematic than familiar application domains like advertising, gambling and political rhetoric. Then an overview of the effects particular types of game design may have on user behavior is provided, taking into account various findings and phenomena from behavioral psychology and behavioral economics. Findings Finally, the author concludes that the corresponding ethical problems cannot – and should not – be addressed by means of regulation or rating systems. The author argues instead that a more promising countermeasure lies in using the same psychological research to educate gamers (children in particular) and thereby increase their capacity for meta-cognition. Originality/value The importance of this lies in the tremendous effect these behavior-modifying technologies may have upon our self-determination, well-being and social relations, as well as corresponding implications for the society.


2015 ◽  
Vol 32 (2) ◽  
pp. 409-420 ◽  
Author(s):  
Cameron J. Forrest ◽  
Daniel L. King ◽  
Paul H. Delfabbro

2012 ◽  
Vol 26 (5) ◽  
pp. 536-549 ◽  
Author(s):  
Bart Duriez ◽  
Theo A. Klimstra ◽  
Koen Luyckx ◽  
Wim Beyers ◽  
Bart Soenens

Because the authoritarian personality was introduced to explain the rise of fascism during World War II, research focused on its ability to predict prejudice, leaving its associations with well–being largely unexplored. Studies that did examine these associations yielded inconsistent results, and some authors even argued that authoritarianism buffers against the negative effects of psychological vulnerability factors (i.e. D–type personality) and negative life events on well–being, especially among people in an authoritarian environment. Using a cross–sectional community sample (N = 1010), Study 1 failed to support the idea that authoritarianism relates to depressive symptoms and buffers against the negative effects of D–type personality on depressive symptoms. Using a longitudinal college student sample (N = 499), Study 2 showed that authoritarianism did not moderate the effects of life events either and even predicted over–time increases in depressive symptoms. Using a longitudinal high school sample (N = 590), Study 3 showed that this effect emerged regardless of degree of fit with the social environment (i.e. with family and friends). Taken together, results suggest that authoritarianism constitutes a risk factor for rather than a protective factor against depressive symptoms. Copyright © 2011 John Wiley & Sons, Ltd.


2019 ◽  
Vol 29 ◽  
pp. 43-55 ◽  
Author(s):  
Amir Zaib Abbasi ◽  
Ding Hooi Ting ◽  
Helmut Hlavacs ◽  
Liliana Vale Costa ◽  
Ana Isabel Veloso

2021 ◽  
Author(s):  
Ryan Smith ◽  
Samuel Taylor ◽  
Robert C Wilson ◽  
Annie E. Chuning ◽  
Michelle Persich ◽  
...  

Anxiety and depression are often associated with strong beliefs that entering specific situations will lead to aversive outcomes – even when these situations are objectively safe and avoiding them reduces well-being. A possible mechanism underlying this maladaptive avoidance behavior is a failure to reflect on: 1) appropriate levels of uncertainty about the situation, and 2) how this uncertainty could be reduced by seeking further information (i.e., exploration). To test this hypothesis, we asked a community sample of 417 individuals to complete measures of reflective cognition, exploration, and symptoms of anxiety and depression. Consistent with our hypotheses, we found significant associations between each of these measures in expected directions (i.e., positive relationships between reflective cognition and strategic information-seeking behavior or “directed exploration”, and negative relationships between these measures and anxiety/depression symptoms). Further analyses suggested that the relationship between directed exploration and depression/anxiety was due to an ambiguity aversion promoting exploration in conditions where information-seeking was not beneficial (as opposed to under-exploration when more information would aid future choices). In contrast, reflectiveness was associated with greater exploration in appropriate settings and separately accounted for differences in reaction times, decision noise, and choice accuracy in expected directions. These results shed light on the mechanisms underlying information-seeking behavior and how they may contribute to symptoms of emotional disorders. They also highlight the possibility that reflectiveness and exploration could represent novel treatment targets for those who show low levels of these tendencies – consistent with the need to develop individualized precision medicine approaches within computational psychiatry.


2018 ◽  
Vol 6 (2) ◽  
pp. 60-68 ◽  
Author(s):  
Tim Wulf ◽  
Nicholas D. Bowman ◽  
Diana Rieger ◽  
John A. Velez ◽  
Johannes Breuer

This article conceptually integrates research on the experience of nostalgia—defined as a predominantly positive, social, and past-oriented emotion—into the fold of video game research. We emphasize the role of nostalgia as an explanation for contemporary retro gaming trends, and suggest that nostalgia towards gaming events is a necessary area of research. To those ends, we broadly review existing literature on nostalgia before specifically focusing on media-induced nostalgia, and demonstrate how theoretical and empirical observations from this work can be applied to understand video game nostalgia. In particular, we argue that engaging in older gaming experiences indirectly (via memories) and even directly (via replaying or recreating experiences) elicits nostalgia, which in turn contributes to players' self-optimization and enhanced well-being. Moreover, as gamers and the medium mature together, nostalgic experiences with the medium are likely to become increasingly prevalent. The broad aim of this article is to offer future directions for research on video game nostalgia and provide a research agenda for research in this area.


1997 ◽  
Vol 2 (1) ◽  
pp. 14-18 ◽  
Author(s):  
Crispin Jenkinson ◽  
Richard Layte

Objectives: The 36 item short form health survey (SF-36) has proved to be of use in a variety of settings where a short generic health measure of patient-assessed outcome is required. This measure can provide an eight dimension profile of health status, and two summary scores assessing physical function and mental well-being. The developers of the SF-36 in America have developed algorithms to yield the two summary component scores in a questionnaire containing only one-third of the original 36 items, the SF-12. This paper documents the construction of the UK SF-12 summary measures from a large-scale dataset from the UK in which the SF-36, together with other questions on health and lifestyles, was sent to randomly selected members of the population. Using these data we attempt here to replicate the findings of the SF-36 developers in the UK setting, and then to assess the use of SF-12 summary scores in a variety of clinical conditions. Methods: Factor analytical methods were used to derive the weights used to construct the physical and mental component scales from the SF-36. Regression methods were used to weight the 12 items recommended by the developers to construct the SF-12 physical and mental component scores. This analysis was undertaken on a large community sample ( n = 9332), and then the results of the SF-36 and SF-12 were compared across diverse patient groups (Parkinson's disease, congestive heart failure, sleep apnoea, benign prostatic hypertrophy). Results: Factor analysis of the SF-36 produced a two factor solution. The factor loadings were used to weight the physical component summary score (PCS-36) and mental component summary score (MCS-36). Results gained from the use of these measures were compared with results gained from the PCS-12 and MCS-12, and were found to be highly correlated (PCS: ρ = 0.94, p < 0.001; MCS: ρ = 0.96, p < 0.001), and produce remarkably similar results, both in the community sample and across a variety of patient groups. Conclusions: The SF-12 is able to produce the two summary scales originally developed from the SF-36 with considerable accuracy and yet with far less respondent burden. Consequently, the SF-12 may be an instrument of choice where a short generic measure providing summary information on physical and mental health status is required. Crispin Jenkinson DPhil, Deputy Director


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