Playing Video Games – Psychical Threat to Adults?

2017 ◽  
Vol 41 (S1) ◽  
pp. S108-S108
Author(s):  
M. Toś ◽  
E. Wilk ◽  
A. Myszczuk ◽  
A. Bratek ◽  
K. Krzysztof

BackgroundVideo games become increasingly popular form of spending free time, therefore they are often a research subject. Researchers focus mainly on video games influence over children's psyche and their social interactions, although video games can also have an impact on adult's behaviour.ObjectivesIncidence of social anxiety disorder and impulsiveness among video game players and non-players.Material and methodsAn anonymous online survey included 263 students of medical university of Silesia (112 M and 151 W). In study group, 142 people (54%) declared to be players. Questionnaire contained questions about playing time, Barratt Impulsiveness Scale and Liebowitz Social Anxiety Scale. Statistical analyses were performed using the statistical software package Statistica 12.ResultsUsing Liebowitz Scale in 168 (64.86%) all studied people lack of phobia was found, moderate social phobia 39 (15.06%), marked social phobia 26 (10.03%), severe social phobia 17(6.56%) and very severe social phobia 9(3.47%). There was no statistical significance between players and non-players (test Chi2P = 0.6521). Also in Barratt Scale statistical significance was not found in attentional impulsiveness (test U M-W P = 0.3267) and in Motor impulsiveness (test U M-W P = 0.3140). Statistical significance was observed in Non-planning impulsiveness (players: 23.68 V non-players: 22.02; test U M-W P = 0.0036).ConclusionsThe study did not show clear influence adult's video games playing over social phobia and impulsiveness occurrence.Disclosure of interestThe authors have not supplied their declaration of competing interest.

Author(s):  
Fabio Cardace ◽  
Julian Rubel ◽  
Uwe Altmann ◽  
Martin Merkler ◽  
Brian Schwartz ◽  
...  

Zusammenfassung Ziel der Studie Bei der Untersuchung von sozialer Ängstlichkeit haben sich die Fragebögen Liebowitz Social Anxiety Scale (LSAS) und das Social Phobia-Inventory (SPIN) etabliert. Außerdem wird zum Screening sozialer Ängstlichkeit häufig die Subskala Unsicherheit im Sozialkontakt des Brief Symptom Inventory (BSI-53) eingesetzt. Alle drei Skalen geben vor dasselbe Konstrukt zu erfassen. Somit stellt sich die Frage der Konvergenz dieser Skalen. Um Forschungsergebnisse zu sozialer Ängstlichkeit, welche diese Instrumente nutzen, über einen fragebogenübergreifenden Faktor (Common-Faktor) vergleichbar zu machen, wird in der vorliegenden Studie ein Item Response Theorie (IRT) Linking Ansatz verwendet. Methodik 64 deutschsprachige psychiatrische Patienten und 295 Probanden aus der deutschen Normalbevölkerung füllten die drei Fragebögen aus. Verschiedene IRT-Modelle – darunter Graded Response Modelle (GRM) – wurden an die Daten angepasst und verglichen. Basierend auf dem Modell mit dem besten Fit wurden Regressionsanalysen durchgeführt. Der Common-Faktor wurde dabei jeweils von den Fragebogensummenwerten vorhergesagt. Ergebnisse Der Zusammenhang zwischen den verschiedenen Skalen wird am besten durch ein Bi-Faktor GRM erklärt (RMSEA=0,036; CFI=0,977; WRMR=1,061). Anhand der Ergebnisse der Regressionsanalysen lassen sich drei Gleichungen zur Transformation von Fragebogensummenwerten ableiten. Schlussfolgerung Durch den IRT Linking Ansatz konnte ein fragebogenübergreifender genereller Faktor Sozialer Ängstlichkeit abgeleitet werden. Gemeinsamkeiten und Unterschiede wurden dabei berücksichtigt. Dies hat sowohl für die Forschung als auch für die Praxis Vorteile. Eine Replikation dieser Studie sowie die Implementierung weiterer Instrumente wird empfohlen, um die Gültigkeit dieses Ansatzes zu überprüfen und die Ergebnisse zu generalisieren.


2021 ◽  
Vol 2 ◽  
Author(s):  
Joanna E. Lewis ◽  
Mia Trojovsky ◽  
Molly M. Jameson

Increased participation in activities has been associated with improved positive mental health outcomes. However, there is much debate regarding the net effects of video games on individuals. Typified as a socially isolating activity, many games inherently contain socialization within the environment with game-generated characters or other players. Coinciding with the time of the initial pandemic/quarantine period was the release of a popular socializing and life simulation game, Animal Crossing: New Horizons. We investigated whether participation in this game was related to emotional outcomes associated with pandemics (e.g., loneliness and anxiety). The relationship between deleterious mental health and social gaming, amid a time of enforced reduction in socializing, would allow us to isolate the impact of the introduction of a social video game on improving the quality of life for players of this game. Participants (n = 1053) were asked about their time spent playing video games via an online survey, their socialization in game play, loneliness, and anxiety. We predicted that participants with higher levels of social interaction within the game would report less loneliness and anxiety. Utilizing multiple linear regression analyses, the research found that increased gaming and related activities were predictive of higher anxiety and somewhat related to increased loneliness. However, increased visits to another island were associated with lower levels of loneliness. As such, players may be utilizing gaming as a coping mechanism for anxiety. This research may inform generalized research regarding the influence that social games may have on feelings of loneliness and anxiety.


2021 ◽  
Vol 11 (2) ◽  
pp. 635-658
Author(s):  
Özgür ÖZSOY ◽  
Bülent Onur TURAN

One of the intersections of the video games and cinema industry is the subject of adaptation. There are many productions adapted from movies to video games or from video games to movies. In this study, it is aimed to define the response of the films adapted from video games on the audience side. The audience and the actor are part of these adapted productions, their location plays a role in shaping the future of these productions, in this context the results obtained in this study are valuable in terms of expressing the potential of these productions. In this study, two different methods were used to achieve objective results; Online survey with 11 professionals in the cinema industry and cinema education, an analysis of the data collected from the criticism sites on www.imdb.com and www.metascore.com, and the comments of registered users. With the analysis of these comments obtained from the audience, the focus of the audience has been determined, and with the answers given by the people who have received cinema education or professionals who are professional in the cinema sector, information has been provided on both the foresight and the situation in it. These methods are analyzed within themselves and in the conclusion part, the results of the two methods are combined. As a result, it is that the audience evaluates these films without separating them from the game and they wish that this cooperation will continue to develop and continue. It has been determined that failed film samples are not decisive for video games. Although the audience thinks that this genre will develop, more successful results will be achieved, it has been understood that the feeling of being active in the game is more dominant to the feeling of being passive in the movie. It was seen that the relationship of the audience with the films was video game centered, and the emotions he felt in the game and the details of the game were also looked for in the inner structure of the film.


2018 ◽  
Vol 18 (1) ◽  
pp. 107
Author(s):  
Róbert Pintér

A tanulmány az eNET, Esportmilla és Esport1 videojáték és e-sport kutatásának főbb kutatási eredményeit mutatja be. A két kutatás számos témát felölelt, ezek közül a tanulmány először a videojáték kutatás eredményeit ismertetve kitér arra, hogy mennyien játszanak videojátékkal idehaza és ehhez mik a főbb motivációik. Foglalkozik annak vizsgálatával, hogy a nem játszók körében mennyire elterjedtek a videojátékosokkal kapcsolatos negatív sztereotípiák, illetve milyen a szülők viszonya a témához. Ezt követően bemutatja, hogy min és mit játszanak a játékosok, illetve mekkora az e-sport játékkal játszók hazai bázisa. A tanulmány ismerteti az e-sport kutatás eredményeit is, így, hogy mik a főbb játékplatformok, hány órát tesz ki a játékkal töltött idő és az általában vett „screen time”, mi mondható az egyéni fejlődésről és streamek követéséről, valamint, hogy hagyományos értelemben sportolnak-e egyáltalán a gamerek? A tanulmány kísérletet tesz a videojátékokhoz köthető piac magyarországi méretének becslésére is. Végül a befejezésben azt vizsgálja, hogy vajon széleskörű társadalmi elfogadottság előtt áll-e idehaza a videojáték és az e-sport? --- The Gamer Inside Them: the Main Results of Hungarian Esport and Videogames Research by eNET, Esportmilla and Esport1 The study presents the main research results of eNET, Esportmilla and Esport1 video games and esports research. The two research projects covered a few themes, this article first shows the results of the video games research, which demonstrates how much gamers play video games in Hungary and what their main motivations are. It deals with examining how widespread the negative stereotypes are associated with video game players among non-gamers and how parents relate to the topic. It then shows what and how gamers play and how many esports gamers there are. The study also describes the results of esports research, including the main gaming platforms, how much the playing time is and how much the usual "screen time" is, what can be said about individual development and watching of streaming, and whether or not gamers pursue traditional sports. The study also attempts to estimate the size of the video games market in Hungary. Finally, it examines whether video games and esports are about to be widely accepted in Hungary? Keywords: videogames, esport, research, Hungary


1999 ◽  
Vol 29 (1) ◽  
pp. 199-212 ◽  
Author(s):  
R. G. HEIMBERG ◽  
K. J. HORNER ◽  
H. R. JUSTER ◽  
S. A. SAFREN ◽  
E. J. BROWN ◽  
...  

Background. The present study provides data on the reliability, validity and treatment sensitivity of the Liebowitz Social Anxiety Scale (LSAS), one of the most commonly used clinician-administered scales for the assessment of social phobia.Method. Three hundred and eighty-two patients from several studies of the treatment of social phobia were evaluated. An independent assessor administered the LSAS to each patient prior to the initiation of treatment. Patients also completed other measures of social anxiety and avoidance, although the specific measures varied across samples.Results. The LSAS and its subscales were normally distributed and demonstrated excellent internal consistency. The convergent validity of the LSAS was demonstrated via significant correlations with other commonly-used measures of social anxiety and avoidance. These correlations also tended to be larger than correlations with measures of depression, especially after treatment. However, the pattern of correlations of LSAS subscales with one another and with the other measures suggest that the fear subscales and the avoidance subscales may not be sufficiently distinct in clinical samples. The LSAS was also demonstrated to be sensitive to the effects of pharmacological treatments of social phobia over time and in comparison to double-blind pill placebo.Conclusion. The LSAS appears to be a reliable, valid and treatment sensitive measure of social phobia. Further study of the LSAS, both in samples with severe social phobia and in community samples, is needed.


2018 ◽  
Vol 12 (1) ◽  
pp. 1-9 ◽  
Author(s):  
Kelsey Prena ◽  
John L. Sherry

Purpose Video games have the potential to improve brain plasticity in people with Down syndrome. However, little has been done to understand video game preferences in this population. The purpose of this paper is to describe a brief exploration of video game preferences in children with Down syndrome. Design/methodology/approach An online survey was used to collect information from parents of children with Down syndrome about their child’s favorite video games and why they like video games. Findings Children with Down syndrome, as reported by their parents, most frequently play action/adventure games, and have several motivating factors for game play including overcoming challenges to gain reward and having fun engaging in the game world. Research limitations/implications The current study only recruited from a small sample of the Down syndrome population and therefore may lack generalizability. Practical implications Gaining a better understanding of which aspects of video games appeal to children with Down syndrome. Knowing what they prefer will enable us to design games that are engaging and cognitively beneficial. Originality/value This paper proposes the importance of video game play to promote development in children with Down syndrome.


Author(s):  
Thalia Remita ◽  
Suryono Herlambang

According to millenials, the usage of internet is a common subject, as internet is also part of their daily life and routines. Together with the existence of internet itself, video games with the basis of using internet called "Electronic Sport" or "E-Sport" has started to born and develop from time to time. In Indonesia, E-Sport has already been recognized as one of the national sport branch, as a result, the demand for E-Sport arena started to rise alongside with the growing amount of E-Sport players in Indonesia.Upon this personal project, the goal is to fulfill the demand of E-Sport arena in Indonesia that is currently lacking. The insufficient amount of E-Sport arena in Indonesia has many potentials to create another complications. For example, in general, E-Sport players prefer to operate their video games at home, therefore, the players are not interacting with each other in real life and starting to become ignorant to the environment around them. Players also tend to develop a careless habit which makes them unable to control the duration of their playing time, hence, it might affect their health condition and career.With the study of typology of arena and using the concept of hybrid architecture, the purpose of E2SA E-Sport arena is being built is to provide E-Sport players a place where they can build connections by interacting with each other in real life. Furthermore, by having a place besides their house, they can control their playtime and health effectively. Finally, E2SA is capable to improve the attribute of Indonesian E-Sport players and produce higher quality players to compete in the international level. AbstrakBagi generasi millennial, penggunaan internet merupakan hal yang umum. Internet merupakan bagian dari kehidupan sehari-hari generasi millennial, dengan keberadaan internet itu sendiri, muncul permainan-permainan berbasis internet yang biasa disebut dengan E-Sport. Electronic Sport atau E-Sports ini khususnya di Indonesia sudah diakui sebagai salah satu cabang olahraga nasional. Perancangan E-Sport Arena dilatar belakangi oleh meningkatnya minat terhadap olahraga E-Sport di Indonesia, proyek ini menjawab problem yang timbul atas permasalahan dan kebutuhan generasi millennial atas olahraga berbasis video game. Problem utama yang ditimbulkan dari permainan E-Sport adalah E-Sport biasanya dimainkan di dalam rumah, sehingga pemain cenderung menjadi tertutup dengan lingkungan sekitar dan menimbulkan kurangnya interaksi dengan orang lain. Pemain juga cenderung kurang beraktivitas dan kurangnya control terhadap waktu sehingga menimbulkan penyakit-penyakit tertentu. E2SA dibangun menggunakan pendekatan metode tipologi arena yang dikembangkan menggunakan kondep arsitektur hybrid untuk menampung minat pemain-pemain E-Sport yang terus berkembang di Indonesia serta mempersiapkan masyarakat Indonesia untuk bertanding di jenjang internasional, dengan menyediakan sarana penunjang bagi pemain agar dapat beristirahat, berolah raga dan membangun koneksi antar pemain E-Sport sehingga pemain dapat diarahkan untuk melakukan kegiatan-kegiatan positif sehingga pemain dapat menjaga kesehatan dan memiliki hubungan sosial yang positif antar pemain sehingga dapat berlatih secara maksimal dan menghasilkan kualitas pemain E-Sport yang berkualitas.


2021 ◽  
Vol 12 ◽  
Author(s):  
Angelica B. Ortiz de Gortari ◽  
Jayne Gackenbach

The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conceptualization of which is supported by the paradigms of addiction. Research into Game Transfer Phenomena (GTP) examines the interplay between video game features, events while playing, and the manipulation of hardware, which can lead to sensory-perceptual and cognitive intrusions (e.g., hallucinations and recurrent thoughts) and self-agency transient changes (e.g., automatic behaviors) related to video games. GTP can influence the interpretation of stimuli and everyday interactions and, in contrast to gaming disorder, are relatively common and not necessarily negative. However, some players have reported feeling distress due to their GTP. This study focuses on how dispositional and interactive media habit factors are related to GTP and two forms of problematic interactive media [problematic video game playing (PVG) and problematic social media use (PSMU)]. A sample of 343 university students who played video games completed an online survey (58.7% male, 19–25 years old). Not all who had experienced GTP were identified as exhibiting PVG or PSMU, but all of those in the PVG group had experienced GTP. Overall, the profiles of the groups, including GTP (91.4%), PVG (28.5%), and PSMU (24.8%), were in accordance with previous findings. Those in the GTP and the PVG groups were characterized by being male, being highly engaged in the game (either while playing or via game-related activities), and showed preferences for game-related activities. However, while those in the GTP group were significantly more likely to be fantasy-prone, those with PVG were the ones who played most per day. Those in the PSMU group were characterized by being female and/or extroverted, frequently using social/sharing platforms, and seldom playing video games. A hierarchical binary logistic regression revealed that males were more likely to experience GTP. Increases in PVG, fantasy proneness, and neuroticism increased the odds of GTP. Future work can benefit from considering the role of GTP in gaming disorder, since intrusive thoughts, cognitive biases, and poor impulse control are pivotal in the initiation and maintenance of dysfunctional playing behaviors.


2021 ◽  
Vol 10 (1) ◽  
pp. 18-26
Author(s):  
Beatrice Kalalo ◽  
Celine Amanda Marlietama ◽  
Graceveline Cristabel

Social phobia adalah ketakutan seseorang ketika beraktivitas di depan orang lain, seperti makan, minum, gemetar, memerah, berbicara, menulis atau muntah. Aktivitas ini merujuk kepada kecemasan dalam diri seseorang. Terdapat dua aspek yang dapat digunakan untuk mengidentifikasi kecemasan yaitu performance dan social. Penelitian ini bertujuan untuk menguji validasi alat ukur Liebowitz Social Anxiety Scale (LSAS). Penelitian ini merupakan penelitian kuantitatif dengan kriteria subjek mahasiswa aktif strata 1 usia 17-25 tahun. Subjek penelitian berjumlah 177 mahasiswa dari berbagai perguruan tinggi di Indonesia. Data diperoleh melalui google form yang disebarkan secara online dan data diolah menggunakan aplikasi SPSS. Teknik sampling yang digunakan adalah accidental sampling sehingga subjek yang dibutuhkan adalah subjek yang memenuhi kriteria di atas. Validasi alat ukur pada penelitian ini menggunakan sumber bukti berdasarkan struktur internal dan korelasi dengan alat ukur lain (Beck Depression Inventory dan Social Interaction Anxiety Scale). Hasil yang diperoleh dari penelitian ini membuktikan bahwa alat ukur LSAS valid dan dapat digunakan untuk mengukur kecemasan sosial.


2013 ◽  
Vol 221 (2) ◽  
pp. 107-114 ◽  
Author(s):  
Karla R. Hamlen

This article provides a synthesis of a group of research studies conducted to better understand in what ways children’s entertainment video game play choices relate to their creativity, motivations, problem-solving strategies, learning preferences, and beliefs about how to play games. Three studies were conducted among American students: (1) a survey and creativity assessment with students aged 9–11, (2) an in-depth qualitative study with three adolescent boys, and (3) an online survey. Key findings from this research relate to both psychological factors motivating video game play, and cognition and choices children make while playing video games. Results from these studies demonstrate that, despite assumptions that children play video games to avoid mental stimulation, children are actually motivated by the challenge and thinking required by video games. The reward system used in video games is a strong continuing motivator for boys in particular. Among both genders, playing certain genres of video games is related to utilizing particular learning strategies. Additionally, though creativity does not appear to be hindered by video game play, the most creative children are generally not choosing to spend their time on video games. Finally, children create their own code of conduct and ethics within video game play, although an individual’s work ethic within video games tends to reflect patterns in other areas of life. Collectively, these studies provide a rich picture of children’s video game play and show consistency, both between game contexts and real life choices, and with other literature related to children’s motivations and strategies for learning.


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