A Game-based Assessment of the Effects of Rejection on Young Adults

2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-27
Author(s):  
Anouk Tuijnman ◽  
Marloes Kleinjan ◽  
Shengnan Chen ◽  
Rutger C.M.E. Engels ◽  
Isabela Granic

Rejection consists of a range of behaviors from ignoring another to explicitly excluding someone from an encounter. Currently available experimental tasks have shown that rejection has strong emotional, behavioral, and physical effects, but the tasks have some limitations. We argue that video games can address these limitations and have developed a new experimental task (ScrollQuest) to show the potential of video games as rejection research tools. The primary goal of the present study was to explore the effects of ScrollQuest. We analyzed data from 116 young adults who played both ScrollQuest and the rejection experimental task Cyberball. Playing ScrollQuest had more negative effects on mood, more negative interpretation effects were observed after playing ScrollQuest, and ScrollQuest was perceived as more enjoyable, compared to Cyberball. Our findings suggest that ScrollQuest might be an effective new experimental task to study rejection in a digital environment, but more work is needed to improve ScrollQuest.

Crisis ◽  
2013 ◽  
Vol 34 (5) ◽  
pp. 348-353 ◽  
Author(s):  
Hajime Sueki

Background: Previous studies have shown that suicide-related Internet use can have both negative and positive psychological effects. Aims: This study examined the effect of suicide-related Internet use on users’ suicidal ideation, depression/anxiety tendency, and loneliness. Method: A two-wave panel study of 850 Internet users was conducted via the Internet. Results: Suicide-related Internet use (e.g., browsing websites about suicide methods) had negative effects on suicidal ideation and depression/anxiety tendency. No forms of suicide-related Internet use, even those that would generally be considered positive, were found to decrease users’ suicidal ideation. In addition, our results suggest that the greater the suicidal ideation and feelings of depression and loneliness of Internet users, the more they used the Internet. Conclusion: Since suicide-related Internet use can adversely influence the mental health of young adults, it is necessary to take measures to reduce their exposure to such information.


2020 ◽  
Vol 12 (3) ◽  
pp. 373-382
Author(s):  
Dadvar-Khani FAZILEH ◽  

This study discusses particularly the perception of three stockholders regarding the physical effects of second home tourism in rural Iran. The study seeks to examine the perceptions of second home tourism within local communities; on the base of a sustainable development approach. The research has been done on the base of descriptive and exploratory methods. Sample of 120 individuals (residents and tourists) were selected by using a stratified random method. Besides, all local administrators that were 6 people participated in interviews and they completed the questionnaires. The validity data of questionnaire was 0.8 which is reliable. For analyzing the data we used descriptive methods by SPSS software. The findings show that second home tourism, particularly in mountainous areas, can lead to unsustainability by leaving negative effects on the physical environment of villages, so applying the land use zoning strategy and design the guidelines for sustainable development can be useful to achieve rural sustainable development.


Author(s):  
Bukurie Lila

Media is one of the main agents of socialization that affects youth the most. Young adults are majority time are surrounded by the media, which brings me to my main question, "How is Mass Media Affecting Socialization in Children and Young Adults in Albania?" To understand this question one must know and understand what socialization is. The socialization process is a very dramatic impact on a child's life. Socialization is a "Continuing process whereby an individual acquires a personal identity and learns the norms, values, behavior, and social skills appropriate to his or her social position". Mass media has enormous effects on our attitudes and behavior which makes it an important contributor to the socialization process. in some ways mass media can serve as a positive function. It helps there to be more diversity, we can learn more about things that are going on in different countries. It can help you learn new things you did not know. Sadly Media can serve as a negative function in young people life. Young people want to be accepted by society and the media creates the ideal image that tells you what the characteristics are to be accepted and to be able to fit in with society. They show what you should look like, how you can look like this, and where to go to buy these things that will make you look right. This is why many young women deal with anorexia because they want to look like the ideal type that the media displays. Media also influences young people to misbehave. Media shows that being deviant makes you cool and look tough and that it's okay to do deviant things. Statistics show that when young people watch violence on television it increases their appetites to become involved in violence. It opens their minds to violence and makes them aware of crimes and people acting deviant. Many people think that the media does not play a role in the socialization process as much as family, peers and education. But in fact the media plays a strong role in the socialization process. The aim of this study is to see the positive and negative effects that the Albanian media plays in the socialization process in Albania.


2021 ◽  
Vol 12 ◽  
Author(s):  
Gianluca Amico ◽  
Sabine Schaefer

Studies examining the effect of embodied cognition have shown that linking one’s body movements to a cognitive task can enhance performance. The current study investigated whether concurrent walking while encoding or recalling spatial information improves working memory performance, and whether 10-year-old children, young adults, or older adults (Mage = 72 years) are affected differently by embodiment. The goal of the Spatial Memory Task was to encode and recall sequences of increasing length by reproducing positions of target fields in the correct order. The nine targets were positioned in a random configuration on a large square carpet (2.5 m × 2.5 m). During encoding and recall, participants either did not move, or they walked into the target fields. In a within-subjects design, all possible combinations of encoding and recall conditions were tested in counterbalanced order. Contrary to our predictions, moving particularly impaired encoding, but also recall. These negative effects were present in all age groups, but older adults’ memory was hampered even more strongly by walking during encoding and recall. Our results indicate that embodiment may not help people to memorize spatial information, but can create a dual-task situation instead.


2014 ◽  
Vol 63 (1) ◽  
pp. 159-159 ◽  
Author(s):  
Julien Tripette ◽  
Haruka Murakami ◽  
Takafumi Ando ◽  
Ryoko Kawakami ◽  
Noriko Tanaka ◽  
...  

Author(s):  
Alice Ireland ◽  
Nathaniel Payne

There is strong research evidence to suggest that exposure to violent video games is related to an increase in aggressive behaviors in children. Violent video games trigger short-term bursts of aggression, but more importantly they can actually change the user’s thinking processes over time. However, there is also strong evidence to the contrary. This chapter presents an overview of recent evidence for and against the argument on violent games and aggression, together with suggestions for ways that parents can help to mitigate negative effects.


2022 ◽  
pp. 28-49
Author(s):  
Sergio Alloza Castillo ◽  
Flavio Escribano ◽  
Óscar Rodrigo González López ◽  
María Buenadicha Mateos

The preconceived notion concerning negative effects of video games and students' academic performance is a widely known subject. However, some investigations explore the positive impact of video games on academic performance. With a sample of 247 university students, this chapter studies the perception of both gamers and non-gamers about soft skills and their current relevance in academic and professional fields. The possible relationships linking the intensity of the usage of video games, academic performance, and the perception concerning soft skills are investigated. The results expose a generalized positive perception respecting the relation between video games and the development of soft skills, specifically to the video game genre and its relevance and influence on academic performance, as well as gender differences, where women prevail in emotional and social managements, although this influence is not elevated.


2011 ◽  
Vol 14 (1) ◽  
pp. 42-45 ◽  
Author(s):  
Katja Radon ◽  
Barbara Fürbeck ◽  
Silke Thomas ◽  
Wolfgang Siegfried ◽  
Dennis Nowak ◽  
...  

2019 ◽  
Author(s):  
Janet E. Rosenbaum

Abstract Background Young adults who were suspended from school during adolescence are more likely than matched non-suspended youth to be arrested, on probation, or not graduate from high school, which are STI risk factors. This study evaluates whether suspension is a marker for STI risk among young adults who avoid subsequent negative effects. Methods This study evaluated whether suspension predicts a positive test for chlamydia, gonorrhea, or trichomonas in a urine sample using matched sampling in the National Longitudinal Study of Adolescent and Adult Health (Add Health), and evaluated potential mediators between suspension and STI status using causal mediation analysis. We used Mahalanobis and exact matched sampling within propensity score calipers to compare 381 youth suspended for the first time in a 1-year period with 980 non-suspended youth. The suspended and non-suspended youth were similar on 67 pre-suspension variables. We evaluated STI outcomes 5 years after suspension. Results Before matching, suspended youth were more likely to test positive for trichomonas and gonorrhea, but not chlamydia, than non-suspended youth. Suspended youth were more likely to test positive for trichomonas 5 years after suspension than matched non-suspended youth (OR=2.87 (1.40, 5.99)). Below-median household income before suspension explained 9% of the suspension-trichomonas association (p=0.02), but criminal justice involvement and educational attainment were not statistically significantly mediators. Conclusions School suspension is a marker for STI risk. Punishing adolescents for initial deviance may cause them to associate with riskier sexual networks even if they graduate high school and avoid criminal justice system involvement. Suspension may compound disadvantages for youth from below-median-income families, who have fewer resources for recovering from setbacks.


2020 ◽  
Vol 9 (4) ◽  
pp. 8-21
Author(s):  
G.U. Soldatova ◽  
E.Y. Nikonova ◽  
A.G. Koshevaya ◽  
A.V. Trifonova

The article presents the phenomenon of multitasking, representing simultaneous execution of two or more mental operations. Its particular type, media multitasking (MMT), is also considered as a relatively new format for combining various information flows that meets the requirements of the digital environment. The historical perspective of studying multitasking is presented: from individual experiments on the selectivity of attention to the phenomenon of digital everyday life. Modern empirical studies of MMT correlates among the main cognitive functions, including those of “light” and “heavy” multitaskers: attention, memory, thinking, and cognitive control, as well as productivity, academic performance, and metacognition are analyzed. The positive and negative effects of the MMT format are described. The resulting data set suggests that using the MMT format, which for most children and adolescents is gradually becoming a universal strategy of activity, the child adapts to an information-rich environment as a multiple and mixed reality. The importance of developing mechanisms for the formation of managed and controlled MMT for the education system is emphasized.


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