scholarly journals Sensory Metrics of Neuromechanical Trust

2017 ◽  
Vol 29 (9) ◽  
pp. 2293-2351
Author(s):  
William Softky ◽  
Criscillia Benford

Today digital sources supply a historically unprecedented component of human sensorimotor data, the consumption of which is correlated with poorly understood maladies such as Internet addiction disorder and Internet gaming disorder. Because both natural and digital sensorimotor data share common mathematical descriptions, one can quantify our informational sensorimotor needs using the signal processing metrics of entropy, noise, dimensionality, continuity, latency, and bandwidth. Such metrics describe in neutral terms the informational diet human brains require to self-calibrate, allowing individuals to maintain trusting relationships. With these metrics, we define the trust humans experience using the mathematical language of computational models, that is, as a primitive statistical algorithm processing finely grained sensorimotor data from neuromechanical interaction. This definition of neuromechanical trust implies that artificial sensorimotor inputs and interactions that attract low-level attention through frequent discontinuities and enhanced coherence will decalibrate a brain's representation of its world over the long term by violating the implicit statistical contract for which self-calibration evolved. Our hypersimplified mathematical understanding of human sensorimotor processing as multiscale, continuous-time vibratory interaction allows equally broad-brush descriptions of failure modes and solutions. For example, we model addiction in general as the result of homeostatic regulation gone awry in novel environments (sign reversal) and digital dependency as a sub-case in which the decalibration caused by digital sensorimotor data spurs yet more consumption of them. We predict that institutions can use these sensorimotor metrics to quantify media richness to improve employee well-being; that dyads and family-size groups will bond and heal best through low-latency, high-resolution multisensory interaction such as shared meals and reciprocated touch; and that individuals can improve sensory and sociosensory resolution through deliberate sensory reintegration practices. We conclude that we humans are the victims of our own success, our hands so skilled they fill the world with captivating things, our eyes so innocent they follow eagerly.

2020 ◽  
Vol 9 (9) ◽  
pp. 2720 ◽  
Author(s):  
Sun Ju Chung ◽  
Joon Hwan Jang ◽  
Ji Yoon Lee ◽  
Aruem Choi ◽  
Bo Mi Kim ◽  
...  

This study investigated differences in the self-efficacy and clinical characteristics which were found relevant to addictive behaviors in young adults according to time spent gaming. To our knowledge, this is the first study to explore self-efficacy in casual gamers relative to patients with internet gaming disorder (IGD) and non-gamers. In total, 158 young adults participated in this study and were divided into three groups: excessive gamers, who were diagnosed with IGD based on the Diagnostic and Statistical Manual of Mental Disorder-fifth edition (DSM-5, n = 71); casual gamers, who played games regularly but did not meet the criteria for IGD (n = 37); and non-gamers/controls, who did not engage in gaming (n = 50). All participants completed self-administered questionnaires, including measures of self-efficacy and clinical features such as the Barratt Impulsiveness Scale, Beck Depression Inventory, Beck Anxiety Inventory, Behavioral Activation/Inhibition Systems, aggression, and psychosocial well-being. There were significant differences in the self-efficacy according to the extent of gaming (excessive gamers < casual gamers < non-gamers). In addition, aggression, impulsivity, depression, anxiety, level of stress, and behavioral inhibition system scores were significantly higher in excessive gamers than in casual gamers and non-gamers. These findings showed that individuals who spend more time playing games tend to have lower self-efficacy. Our study suggests that self-efficacy may protect against or constitute a risk of excessive gaming, particularly among casual gamers. It is necessary to pay attention to enhancing psychological well-being through self-efficacy to prevent addiction in young adult gamers.


2020 ◽  
Vol 110 ◽  
pp. 106530 ◽  
Author(s):  
Zhaojun Teng ◽  
Halley M. Pontes ◽  
Qian Nie ◽  
Guangcan Xiang ◽  
Mark D. Griffiths ◽  
...  

Author(s):  
Federica Sibilla ◽  
Alessandro Musetti ◽  
Tiziana Mancini

Starting from the dualistic model of passion by Vallerand and colleagues (2003), this study aimed to identify “obsessive” and “harmonious” involvements in MMORPGs and to verify their relationships with players’ self-esteem and well-being. An international sample of 147 MMORPG players participated in a longitudinal design filling out for 3 times an online questionnaire measuring game involvement (in terms of Internet Gaming Disorder [IGD] symptoms, time spent playing the video game, sense of presence while playing, and avatar identification), global self-esteem, and well-being (i.e., meaningful life, engaged life, and pleasant life). Results supported the presence of these two different types of involvement: Obsessive involvement, characterized by a close association between IGD symptoms and playing time; Harmonious involvement, characterized by a close association between presence, avatar identification, and IGD symptoms. Cross-lagged effects showed that, over time, low self-esteem and low meaningful life predicted obsessive involvement, which in turn predicted engaged life. The present study contributes to a better understanding of the effects between video games use and the users’ self-esteem and well-being. Furthermore, it contributes to the theoretical debate about problematic involvement in videogames, also providing some indications about problematic gaming assessment and prevention.


2021 ◽  
Vol 12 ◽  
Author(s):  
Marina Verlinden ◽  
Justin Thomas ◽  
Mahra Hasan Abdulla Ahamed Almansoori ◽  
Shamil Wanigaratne

Background: The present study examined Internet Gaming Disorder (IGD) and depressive symptom levels among a predominantly female sample of college students from the United Arab Emirates (UAE).Methods: IGD was assessed among two successive cohorts of students at the beginning of the academic year in 2016 and 2019, respectively. All participants (n = 412) completed the Internet Gaming Disorder Scale – Short-Form (IGDS9-SF) and the WHO-5 Well-being Index (WHO-5), a tool widely used for the screening and assessment of depressive symptomatology.Results: Mean IGDS9-SF scores (15.85, SD = 6.40) were fairly similar to those observed in other nations. The prevalence of IGD was 1.45%, based on the stringent cut-off score (&gt; = 40). Prevalence of IGD rose to 18.20% when using the less stringent cut-off (&gt; = 21). There was an increase in the rate of IGD between 2016 and 2019, although not statistically significant. Higher IGDS9-SF scores were associated with greater depressive symptomatology; those scoring above the less stringent IGD cut-off had a greater likelihood of screening positive for depression OR = 2.28, 95% CI (1.176–4.428).Conclusions: This study provides insights about IGD among a predominantly female Arab population, finding a correlation with mood disorder symptomatology and suggesting an increase in problematic gaming over time. The results are discussed with reference to the mood repair hypothesis and the possibility of IGD being a dual disorder. The association with depressive symptoms is also discussed in light of the neurobiology of addictive behaviors and sexual dimorphism.


2021 ◽  
Vol 10 (1) ◽  
pp. 149-158
Author(s):  
Susumu Higuchi ◽  
Hideki Nakayama ◽  
Takanobu Matsuzaki ◽  
Satoko Mihara ◽  
Takashi Kitayuguchi

AbstractBackground and aimsThe World Health Organization included gaming disorder (GD) in the eleventh revision of International Classification of Diseases in 2019. Due to the lack of diagnostic tools for GD, a definition has not been adequately applied. Therefore, this study aimed to apply an operationalized definition of GD to treatment-seekers. The relationship between the diagnoses of GD and Internet gaming disorder (IGD) in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders was also examined. Methods: Study participants comprised 241 treatment-seekers who had engaged in excessive gaming and experienced related problems. Psychiatrists applied the GD diagnostic criteria to the participants using a diagnostic form developed for this study. Information on gaming behavior and functional impairment was obtained through face-to-face interviews conducted by clinical psychologists. Results: In total, 78.4 and 83.0% of the participants fulfilled the GD and IGD diagnostic criteria, respectively. The sensitivity and specificity of GD diagnosis were both high when the IGD diagnosis was used as the gold standard. Participants with GD preferred online PC and console games, spent significantly more time gaming, and showed a higher level of functional impairment compared to those who did not fulfill the GD diagnostic criteria. Discussion and Conclusion: The definition of GD can be successfully applied to treatment-seekers with excessive gaming and related problems. A high concordance of GD and IGD diagnoses was found in those participants with relatively severe symptoms. The development and validation of a diagnostic tool for GD should be explored in future studies.


2016 ◽  
Vol 19 (11) ◽  
pp. 674-679 ◽  
Author(s):  
Elisa Sarda ◽  
Laurent Bègue ◽  
Clémentine Bry ◽  
Douglas Gentile

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