scholarly journals Association between computer game type, playing time and sense of coherence in Lithuanian adolescents

2018 ◽  
Vol 26 (3) ◽  
pp. 209-214
Author(s):  
Ruta Ustinavičienė ◽  
Lina Škėmienė ◽  
Dalia Lukšienė ◽  
Ričardas Radišauskas ◽  
Gintarė Kalinienė ◽  
...  
Author(s):  
Flávio Kaspinscki Gerab ◽  
Maria Helena Leite Hunziker

In this paper, time perception as a function of reinforcement and punishment is investigated within a retrospective paradigm. The experiment used a computer game simulating a maze, where the participants controlled an avatar and had to make path choices between left and right to progress. Under punishment (P-), “wrong” choices resulted in the loss of points; under reinforcement (R+), “right” choices produced points. In the control condition (C), there was no presentation of points. The data of 49 participants (n=49) were analyzed in this study. At the end of the task, the participants were asked to estimate the playing time and to evaluate how much fun the game was. The results show that Group R+ presented overestimation in relation to real time, while Group P- did not distort temporal perception. In addition, the real time spent finishing the task differed from the control condition for both experimental groups (P- higher and R+ lower than C). Game appreciation was slightly more positive for condition P-, but this difference was not statistically significant. These results suggest the influence of operant contingencies on temporal perception and the independence between these contingencies and reported fun.Keywords: time perception; verbal estimation; reinforcement; punishment; video games.


2009 ◽  
Vol 105 (3_suppl) ◽  
pp. 1237-1247 ◽  
Author(s):  
H. G. Wenzel ◽  
I. J. Bakken ◽  
A. Johansson ◽  
K. G. Götestam ◽  
Anita Øren

Computer games are the most advanced form of gaming. For most people, the playing is an uncomplicated leisure activity; however, for a minority the gaming becomes excessive and is associated with negative consequences. The aim of the present study was to investigate computer game-playing behaviour in the general adult Norwegian population, and to explore mental health problems and self-reported consequences of playing. The survey includes 3,405 adults 16 to 74 years old (Norway 2007, response rate 35.3%). Overall, 65.5% of the respondents reported having ever played computer games (16-29 years, 93.9%; 30-39 years, 85.0%; 40-59 years, 56.2%; 60-74 years, 25.7%). Among 2,170 players, 89.8% reported playing less than 1 hr. as a daily average over the last month, 5.0% played 1-2 hr. daily 3.1% played 2–4 hr. daily, and 2.2% reported playing>4 hr. daily. The strongest risk factor for playing > 4 hr. daily was being an online player, followed by male gender, and single marital status. Reported negative consequences of computer game playing increased strongly with average daily playing time. Furthermore, prevalence of self-reported sleeping problems, depression, suicide ideations, anxiety, obsessions/compulsions, and alcohol/substance abuse increased with increasing playing time. This study showed that adult populations should also be included in research on computer game-playing behaviour and its consequences.


Diagnostica ◽  
2012 ◽  
Vol 58 (4) ◽  
pp. 194-210 ◽  
Author(s):  
Yesim Erim ◽  
Mingo Beckmann ◽  
Sefik Tagay ◽  
Sanem Aygün ◽  
Peykan Gökalp Gencoglu ◽  
...  

Bei türkischstämmigen Migranten ist die Inanspruchnahme psychotherapeutischer Behandlung häufig mit somatoformen Beschwerden verknüpft. Zur besseren Objektivierung dieser Beschwerden wurde das Screening für Somatoforme Störungen (SOMS), das körperliche Beschwerden nicht organischer Genese erfasst, in die türkische Sprache übersetzt und anhand einer Stichprobe von 114 türkischsprachigen Patienten einer muttersprachlichen psychosomatischen Ambulanz sowie einer Gruppe von 105 psychisch unauffälligen türkischen Migranten validiert. Die türkische Version des SOMS wies eine hohe interne Konsistenz (von α = 0.78 bis α = 0.93), eine hohe konkurrente und divergente Validität (von r = .37 bis r = –.48) anhand von Depressivitätsscores nach dem Beck-Depressions-Inventar und dem Gesamtscore des Kohärenzgefühls nach der Sense of Coherence Scale sowie eine hohe diskriminante Validität auf. Mit der türkischen Version des SOMS wird ein verständliches, reliables und valides Instrument zur Erfassung somatoformer Symptome bei türkischen Migranten vorgelegt.


2018 ◽  
Vol 34 (3) ◽  
pp. 206-215 ◽  
Author(s):  
Rahel Bachem ◽  
Andreas Maercker

Abstract. The present study introduces a revised Sense of Coherence (SOC) scale, a new conceptualization and operationalization of the resilience indicator SOC. It outlines the scale development and aims for testing its reliability, factor structure, and validity. Literature on Antonovsky’s SOC (SOC-A) was critically reviewed to identify needs for improving the scale. The scale was investigated in two samples. Sample 1 consisted of 334 bereaved participants, Sample 2 of 157 healthy controls. The revised SOC Scale, SOC-A, and theoretically relevant questionnaires were applied. Explorative and confirmatory factor analyses established a three-factor structure in both samples. The revised SOC Scale showed significant but discriminative associations with related constructs, including self-efficacy, posttraumatic growth, and neuroticism. The revised measure was significantly associated with psychological health indicators, including persistent grief, depression, and anxiety, but not to the extent as the previous SOC-A. Stability over time was sufficient. The study provides psychometric support for the revised SOC conceptualization and scale. It has several advantages over the previous SOC-A scale (unique variance, distinct factor structure, stability). The scale could be used for clinical and health psychological testing or research into the growing field of studies on resilience over the life span.


2004 ◽  
Vol 20 (4) ◽  
pp. 227-236 ◽  
Author(s):  
Sara Holmberg ◽  
Anders Thelin ◽  
Eva-Lena Stiernström

Summary: The concept of “sense of coherence” (SOC) has been widely recognized since it was first introduced by Antonovsky. The originality and usefulness of the SOC scale and its relation to other psychosocial measures has been the subject of lively debate. The aim of this paper was to test for associations between SOC and work-related psychosocial factors (mainly the Job Demand-Control model), general living conditions, education, and social network factors. Cross-sectional data from a population-based sample of 1782 rural males from nine counties in Sweden were analyzed with a multiple regression technique. The subjects were occupationally active at inclusion and the mean age was 50 years (range 40-60). SOC was assessed with the original 29-item questionnaire. Psychosocial variables and lifestyle factors were assessed using questionnaires and structured interviews. The mean SOC among the subjects was 152.3 (standard deviation, 19.4). A strong negative correlation was found between SOC and job demand, whereas a positive correlation with job control was demonstrated. A positive correlation with general living conditions and with social support was also found. However, there was no correlation to education and occupation. Thus, SOC was shown to be strongly correlated to work-related psychosocial factors and social support, but independent of sociodemographic factors.


2018 ◽  
Vol 34 (5) ◽  
pp. 352-360 ◽  
Author(s):  
Silvia Bonino ◽  
Federica Graziano ◽  
Martina Borghi ◽  
Davide Marengo ◽  
Giorgia Molinengo ◽  
...  

Abstract. This research developed a new scale to evaluate Self-Efficacy in Multiple Sclerosis (SEMS). The aim of this study was to investigate dimensionality, item functioning, measurement invariance, and concurrent validity of the SEMS scale. Data were collected from 203 multiple sclerosis (MS) patients (mean age, 39.5 years; 66% women; 95% having a relapsing remitting form of MS). Fifteen items of the SEMS scale were submitted to patients along with measures of psychological well-being, sense of coherence, depression, and coping strategies. Data underwent Rasch analysis and correlation analysis. Rasch analysis indicates the SEMS as a multidimensional construct characterized by two correlated dimensions: goal setting and symptom management, with satisfactory reliability coefficients. Overall, the 15 items reported acceptable fit statistics; the scale demonstrated measurement invariance (with respect to gender and disease duration) and good concurrent validity (positive correlations with psychological well-being, sense of coherence, and coping strategies and negative correlations with depression). Preliminary evidence suggests that SEMS is a psychometrically sound measure to evaluate perceived self-efficacy of MS patients with moderate disability, and it would be a valuable instrument for both research and clinical applications.


2018 ◽  
Vol 34 (4) ◽  
pp. 229-237 ◽  
Author(s):  
Francesca Chiesi ◽  
Andrea Bonacchi ◽  
Caterina Primi ◽  
Alessandro Toccafondi ◽  
Guido Miccinesi

Abstract. The present study aimed at evaluating if the three-item sense of coherence (SOC) scale developed by Lundberg and Nystrom Peck (1995) can be effectively used for research purpose in both nonclinical and clinical samples. To provide evidence that it represents adequately the measured construct we tested its validity in a nonclinical (N = 658) and clinical sample (N = 764 patients with cancer). Results obtained in the nonclinical sample attested a positive relation of SOC – as measured by the three-item SOC scale – with Antonovsky’s 13-item and 29-item SOC scales (convergent validity), and with dispositional optimism, sense of mastery, anxiety, and depression symptoms (concurrent validity). Results obtained in the clinical sample confirmed the criterion validity of the scale attesting the positive role of SOC – as measured by the three-item SOC scale – on the person’s capacity to respond to illness and treatment. The current study provides evidence that the three-item SOC scale is a valid, low-loading, and time-saving instrument for research purposes on large sample.


Author(s):  
Leonard Reinecke ◽  
Sabine Trepte

Abstract. This quasi-experimental study examined the effects of exposure to a computer game on arousal and subsequent task performance. After inducing a state of low arousal, participants were assigned to experimental or control conditions via self-selection. Members of the experimental group played a computer game for five minutes; subjects in the control group spent the same amount of time awaiting further instructions. Participants who were exposed to the computer game showed significantly higher levels of arousal and performed significantly better on a subsequent cognitive task. The pattern of results was not influenced by the participants' prior experience with the game. The findings indicate that mood-management processes associated with personal media use at the workplace go beyond the alteration of arousal and affect subsequent cognitive performance.


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