scholarly journals Experiencing deep immersion in computer games is associated with autotelic engagement and leads to addiction

Author(s):  
Mirosław Mikicin

Abstract Study aimThe aim of this study is to explore the differences and relationships between immersion and autotelic engagement of problem gamers and esports players. Research on addiction to computer games suggests that autotelic engagement in gamers, on the one hand, allows them to experience deep immersion while playing, but on the other hand, autotelic immersion can cause one to lose control over what is not real and lead to computer game addiction.Material and MethodsExperimental group 1 (N = 29) of gaming addicts aged 19–25 years, experimental group 2 (N = 29) of esports players aged 19–25 years, control group (N = 29) of students aged 19–25 years. The respondents completed 3 questionnaires: The FLOW Engagement Questionnaire, the Immersiveness of Games Questionnaire (ING), and the NEO-FFI personality inventory.ResultsTo a greater extent than esports players, problem gamers experienced while playing: interaction with the virtual environment, a sense of control, a balance between ability level and challenge, clear goals, focus on the current task, autotelic experience, and higher levels of agreeableness, while they experienced awareness of the real world to the least extent. Associations between autotelic experience and interaction with the virtual environment (r = 0.699) and sense of control (r = 0.899) revealed the vulnerability of players with autotelic engagement to gaming addiction.ConclusionAutotelic engagement may be a direct facilitator of experiencing deep immersion leading to computer game addiction.

2020 ◽  
Vol 35 (6) ◽  
pp. 842-842
Author(s):  
Kiseleva N ◽  
Kiselev S

Abstract Objective There are evidences that game addiction can cause the delay in development of cognitive functions in children. However, we need further research for revealing this risk. The goal of this research was to examine the hypothesis that children at the age of 5 with computer game addiction have a risk for emerging weakness in visuospatial functions at the age of 6. Methods We used questionnaire for parents to reveal children with computer game addiction. Experimental group consisted of 16 5-year-old children with computer game addiction. Control group consisted of 16 children without computer game addiction. Children from experimental and control group were matched for age, gender and IQ. In the framework of longitudinal research children at the age of 6 from both groups were assessed by 4 subtests from NEPSY which are designed for assessing visuospatial functions (Arrows, Block Construction, Design Copying, Route Finding). Results One-way ANOVA has revealed the significant differences (p < .05) between groups for scores in 3 visuospatial subtests (Block Construction, Design Copying, Route Finding). Children from experimental group had low level of performance in these subtests. Conclusion The findings from this study suggest that computer game addiction can have negative effect on the development of visuospatial functions in children. We are going to do further research for revealing the long-term effect of computer game addiction on cognitive development of children in the framework of longitudinal research.


Author(s):  
Petar Juric ◽  
Marija Brkic Bakaric ◽  
Maja Matetic

One of the main drawbacks of delivering new teaching lessons in e-learning systems is the lack of motivation for using those systems. This paper analyses which elements of computer games for learning mathematics have a beneficial effect on intrinsic motivation and give students continuous feedback in order to improve the learning process. While the control group has access to the basic version of the educational computer game, the experimental group uses the version enriched with additional motivational elements which include enhanced graphics for indulging in the game, messages of support while playing the game, and the possibility to compare results with fellow peers in terms of trophies and medals won.


PEDIATRICS ◽  
1986 ◽  
Vol 77 (1) ◽  
pp. 1-10
Author(s):  
David H. Rubin ◽  
John M. Leventhal ◽  
Robert T. Sadock ◽  
Ellen Letovsky ◽  
Paul Schottland ◽  
...  

To affect asthma-related knowledge, behavior, and morbidity, researchers tested a new educational intervention for children with asthma: an asthma-specific computer game called Asthma Command, which was specifically designed for this study. Sixty-five children with moderately severe asthma were randomly assigned to one of two groups, and 54 completed the study. Both groups were seen approximately six times during the 1 year of the study. Control subjects (n = 29) played routine computer games. Experimental subjects (n = 25) played Asthma Command. Compared with children in the control group, experimental subjects showed improvement in knowledge about asthma (P < .001), behavior related to the management of asthma (P < .008), and a trend toward the reduction of acute visits due to asthma (P < .13). Children in the experimental group also scored higher on the assessment of behaviors related to the management of asthma that were specifically addressed by the intervention provided by Asthma Command (P < .01). Differences between the control and experimental groups showed a greater improvement in the experimental group in 21 (84%) of the 25 outcome variables in the study (P = .004, Sign test). The study indicates that an asthma-specific computer game can significantly affect knowledge and behavior and may potentially affect morbidity in childhood asthma.


2012 ◽  
Vol 1 (1) ◽  
Author(s):  
Muhammad Muchlish Hasyim

Abstract,  Experimental study examines the moral-themed stories to foster empathy on adolescence. Research subjects 205 early adolescents, 103 adolescents (56 males, 47 females) selected as the experimental group, and 102 (61 male, 41 female) were selected as the control group. Sixteen given moral-themed stories twice a week. Experiments using the One Group Post-test Design. Control is done by banning adolescence on the experimental group discuss, or lend anything to do with the course of the experiment. Reinforcement is done by discussion and question and answer, draw conclusions in the form of wisdom, and benefits in daily life; Any story, story teller lend sheets to adolescence groups of experiments to be read again at home to make it more understandable. After the eighth week end of the experiment, measurements of empathy were taken with the Davis Interpersonal Relativity Index (IRI). Experimental results showed: 1) Empathy fantasy of experimental was higher than the control group; 2) Average of empathy at all aspects no differ between the experimental and the control group; 3) Average of perspective taking empathy on girls was higher than boys; 4) Average on all aspects of empathy did not differ between boys and girls. Themed story can only cultivate the moral character of fantasy empathy. Moral themed stories will make adolescent lost in fictional stories and imagine themselves in the same situation as fictional characters. The findings are discussed in terms of their implications for early adolescent in context. Key words: Themed strory moral, emphaty, early adolescence


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.


Author(s):  
Bulent Dos ◽  
Zeynep Sinem Balıkçıoğlu ◽  
Semih Şengel

<p>In this study, the effect of using computer games in an English teaching classof the 8th grade students in secondary school is investigated. A total of 112 8th grade students, 57 in the experimental group and 55 in the control group, participated in the study. Academic Achievement Tests prepared by Ministry of National Education, Measurement, Evaluation and Exam Services Department were used as pre-test and post-test. Eight of the games, which were prepared specifically for Grade 8 students, were used in the Experimental Information Network (EBA). Preliminary tests as covariant, final tests as dependent variables and applied to groups of teaching and traditional teaching were discussed as independent variables. According to the one-way covariance analysis (COVARIANCE) results, it was found that the game was more effective than traditional teaching and this effect was moderate. In addition, it was determined that 36% of the final test scores of the students learning the game were explained by the game.</p>


2021 ◽  
Vol 10 (15) ◽  
pp. 3321
Author(s):  
Young-Gun Shin ◽  
Won-Tak Cho ◽  
Ho-Kyung Lim ◽  
Su-Hyun Hwang ◽  
Ji-Hyeon Bae ◽  
...  

This prospective study was undertaken to evaluate the clinical usefulness of a newly developed one-piece, screw-free, and micro-locking implant system, which was designed to overcome the shortcomings of the existing implant systems. Thirty-eight patients were recruited and randomly and equally assigned to an experimental group (micro-locking one-piece fixture, MLF; n = 19) or a control group (micro-locking abutment, MLA). Cumulative implant survival rates, marginal bone resorptions, probing depths, plaque indices, bleeding indices, and complications were obtained by using clinical and radiographic findings at 6 months and 12 months after prosthesis placement. Complications that occurred multiple times for single implants were counted. During the 12 month observation period, survival rates were 100% in both groups. No significant intergroup differences were observed for marginal bone resorption, probe depth, or bleeding index. However, mean plaque index was significantly lower in the MLF group at 12 months (p < 0.05). During the 12-month observation period, food impaction (26.3%) was the maincomplication in the MLF group and screw loosening (5.3%), prosthesis detachment (5.3%), and food impaction (5.3%) were observed in the MLA group. The results of this study suggest that the one-piece micro-locking implant system offers a predictable treatment method.


2021 ◽  
Author(s):  
Chin-En Yen

BACKGROUND Computer games can increase children’s interest in learning, and then improve their nutritional knowledge, and their dietary intake behavior. OBJECTIVE The purpose of this study was to evaluate the short-term effectiveness of computer games on preschool children's nutrition knowledge and junk food intake behavior. This study was a cross-sectional study. METHODS We recruited 104 preschool children age 5-6 years from preschools and randomly assign to experiment group (n=56) and control group (n=48). The researchers used Construct 2 to design and produce the "Healthy Rat King" computer game as a nutrition education tool for children. The computer game courses intervention was one hour per week for four consecutive weeks in experiment group, and the control group did not received computer game intervention. RESULTS The results showed that the nutrition knowledge score of children in experiment group were significant higher than the control group after four weeks of computer game course intervention, and the frequency of chocolate, candies, and ice cream intake was significantly reduced in experiment group after four weeks of computer game intervention. CONCLUSIONS computer game teaching suggested that improved children’s nutrition knowledge and decreased the frequency of junk food intake.


2016 ◽  
Vol 3 (1) ◽  
pp. 64-76
Author(s):  
Fenti Hikmawati

Abstract This research aims to make new breakthroughs, to open the students’ paradigm about psycho-education related to religious commitment as the internalization of the values ​​of the Sundanese Islam. Counseling method in this study used mixed methods with Triangulation A one-phased design models. Based on the analysis, it can be concluded that: (1) The students’ increased commitment of religious is significant (47.37%) which is higher than the control group; (2) The answer of questionnaire item number one, two, and three in the experimental group is relatively balanced, with the emphasis on spoken and acted in number 23, whereas in the control group is relatively less balanced with emphasis on spoken and acted in number 13, and two who answered do not. Results of this study are expected to be an evaluation of the socialization of psychoeducation about the application of Islamic values ​​in the local policy on the vision and mission of the faculty, especially stakeholders. Abstrak Penelitian ini bertujuan untuk membuat terobosan baru dalam memberikan paradigma baru kepada mahasiswa tentang psiko-edukasi terkait dengan komitmen beragama sebagai internalisasi nilai-nilai Islam Sunda. Metode konseling pada penelitian ini menggunakan metode gabungan dengan model desain Triangulasi satu-fase. Berdasarkan analisis data, dapat disimpulkan bahwa: (1) Peningkatan komitmen relijius mahasiswa signifikan (47.37%) yang lebih tinggi daripada kelas kontrol; (2) Jawaban item angket nomor satu, dua, dan tiga pada kelas eksperimen cenderung seimbang dengan penekanan pada lisan dan tindakan di nomor 23, sedangkan di kelas kontrol cenderung tidak seimbang dengan penekanan pada lisan dan tindakan di nomor 13, dan dua orang menjawab tidak tahu. Hasil penelitian mengharapkan adanya evaluasi dari sosialisasi psiko-edukasi tentang penerapan nilai-nilai Islam peraturan lokalpada visi dan misi fakultas, khususnya pemangku kebijakan. How to Cite : Hikmawati, F. (2016). Psychoeducation of Character Personal’s Local Wisdom of Sundanese People’s Behaviour in Internalizing Religious Commitment. TARBIYA: Journal Of Education In Muslim Society, 3(1),  64-76. doi:10.15408/tjems.v3i1.3395. Permalink/DOI: http://dx.doi.org/10.15408/tjems.v3i1. 3395


2016 ◽  
Vol 7 (3) ◽  
pp. 105-120 ◽  
Author(s):  
O.V. Zaretskaya

The article discusses the dependence on online computer games as a kind of addic- tive behavior, analyzing different viewpoints of researchers. The author represents the results of empirical studies of personality and behavioral characteristics of players, which enable to detect statistically significant differences in characteristics such as locus of control (internality / externality) and coping behavior. In the group of players internality level was lower than in the control group, and the frequency of selection of coping strategy avoidance was higher. Moreover, the author found out the correla- tion between these parameters: the level of internality is negatively correlated with the frequency of selection of avoidance strategies. These data indicate that the one of the basic factors, which forms addictive behavior, in particular, addiction to com- puter online games, is the consciousness of the degree of responsibility for one’s live, of opportunities to influence its course. These results open new perspectives for further study of the problem of computer and Internet addiction. In addition to empirical data, obtained as a result of the author's research, the article analyses well-known theoreti- cal concepts and practical work in the field of Internet addiction, coping behavior and locus of control.


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