Adaptive Video Gaming in the Classroom

Author(s):  
◽  
Lauren Ferrell ◽  
Daniela Mari Recinto ◽  
Desarae Finck-Fugazi ◽  
Christine Angela Manalang ◽  
...  
Keyword(s):  
Author(s):  
Thomas Mößle ◽  
Florian Rehbein

Aim: The aim of this article is to work out the differential significance of risk factors of media usage, personality and social environment in order to explain problematic video game usage in childhood and adolescence. Method: Data are drawn from the Berlin Longitudinal Study Media, a four-year longitudinal control group study with 1 207 school children. Data from 739 school children who participated at 5th and 6th grade were available for analysis. Result: To explain the development of problematic video game usage, all three areas, i. e. specific media usage patterns, certain aspects of personality and certain factors pertaining to social environment, must be taken into consideration. Video game genre, video gaming in reaction to failure in the real world (media usage), the children’s/adolescents’ academic self-concept (personality), peer problems and parental care (social environment) are of particular significance. Conclusion: The results of the study emphasize that in future – and above all also longitudinal – studies different factors regarding social environment must also be taken into account with the recorded variables of media usage and personality in order to be able to explain the construct of problematic video game usage. Furthermore, this will open up possibilities for prevention.


PsycCRITIQUES ◽  
2007 ◽  
Vol 52 (3) ◽  
Author(s):  
Marolyn Morford
Keyword(s):  

2012 ◽  
Author(s):  
Meredith K. Reynolds ◽  
Mark D. Holder

2011 ◽  
Author(s):  
Gillian P. Freeman ◽  
Susan K. Whitbourne ◽  
Genevieve M. Procter ◽  
Tara A. Fitzpatrick

2009 ◽  
Vol E92-B (12) ◽  
pp. 3893-3902
Author(s):  
Hyeong-Min NAM ◽  
Chun-Su PARK ◽  
Seung-Won JUNG ◽  
Sung-Jea KO

2019 ◽  
Author(s):  
David Zendle

A variety of practices have recently emerged which are related to both video games and gambling. Most prominent of these are loot boxes. However, a broad range of other activities have recently emerged which are also related to both gambling and video games: esports betting, real-money video gaming, token wagering, social casino play, and watching videos of both loot box opening and gambling on game streaming services like Twitch.Whilst a nascent body of research has established the robust existence of a relationship between loot box spending and both problem gambling and disordered gaming, little research exists which examines whether similar links may exist for the diverse practices outlined above. Furthermore, no research has thus far attempted to estimate the prevalence of these activities.A large-scale survey of a representative sample of UK adults (n=1081) was therefore conducted in order to investigate these issues. Engagement in all measured forms of gambling-like video game practices were significantly associated with both problem gambling and disordered gaming. An aggregate measure of engagement was associated with both these outcomes to a clinically significant degree (r=0.23 and r=0.43). Engagement in gambling-like video game practices appeared widespread, with a 95% confidence interval estimating that 16.3% – 20.9% of the population engaged in these activities at least once in the last year. Engagement in these practices was highly inter-correlated: Individuals who engaged in one practice were likely to engage in several more.Overall, these results suggest that the potential effects of the blurring of lines between video games and gambling should not primarily be understood to be due to the presence of loot boxes in video games. They suggest the existence of a convergent ecosystem of gambling-like video game practices, whose causal relationships with problem gambling and disordered gaming are currently unclear but must urgently be investigated.


Author(s):  
Miran Taha ◽  
Aree Ali ◽  
Jaime Lloret ◽  
Paulo R. L. Gondim ◽  
Alejandro Canovas

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