Communications in computer and information science, Journal Year: 2024, Volume and Issue: unknown, P. 33 - 48
Published: Jan. 1, 2024
Language: Английский
Communications in computer and information science, Journal Year: 2024, Volume and Issue: unknown, P. 33 - 48
Published: Jan. 1, 2024
Language: Английский
Behaviour and Information Technology, Journal Year: 2023, Volume and Issue: 43(6), P. 1017 - 1041
Published: April 18, 2023
Achieving cooperation between individuals is challenging and often driven by self-beneficial motives. On the other hand, people also seem capable of subordinating their personal interests engaging in for motives than own, i.e. out altruistic impulses. One context which both motivational facets can be observed multiplayer online games. However, there a lack knowledge about how based on altruism egoism develops games, prevents us from transferring this as form gamification. In study, we explore game features are accountable egoistic sentiment, these distinctive demeanours induce with intent to derive implications We employ we-intention I-intention theory conduct survey among players Ingress (N = 206). Our findings imply that (1) cooperative design give rise within-group enjoyment helping others goals, (2) lead formation we-intentions, (3) individualistic invoke I-intentions self-centered motivations games recognition-seeking. Theoretical practical provided gamification design.
Language: Английский
Citations
23Research on Child and Adolescent Psychopathology, Journal Year: 2025, Volume and Issue: unknown
Published: April 14, 2025
Language: Английский
Citations
1Journal of Children and Media, Journal Year: 2024, Volume and Issue: 18(2), P. 293 - 299
Published: April 2, 2024
Language: Английский
Citations
6Frontiers in Psychology, Journal Year: 2023, Volume and Issue: 14
Published: June 12, 2023
Whether gaming has a beneficial or detrimental effect on young people's lives is defining feature in both the research and public discussion of youth digital gaming. In this qualitative study, we draw from thematic analysis experiences 180 game players Finland, aged 15-25 years. Utilizing relationship (DGR) theory, explore how different aspects actualize their lives, features culture participation come together to form experience. We contend that framing as balancing act between obscures much complexity gaming, reinforces partially false dichotomy, overlooks agency. Based our results, suggest alternative approaches help reduce avoid these problems.
Language: Английский
Citations
11Current Psychiatry Reports, Journal Year: 2023, Volume and Issue: 25(11), P. 569 - 576
Published: Oct. 19, 2023
Sadistic pleasure-the enjoyment of harm-infliction to others-can have devastating interpersonal and societal consequences. The goal the current review is illuminate nomological net traits related sadism. We aim achieve an understanding empirical status on link between sadism personality disorders, psychopathy, Dark Triad, basic in clinical community-based samples.
Language: Английский
Citations
9Neuroscience & Biobehavioral Reviews, Journal Year: 2025, Volume and Issue: 169, P. 106016 - 106016
Published: Jan. 16, 2025
Play in humans and other animals is widespread intuitive to recognise. Creative, unstructured play difficult quantify, but games direct towards a specific goal have defined rules, mechanics rewards. To date, been under-utilised human animal behavioural neuroscience. This review evaluates evidence that can games, including game-theory contests, tangible video games. Animals be trained various with cognitive capacities such as role adoption, rule-following performance monitoring. make irrational gameplay decisions jeopardise rewards salient emotional responses winning losing. Games advance the field of neuroscience several ways. Cognitive tasks become more engaging ecologically relevant by adding game elements, known gamification. used induce measure naturalistic process overcoming (progression/regression) end state (winning/losing) challenges. There also scope target skill deficiencies captive using However, recent rapid increase computerised testing environments raises an important ethical question about boundary between reality for animals.
Language: Английский
Citations
0Deleted Journal, Journal Year: 2025, Volume and Issue: 7(1), P. 12 - 12
Published: Feb. 18, 2025
Background: Exposure to violent content through video games can shape perceptions of aggression as normative or acceptable, potentially desensitizing adolescents violence and increasing the likelihood that they will engage in aggressive behavior their real-world interactions. This narrative review examines relationship between (VVGs) youth aggression, addressing (i) VVG exposure lens Social Learning Theory General Aggression Model; (ii) biological determinants behavior, including neurophysiological correlates potential modulatory role gut microbiome; (iii) current evidence on influence adolescent aggression. Results: may promote moral disengagement reinforce rewarding actions, leading real-life VVGs increases by elevating cortisol levels, activating sympathetic nervous system, stimulating brain’s reward disrupting neurotransmitter balance. Alterations microbiome composition could occur a result engaging VVGs, mirroring physiological responses observed activities. The among has been widely explored, with studies generally indicating lead desensitization violence, reduced empathy, diminished prosocial behavior. have also linked both bullying perpetration victimization dynamics adolescents, contributing mental health issues, which turn exacerbate problematic gaming behaviors. Conclusions: While there is suggesting associated increased discrepancies literature highlight need for further research aimed at improving our understanding this phenomenon. topic reveal significant limitations, predominance cross-sectional designs, methodological shortcomings, small sample sizes, challenges generalizing results. Factors such developmental stages participants, exclusion females, unmeasured variables during long follow-up periods complicate interpretations. Moreover, parental responsibility effectiveness age ratings require closer examination.
Language: Английский
Citations
0Springer Reference Sozialwissenschaften, Journal Year: 2025, Volume and Issue: unknown, P. 1 - 11
Published: Jan. 1, 2025
Citations
0Published: May 29, 2025
Language: Английский
Citations
0Frontiers in Psychology, Journal Year: 2025, Volume and Issue: 16
Published: June 4, 2025
Introduction Aggressive behavior in early childhood can have lasting consequences. This study examined whether prosocial video game play reduce aggressive relatively Chinese preschoolers and explored the mediating role of motivation moderating effects age gender. Methods A total 132 children aged 4 to 6 years (50% girls; M = 5.0, SD 0.82) participated a between-subjects experiment. Participants were randomly assigned either or neutral game. assessed following gameplay. Results Children who played exhibited significantly lower levels than those condition. Revenge mediated this effect. The effect was stronger boys did not moderate associations. Discussion These findings suggest that games may be effective reducing among preschoolers, partly by lowering revenge-related motivation. Gender differences mediation pathway highlight need for tailored interventions.
Language: Английский
Citations
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