Livestreaming Games and Parenthood: Exploring the Experience of Portuguese Parent Streamers DOI
Carina de Assunção, Michael Scott, Rory Summerley

et al.

Communications in computer and information science, Journal Year: 2024, Volume and Issue: unknown, P. 33 - 48

Published: Jan. 1, 2024

Language: Английский

The Sustainable Effect of Artificial Intelligence and Parental Control on Children’s Behavior While Using Smart Devices’ Apps: The Case of Saudi Arabia DOI Open Access
Othman Alrusaini, Hasan Beyari

Sustainability, Journal Year: 2022, Volume and Issue: 14(15), P. 9388 - 9388

Published: July 31, 2022

The study was necessitated by the unprecedented consumption of smart devices children in Saudi Arabia, which has been a concern to parents and other stakeholders. It investigated way that game apps, social media video-streaming apps impact child development. also examined roles played artificial intelligence control parental enhancing sustainability children’s behavior amidst technologies. theories underpinning this research were theory reasoned action planned behavior. population 1,616,755 households eastern, western, central regions. researcher used an online survey capture sentiments sample 415 who had given their at least one device. primary questionnaire focused on control, On hand, separate designed specifically demographic information drafted. structural equation model (SEM) preferred, as it depicted moderating using SPSS AMOS software. Findings established games, media, applications negatively affected findings presented paper show effect more statistically significant than controls influencing Moreover, results greatest video-streaming, games apps. respectively. Nevertheless, both approaches resulted positive Hence, concluded is effective relying enhance behavioral with device Arabia.

Language: Английский

Citations

12

Ebeveynlerin Gözünden Çocuklarının Dijital Oyun Oynama Alışkanlıklarının Değerlendirilmesi DOI Creative Commons
Elif Mercan Uzun, Eda Bütün, Yusuf ÖZDEMİR

et al.

Erzincan Üniversitesi Eğitim Fakültesi Dergisi, Journal Year: 2023, Volume and Issue: 25(1), P. 9 - 22

Published: Feb. 21, 2023

Karma araştırma yöntemlerinden yakınsayan paralel desenin kullanıldığı bu çalışmada verilerin toplanmasında Erken Yaşlarda Dijital Oyunların Etkileri Ölçeği, Problemli Medya Kullanım Ölçeği ve yarı yapılandırılmış görüşme soruları kullanılmıştır. Çalışmanın nicel kısmında 387 ebeveyne ölçek uygulanmış; nitel ise 40 ebeveynle yapılmıştır. Araştırma sonucunda erkek çocukların problemli medya kullanma durumlarının kız çocuklardan daha yüksek olduğu, dijital oyun oynama süreleri arttıkça oyunlardan fazla etkilendiği, kullanımlarının arttığı, 0-1 yaş arasında oynamaya başlayan etkilendiği belirlenmiştir. Ayrıca ebeveynlerle yapılan görüşmeler gerek ebeveyn yönlendirmesi gerekse çevresindeki bireyleri taklit ederek başladıkları farklı şekillerde etkilendikleri

Citations

7

Effects of reward and punishment in prosocial video games on attentional bias and prosocial behaviors DOI
Mengyun Yin, Boyu Qiu, Xu He

et al.

Computers in Human Behavior, Journal Year: 2022, Volume and Issue: 137, P. 107441 - 107441

Published: Aug. 11, 2022

Language: Английский

Citations

11

Digital Gaming Trends of Middle-Aged and Older Adults: A Sample from Turkey DOI
İlmiye Seçer,

Elif Öykü Us

Simulation & Gaming, Journal Year: 2022, Volume and Issue: 54(1), P. 85 - 103

Published: Dec. 2, 2022

Background Although the gaming habits of children, adolescents, and younger adults have been investigated in Turkey there has less emphasis on patterns middle-aged older adults. The current study therefore adults' digital habits, aspects games that they believe are enjoyable any perceived psychological cognitive advantages. Methods Of 177 aged between 55 85 years ( M = 62) living who partook study, data from 140 participants were analyzed. Participants completed ‘Demographic Information Form’ Engagement with Digital Games Questionnaire’ via a Qualtrics link was distributed social media platforms using convenience snowball sampling technique. Results Findings this showed out 57 game players, majority N 34) reported to play puzzle such as Candy Crush. Moreover, gamers indicated believed had benefits. Conclusion Overall, findings revealed enjoy playing for fun, stress relief, mental exercise regime.

Language: Английский

Citations

7

Seeking Solace, Not Catharsis: Frustration Diminishes the Inclination to Play Violent Video Games DOI Open Access
Yashvin Seetahul, Tobias Greitemeyer

Published: Feb. 12, 2024

Objective: With two experiments (N = 1,576), we examine the causal effect of frustration on immediate inclination to play violent video games (VVGs) and moderating role long-term VVG exposure.Method: Frustration was experimentally manipulated through designated "frustrated" "not frustrated" conditions with a novel riddle paradigm. Participants' exposure VVGs measured assess its relationship between VVGs. We as outcome variable.Results: Building theory that players might seek catharsis in VVGs, particularly when experiencing negative emotions, hypothesized an interaction effect, predicting greater towards among frustrated participants, especially those higher levels exposure. In Study 1, contrary our hypothesis, results revealed no Instead, found reduce engage across all regardless their level such games. Hence, replicate this finding, 2, frustration, moderation. This hypothesis supported by data.Conclusion: Our findings challenge notion increase motivation for cathartic purposes. light findings, provide critical discussion theory. argue contribute cumulative knowledge about specific emotion offer new perspectives future research.

Language: Английский

Citations

1

Videojuegos y empatía. Del contenido violento a la actitud empática DOI Creative Commons

Patricio Orozco Marín,

Carmita Esperanza Villavicencio Aguilar, Wilson Javier Rojas Preciado

et al.

psicogente, Journal Year: 2024, Volume and Issue: unknown

Published: Feb. 29, 2024

Artículo de Resultados. Objetivo: Comprender la relación entre el uso videojuegos violentos y disposición empática en adolescencia. Método: Enfoque cuantitativo diseño no experimental, corte transversal alcance descriptivo-correlacional. La recolección datos se llevó a cabo través un cuestionario ad hoc para explorar los factores que componen al (α=0.951), Índice Reactividad Interpersonal evaluar las cuatro dimensiones empatía (α=0,745). muestra quedó conformada por n=400 adolescentes 12 18 años edad, 55,2% hombres 44,8% mujeres. Se utilizó muestro probabilístico simple. Resultados: prueba H Kruskal-Wallis determinó excesivamente (+18; p-valor= 0,001) es factor varía niveles una dimensión (Malestar Personal, MP), siendo mayor quiénes actualmente juegan estos juegos. Discusiones: MP constructo relaciona negativamente con comportamiento prosocial altruismo, positivamente tendencia evitar personas están pasando situaciones adversas. Considerando lo anterior, disfrutan +18 son presentan menor empática, congruente investigaciones, donde encontró (UVV) redujo niños adolescentes, disminución predijo frecuencia conductas violentas. Así mismo, estudios regionales sugieren UVV aumenta ira agresividad, par reduce empatía.

Citations

1

Video Game Feedback Learning and Aggressive or Prosocial Effects DOI
Boyu Qiu, Wei Zhang

Social Science Computer Review, Journal Year: 2024, Volume and Issue: unknown

Published: Aug. 22, 2024

There is a close connection between video games and social life, researchers are interested in whether how shape aggression prosocial behaviors. However, there great inconsistencies across studies on this topic. These mixed results may be due part to focus learning models that were relevant research traditional media like television but less useful games. Unlike other media, characterized by frequent game-player interactions immediate feedback, evidence in-game rewards punishments can aggressive or behavior inside outside the game. We argue reinforcement help us understand effects of behaviors, propose conceptual model based argument.

Language: Английский

Citations

1

The Game Within the Game: The Potential Influence of Demand Characteristics and Participant Beliefs in Violent Video Game Studies DOI Creative Commons
Yashvin Seetahul, Tobias Greitemeyer

Social Psychological and Personality Science, Journal Year: 2024, Volume and Issue: 15(8), P. 943 - 954

Published: Aug. 27, 2024

In two experiments, we examined the potential impact of demand characteristics in violent video game (VVG) research. Study 1 (

Language: Английский

Citations

1

The coin of consumption: Understanding the bright and dark sides DOI
Bob M. Fennis, Derek D. Rucker

Current Opinion in Psychology, Journal Year: 2022, Volume and Issue: 49, P. 101518 - 101518

Published: Nov. 18, 2022

Language: Английский

Citations

6

Do Violent Video Games Reduce Aggression? The Roles of Prosociality and Cooperation DOI

Zien Ding,

Qinxue Liu,

Zongyuan Wang

et al.

Media Psychology, Journal Year: 2022, Volume and Issue: 26(5), P. 481 - 504

Published: Dec. 21, 2022

Video games have become an integral part of people’s daily life. Though detrimental outcomes negative game factors been demonstrated across previous studies, the effects prevalently-exist positive factors, for example, prosociality and cooperation, remain unclear. This study examined in violent video on aggressive behavior by exploring cooperation. Based General Learning Model, Experiment 1 effect mediating role perceived violence game. 2 relation between cooperation behavior, hostile interpretation bias, moderating result. The results showed that did not influence behavior. decreased Additionally, also found bias mediated win/lose moderate relationship Considering questions raised post hoc sensitivity analysis, future studies could investigate with a larger sample size.

Language: Английский

Citations

5