Asian Journal of Psychiatry, Journal Year: 2023, Volume and Issue: 84, P. 103584 - 103584
Published: April 14, 2023
Language: Английский
Asian Journal of Psychiatry, Journal Year: 2023, Volume and Issue: 84, P. 103584 - 103584
Published: April 14, 2023
Language: Английский
Computers in Human Behavior Reports, Journal Year: 2021, Volume and Issue: 4, P. 100135 - 100135
Published: Aug. 1, 2021
The appeal of video gaming has undoubtedly withstood the test time. In view its increasing popularity, lay people and researchers alike have taken an interest in psychological consequences gaming. However, there seems to be a paradox associated with effect on gamers' well-being—namely, while most game players cite "fun" as their motivation play games, games continue hold notorious reputation among some for being detrimental mental health emotional well-being measured by indicators such happiness, perceived stress, anxiety, depressive symptoms. We suggest that significant contributor mixed literature is oversight contextual factors may moderate this relationship. current review highlights five important should considered when studying associations between frequency well-being. Specifically, we unless social context (who), type (what), (why), time day (when), amount (how much) activities are adequately considered, examinations outcomes relation will remain incomplete.
Language: Английский
Citations
32PLoS ONE, Journal Year: 2021, Volume and Issue: 16(11), P. e0259163 - e0259163
Published: Nov. 17, 2021
The rise in digital media consumption, especially among children, raises the societal question of its impact on cognition, mental health and academic achievement. Here, we investigate three different ways measuring technology use-—total hours consumed, video game play number used concurrently—-in 118 eight-to-twelve year-old children. At stake is whether uses have effects, which could explain some past mixed findings. We collected data about children’s as well (i) attentional behavioral control abilities, (ii) psychological distress, psychosocial functioning, sleep, (iii) achievement motivation. While abilities were assessed using both cognitive tests questionnaires, sleep all questionnaire-based. Finally, performance was based self-reported grades, with motivational variables being measured through grit growth-mindset questionnaires. present partial correlation analyses construct a network to assess structural associations between forms consumption categories measures. observe that children consume large amounts multitask substantially. Partial show multitasking specifically mostly correlated negative health, while playing games associated faster responding better health. No significant correlations observed for total media. Psychological analysis complement these first results by indicating consuming are only indirectly related grades. Thus, appear relate performance, more directly affecting This work emphasizes need differentiate if one understand how every day impacts human behavior.
Language: Английский
Citations
31Behaviour and Information Technology, Journal Year: 2022, Volume and Issue: 42(6), P. 789 - 805
Published: March 3, 2022
Difficulty balance in the game level design is particularly important for user experience (UX). This study uses cognitive control and flow theory as a starting point, based on functional near-infrared spectroscopy technology, this research obtained oxygenated hemoglobin concentration (ΔHbO2) signals from three brain areas prefrontal cortex (PFC), namely dorsolateral (DLPFC), ventral (VLPFC), frontal area (FPA). Combined with subjective state scale to explore reaction difference between video players (VGPs) non-video (NVGPs) during entire period of playing games moment difficulty changes. The results show that VGPs NVGPs have significant differences HbO2 different regions PFC. players' affected by difficulty. DLPFC FPA linear dependence relation state. proves UX changes perspective. provide reference future about achieve better game.
Language: Английский
Citations
22TechTrends, Journal Year: 2023, Volume and Issue: unknown
Published: May 10, 2023
Minecraft Education is a digital game-based learning platform that thought to support the development of twenty-first century competencies and skills. The purpose this study explore primary students' experiences using during an innovative national project-based initiative. initiative had two phases: 1) educational episodes for teachers students on how use 2) competition required re-imagine sustainable version their community. We used mixed-methods design with sample classes taking part in First, third sixth class (N = 173) completed survey examined: opportunities Education, ease use, 3) usefulness, 4) enjoyment. Eight focus group interviews were then conducted subsample (n 30). Students indicated there good particularly creativity collaboration, was easy useful and, enjoyable. Thematic analysis qualitative data identified five themes: 'collaboration', 'opportunities creativity', 'immersive environment', 'student engagement', 'technology skills'. This research highlights value activities supporting student learning.
Language: Английский
Citations
13Asian Journal of Psychiatry, Journal Year: 2023, Volume and Issue: 84, P. 103584 - 103584
Published: April 14, 2023
Language: Английский
Citations
12