Courting Contraceptives A Sexual Health Dating-Sim for College-Aged Players Who Menstruate DOI

Sarah Schoemann,

Beth Sundstrom,

Jo Jackley

et al.

Published: Nov. 19, 2023

Courting Contraceptives is a first person, "dating-sim" style digital game designed by team of researchers in computer science as well communications and public health. The aims to educate women people who menstruate between the ages 18 30 about variety methods contraceptives available them.

Language: Английский

Problematische Nutzung digitaler Medien und Gesundheitskompetenz von Schülerinnen und Schülern in Deutschland. Befunde der HBSC-Studie 2022 DOI Creative Commons
Kevin Dadaczynski, Anne Kaman, Ulrike Ravens‐Sieberer

et al.

Bundesgesundheitsblatt - Gesundheitsforschung - Gesundheitsschutz, Journal Year: 2025, Volume and Issue: unknown

Published: Feb. 18, 2025

Citations

0

Adolescent social gaming as a form of social media: A call for developmental science DOI
Anne J. Maheux, Shedrick L. Garrett, Kara A. Fox

et al.

Child Development Perspectives, Journal Year: 2024, Volume and Issue: unknown

Published: June 6, 2024

Abstract Social gaming—online gameplay involving digital interactions with others—is a common form of social media use among adolescents. Research on this topic has neglected the aspect gaming and potential role in adolescent development. In article, we define gaming, drawing interdisciplinary theories to clarify how it is both similar distinct from app‐based platforms that have received more research attention. We outline may be uniquely rewarding influential for adolescents, given three key features development: peer relationships, identity development, neurobiological address individual differences—including those related identities, neurobiology, pre‐existing skills—may shape experiences outcomes. conclude call work influences development an agenda researchers.

Language: Английский

Citations

2

Disordered gaming: the interplay between user-avatar bond and sexual minority status DOI
Sarah L. Eddy,

Benjamin Loriente,

Tyrone L. Burleigh

et al.

Psychology and Sexuality, Journal Year: 2024, Volume and Issue: unknown, P. 1 - 17

Published: April 19, 2024

Online gamers represent themselves virtually through their in-game avatar, providing opportunities for connection and self-expression. Prior research indicates associations between aspects of the user-avatar bond (UAB) more intensive gaming involvement. However, experiences may vary based on individual differences like sexual minority status (i.e. LGBTIQ+), warranting further investigation. Thus, present study examined whether UAB profiles varied heterosexual versus non-heterosexual gamers, to elucidate potential discrepancies in avatar engagement related orientation. The comprised an Australian community sample 488 players (48.2% women, 73.3% heterosexual, Mage = 31.6 years) Massive Multiplayer games. An online survey assessed demographic characteristics, (UAB), disordered – which was additionally measured after six months (n 270). Latent profile analysis revealed presence four profiles: Compensated, Differentiated, Identified, Moderate gamers. There no association one's No interaction observed orientation, profile, behaviour. differentiated (characterised by weaker connection) displayed significantly lower scores cross-sectionally longitudinally. Findings highlight variations how identifying connect with cautioning definitive stereotypical assumptions.

Language: Английский

Citations

1

How do video games affect mental health? A narrative review of 13 proposed mechanisms DOI Open Access
Nick Ballou, Thomas Hakman, Matti Vuorre

et al.

Published: May 30, 2024

Researchers have proposed a variety of mechanisms through which playing video games might affect mental health: by displacing more psychosocially beneficial activities, satisfying or frustrating basic psychological needs, relieving stress, and many more. However, these are rarely enumerated, underlying causal structures made explicit. Here, we overview 13 effects gaming on health. For each, attempt to draw out (often implicit) counterfactuals—that is, what concrete aspect should be changed in hypothetical alternative universe produce the effect interest—and illustrate with example directed acyclic graphs (DAGs). In doing so, hope provide bird’s eye view field encourage focused collaborative efforts propose, falsify, iterate (causal) theories. Only so can realize its potential inform clinical interventions, regulation, game design, behavior players parents.

Language: Английский

Citations

1

Exploring the relationship between media use and depressive symptoms among gender diverse youth: findings of the Mental Health Days Study DOI Creative Commons
Diana Klinger, Paul L. Plener,

Golli Marboe

et al.

Child and Adolescent Psychiatry and Mental Health, Journal Year: 2024, Volume and Issue: 18(1)

Published: Aug. 22, 2024

Abstract Background Over the past decades, media use has become a key aspect of young people’s daily lives, significantly shaping their social interactions, learning processes, and recreational pursuits. At same time, healthcare professionals researchers are increasingly concerned about impact on mental health. This concern is particularly relevant for gender diverse youth who may have distinct experiences with that could health uniquely compared to peers, such as increased exposure cyberbullying negative content regarding identity. study aims explore associations between depressive symptoms among examine if moderates this association. Methods utilized cross-sectional design involving school-based sample 8158 participants ( M age = 14.05 years, SD 2.45, N 144) from Austria. Participants completed survey assessing using Patient Health Questionnaire-9 (PHQ-9). Media was measured by asking report usage in hours minutes across various categories, including smartphone use, streaming services, networks, other types. Multiple regression analyses were conducted relationships different forms symptoms. Moderation performed PROCESS macro SPSS role gender. Results For youth, multiple analysis identified services (β 0.265, p .005) networks 0.189, .037) significant predictors youth. entire showed relationship B - 0.008, .014), effect being most individuals. Conclusion The findings underscore complex emphasizing moderating These results underline need gender-sensitive approaches literacy interventions. Stakeholders should be aware risks benefits types foster healthy engagement.

Language: Английский

Citations

1

Representation and Its Historical Antecedents in New Media: The Queer-ious Case of Assassin's Creed DOI Creative Commons
Jess Root-Williams, Taylor M. Kessner, Jeremy Bernier

et al.

Games and Culture, Journal Year: 2024, Volume and Issue: unknown

Published: Nov. 3, 2024

Videogames, like other new media, reflect and shape culture are influenced by societal attitude shifts. We conducted a qualitative close-reading analysis of queer representation in the AAA historical-fiction series Assassin's Creed historical antecedents thereof to explore (a) traditional marginalization queer-identifying folks (b) context growing acceptance within (inter)national zeitgeist. In our examination developer's reaction operationalized as observable shifts developers’ design choices, we observed an increase that aligns with shift social attitudes toward over last 15 years. With respect antecedents, discovered misalignment between in-game portrayal vis available record.

Language: Английский

Citations

0

Avatars at risk: Exploring public response to sexual violence in immersive digital spaces DOI
Navneet Kumar Singh, Rajeev Kumar Ray,

Nikee Silayach

et al.

Computers in Human Behavior, Journal Year: 2024, Volume and Issue: 163, P. 108500 - 108500

Published: Nov. 12, 2024

Language: Английский

Citations

0

Queer gender identities and videogames DOI Creative Commons
Mark Maletska

Eludamos Journal for Computer Game Culture, Journal Year: 2024, Volume and Issue: 15(1), P. 125 - 150

Published: Dec. 31, 2024

This narrative literature review discusses peer-reviewed research articles connecting queer gender identities and videogames. Its main purpose is to describe directions of on connections between videogames, indicate gaps missing in existing studies. The analysed material was collected April–August 2023 using Google Scholar, Web Science, Scopus databases. Three major thematic categories were identified the publications: representation videogames; player–avatar dysphoria; game-related spaces. finding that focused people do not tend address inherent queerness Queer temporality spatiality are sufficiently studied interaction with players, and/or visual elements remain focus, even when potentially interactive activities like avatar creation being researched.

Language: Английский

Citations

0

Courting Contraceptives A Sexual Health Dating-Sim for College-Aged Players Who Menstruate DOI

Sarah Schoemann,

Beth Sundstrom,

Jo Jackley

et al.

Published: Nov. 19, 2023

Courting Contraceptives is a first person, "dating-sim" style digital game designed by team of researchers in computer science as well communications and public health. The aims to educate women people who menstruate between the ages 18 30 about variety methods contraceptives available them.

Language: Английский

Citations

0