Problematische Nutzung digitaler Medien und Gesundheitskompetenz von Schülerinnen und Schülern in Deutschland. Befunde der HBSC-Studie 2022
Bundesgesundheitsblatt - Gesundheitsforschung - Gesundheitsschutz,
Journal Year:
2025,
Volume and Issue:
unknown
Published: Feb. 18, 2025
Adolescent social gaming as a form of social media: A call for developmental science
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
Disordered gaming: the interplay between user-avatar bond and sexual minority status
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
How do video games affect mental health? A narrative review of 13 proposed mechanisms
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
Exploring the relationship between media use and depressive symptoms among gender diverse youth: findings of the Mental Health Days Study
Diana Klinger,
No information about this author
Paul L. Plener,
No information about this author
Golli Marboe
No information about this author
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
Representation and Its Historical Antecedents in New Media: The Queer-ious Case of Assassin's Creed
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
Avatars at risk: Exploring public response to sexual violence in immersive digital spaces
Computers in Human Behavior,
Journal Year:
2024,
Volume and Issue:
163, P. 108500 - 108500
Published: Nov. 12, 2024
Language: Английский
Queer gender identities and videogames
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
Courting Contraceptives A Sexual Health Dating-Sim for College-Aged Players Who Menstruate
Sarah Schoemann,
No information about this author
Beth Sundstrom,
No information about this author
Jo Jackley
No information about this author
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