Computer games as a subject of psychological research – negative and positive aspects of gaming DOI Open Access
Monika Paleczna

Replay The Polish Journal of Game Studies, Год журнала: 2023, Номер 9(1), С. 11 - 41

Опубликована: Дек. 28, 2023

Computer games are an interactive form of entertainment that is popular with younger and players. Therefore researchers actively seeking information on the consequences pursuing this type pastime. At beginning, researchers’ attention was focused mainly negative aspects gaming. Nowadays, more benefits related to activity being indicated. In 2014, Granic, Lobel Engels published article playing computer games. The four areas: cognitive, motivational, emotional, social. They wanted inspire new research mental health gaming by pointing various reports they selected. This paper aims present directions explored in recent years who strive describe positive I main examples these areas, highlighting ambiguity current results. Problematic areas include aggression violence, addiction, weakening social relations, experiencing undesirable emotions, sexualization, racial prejudice, discrimination. indicated opportunities strengthening motor, competences.

Язык: Английский

Uncovering sample heterogeneity in gaming and social withdrawal behaviors in adolescent and young adult gamers in Hong Kong DOI
Ted C. T. Fong, Qijin Cheng,

C.Y. Pai

и другие.

Social Science & Medicine, Год журнала: 2023, Номер 321, С. 115774 - 115774

Опубликована: Фев. 11, 2023

Язык: Английский

Процитировано

16

Problematische Mediennutzung in der Adoleszenz – Dark Patterns und mediale Bindungsfaktoren DOI

Hanna Wiedemann,

Katharina Büsch,

Rainer Thomasius

и другие.

Kinder- und Jugendmedizin, Год журнала: 2025, Номер 25(01), С. 42 - 49

Опубликована: Фев. 1, 2025

Zusammenfassung Digitale-Medien-Nutzungsstörungen (DMNS) im Kindes- und Jugendalter stellen in der heutigen mediatisierten Gesellschaft, insbesondere nach COVID-19-Pandemie, ein ernstzunehmendes Gesundheitsproblem dar. In Entstehung Aufrechterhaltung von DMNS bestehen viele Parallelen zu Substanzgebrauchsstörungen. Neben individuellen sozialen Risikofaktoren rückt zunehmend auch die Rolle suchtfördernden Mechanismen digitalen Medien den öffentlichen Diskurs. Mit dem Ziel Nutzungsintensität –frequenz erhöhen, bedienen sich Plattform- Spieleanbieter manipulativer Designelemente zur Verstärkung Nutzungsbindung, Jugendlichen selbstbestimmtes Nutzungsverhalten erschweren. dieser narrativen Übersicht wird neben einer kurzen Epidemiologie Diagnostik schwerpunktmäßig auf sog. Dark Patterns Suchtentstehung eingegangen sowie Implikationen für Suchtprävention diskutiert.

Процитировано

0

How does social comparison predict internet gaming disorder? A structural equation model based on loot box use, competitiveness, and aggressiveness DOI
Jiangmiao Lu, Xuemei Gao, Zijie Fang

и другие.

Current Psychology, Год журнала: 2025, Номер unknown

Опубликована: Фев. 15, 2025

Язык: Английский

Процитировано

0

Gamers in Real Life: Internet Gamer Typologies and Their Association With Problematic Gaming and Health Outcomes DOI Creative Commons
Lorelle Bowditch, Janine Chapman, Tania Signal

и другие.

Human Behavior and Emerging Technologies, Год журнала: 2025, Номер 2025(1)

Опубликована: Янв. 1, 2025

Internet gaming is a popular pastime, which has surged in popularity light of COVID‐19. While positive outcomes are common, some gamers experience problems associated with their gaming. For this reason, understanding how factors can influence healthy versus unhealthy internet crucial. This study developed gamer typologies based on boredom proneness, escapism, and coping style. Typologies were compared problematic outcomes, behaviours, engagement, health wellbeing–related variables. Cluster analysis diverse international sample ( N = 913) identified three distinct profiles: immersed, balanced, detached gamers. Detached reported the highest disengaged coping. They also had worse than other clusters, despite engaging similar behaviours to immersed These novel findings emphasise importance an engaged style highlight risk using solely addiction‐based measures identify gaming, may overlook potentially adaptive behaviours.

Язык: Английский

Процитировано

0

Understanding the interplay between video game design features and dysregulated gaming patterns: A call to anchor future research directions in interactionist frameworks DOI Creative Commons
Maèva Flayelle,

Mélina Andronicos,

Daniel L. King

и другие.

Addictive Behaviors Reports, Год журнала: 2025, Номер unknown, С. 100609 - 100609

Опубликована: Апрель 1, 2025

Язык: Английский

Процитировано

0

Burden of gaming disorder among adolescents: A systemic review and meta-analysis DOI Creative Commons
Prakasini Satapathy, Mahalaqua Nazli Khatib,

Ashok Kumar Balaraman

и другие.

Public Health in Practice, Год журнала: 2024, Номер 9, С. 100565 - 100565

Опубликована: Дек. 20, 2024

Язык: Английский

Процитировано

3

Extended hours of video game play and negative physical symptoms and pain DOI Creative Commons
Janni Leung, John B. Saunders, Daniel Stjepanović

и другие.

Computers in Human Behavior, Год журнала: 2024, Номер 155, С. 108181 - 108181

Опубликована: Фев. 21, 2024

Video games are a source of positive experiences and joy for many people. However, some interaction styles may lead to negative consequences. We aimed examine the potential physical problems associated with video gaming behaviors. Data were from 2022 International Gaming Study (IGS22), cross-sectional survey 955 individuals aged 18–94 (M = 46.10 [16.19]; 45% male) who played games. examined association between prolonged continuous game play identified in past 12 months. Playing three or more hours one session was higher odds symptoms (e.g., overall problems, OR 2.80 [95% CI: 1.52–5.16, p < 0.001 back neck pain, 2.19 1.28–3.74], 0.01). Those met Ten-Item Internet Disorder Test (IGDT-10) threshold internet disorder had four times problems. The associations extended behavior not moderated by age, gender, plans be professional player, meeting diagnostic criteria disorder. Physical pain occur disproportionately engage play, including risk, women, older age groups, those without players across demographic spectrum should alerted these risks,

Язык: Английский

Процитировано

2

Experience of Legal Regulation of Lootboxes in Different Countries: a Comparative Analysis DOI Creative Commons
Sajjad Ghasem Pour

Journal of Digital Technologies and Law, Год журнала: 2024, Номер 2(2), С. 345 - 371

Опубликована: Июль 30, 2024

Objective: to show how the use of a new business model called Loot boxes, on which modern video games are based, has become legal problem for jurisdictions in different countries. Methods: drawing existing literature and contemporary sources, article explores potential negative consequences provides comprehensive analysis or proposed regulation, compares approaches taken various national jurisdictions. Results: examines growing concern surrounding widespread particular form in-game purchases boxes. It is strongly criticized grounds that boxes presumed be gambling within game. On this basis, argues favor their legislative regulation. Having examined regulatory framework countries have already action against such as Belgium, Netherlands, China, Japan Republic Korea, well currently debating author emphasizes need adopt consumer protection measures gaming industry. This particularly relevant vulnerable strata exposed gambling-related harms. In addition, there ensure ethical responsible reduce health financial risks associated with model. Scientific novelty : paper presents comparative study problems current projected social regulation games. The proposes seek solution balance between game industry innovations, user well-being, will ultimately contribute creation healthier environment gamers. Practical significance highlights international scope difference address psychological, proliferation lootboxes These yet assessed, taking into account findings concerning

Язык: Английский

Процитировано

1

Let’s Be Honest: Adolescents Speak Up on How to Better Protect Young People from Gambling Harm DOI Creative Commons
Lisa Lole, Nerilee Hing, Hannah Thorne

и другие.

Journal of Applied Youth Studies, Год журнала: 2024, Номер unknown

Опубликована: Окт. 9, 2024

Abstract The importance of safeguarding young people from harmful gambling is widely acknowledged, but limited research has sought adolescents’ perspectives on strategies to provide this protection. current study addresses gap in understanding. Eighty-nine Australians aged 12–17 years, classed as either at-risk/problem gamblers, non-problem gamblers or non-gamblers, participated qualitative interview and/or online community conditions. Themes extracted the data things participants believe should be implemented achieve aim include open and honest advice parents; schools-based education that meaningful, authentic based lived experience; truth transparency advertising; social marketing reaches informs youth; governments regulate gaming industries into acting ethically not exploiting people. At-risk/problem gambler adolescents were able offer more detailed suggestions would protect harm, frequently drawing their own personal experiences stories they heard others. Multifaceted are required help make informed decisions about gambling. Developing implementing such minors harm requires a cohesive effort commitment addressing public health issue. Recommendations how regulators, industry, parents other stakeholders may contribute discussed.

Язык: Английский

Процитировано

1

Order of first-play in simulated versus monetary gambling DOI Creative Commons
Alex Russell, Nerilee Hing, Philip Warren Stirling Newall

и другие.

Journal of Behavioral Addictions, Год журнала: 2023, Номер 12(4), С. 992 - 1005

Опубликована: Ноя. 30, 2023

Simulated gambling products, like loot boxes and social casino games, contain elements, but are not classified as gambling. They available to minors, raising concerns about a "gateway effect" into This study examined the time course of young people's engagement in simulated monetary gambling, associations between problems harm. A necessary, although sufficient, condition for games leading real money is that play must come first.

Язык: Английский

Процитировано

2