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.
Journal of Gambling Studies,
Год журнала:
2024,
Номер
unknown
Опубликована: Ноя. 13, 2024
Emerging
research
has
highlighted
potential
associations
between
micro-transaction
use
and
problematic
videogame
gambling
behaviour.
An
increasingly
prominent
theory
highlights
that
self-determined
motivations
basic
psychological
needs
may
play
crucial
roles
in
the
development
of
However,
literature
discussing
role
this
relationship
is
scarce.
The
present
study
examined
micro-transactions
for
gaming
behaviour
(internet
disorder
problem
severity).
A
sample
370
participants
(74.1%
male,
M
Discover Global Society,
Год журнала:
2024,
Номер
2(1)
Опубликована: Ноя. 19, 2024
Abstract
Background
During
COVID-19,
interest
in
video
games
increased
and
it
continues
to
escalate.
Excessive
gaming,
common
throughout
the
world,
attracts
concern
among
mental
health
professionals.
Most
internet
gamers
are
youth
young
adults.
Persistent
recurrent
gaming
can
lead
disorder,
which
may
be
associated
with
significant
impairments
of
daily
work
and/or
education
activities.
This
comparative
study
examined
disorders
Russian
Kazakh
university
students
its
association
gender,
religiosity,
loneliness,
substance
use,
eating
behavior.
Methods
Data
were
collected
from
a
cross-sectional
sample
1464
Russia
Kazakhstan,
33.3%
male,
66.7%
female,
29.2%
secular,
70.8%
non-secular
during
2022–2023.
The
Qualtrics
software
platform
was
used
for
responses
nine-item
Internet
Gaming
Disorder
Scale-Short-Form,
six-item
De
Jong
Gierveld
Loneliness
Scale.
Also,
survey
participants
asked
about
their
use
behavior
gaming.
All
statistical
analyses
conducted
using
SPSS,
version
25.
Results
average
amount
disorder
(GD)
is
higher
than
(14.2
vs.
12.9,
p
<
0.001),
males
more
females
(15.4
12.8,
0.001).
Religious
respondents
tend
spend
less
time
(p
0.001)
have
lower
GD
rates
However,
regression
analysis
shows
religiosity
religious
affiliation
not
predictors
GD.
Significant
behavior,
weekly
hours
spent
on
gender
(male),
country
(Russia)
age
(Adjusted
R
2
=
0.473).
Conclusion
Despite
cross-cultural
differences
between
Kazakhstan
students,
results
show
tends
similar
at
low
level
both
countries;
predictor
consistent
other
studies
showing
that
secular
post-Soviet
countries,
including
people
predominantly
declarative
nature,
impact
Additional
research
should
considered
verify
present
findings
policy,
prevention,
treatment
purposes.
International Journal of Mental Health and Addiction,
Год журнала:
2023,
Номер
unknown
Опубликована: Июль 20, 2023
Abstract
This
study
explores
the
lived
experience
of
simulated
gambling
as
young
people
grow
up.
Qualitative
research
with
89
Australians
aged
12–17
years
explored
their
chronological
experiences
and
monetary
gambling.
Reflexive
thematic
narrative
analysis
identified
common
contrasting
themes
amongst
at-risk/problem
gambling,
non-problem
non-gambling
participants.
As
up,
they
engage
in
more
frequently,
diverse
settings,
on
activities
akin
to
Their
motivations
expand
from
valuing
virtual
prizes,
also
social
benefits
opportunities
learn
new
games,
compete
against
other
players
demonstrate
skill.
Simulated
becomes
highly
normalised
childhood
before
realise
its
potential
for
gaming
harm.
Behavioural
associations
between
harmful
were
evident,
but
those
less
clear.
Restricting
youth
access
would
help
protect
them
Frontiers in Behavioral Neuroscience,
Год журнала:
2023,
Номер
17
Опубликована: Ноя. 20, 2023
Adolescence
is
a
time
of
heightened
risk-taking
across
species.
Salient
audiovisual
cues
associated
with
rewards
are
common
feature
gambling
environments
and
have
been
connected
to
increased
risky
decision-making.
We
previously
shown
that,
in
adult
male
rats,
sign
tracking
–
behavioral
measure
cue
reactivity
predicts
an
individual’s
propensity
for
suboptimal
choices
rodent
task
(rGT)
win-paired
cues.
However,
adolescents
perform
less
than
animals,
suggesting
that
they
cue-reactive
adults
some
circumstances.
Therefore,
we
investigated
the
performance
adolescent
rats
on
rGT
win
examined
its
relationship
their
sign-tracking
behavior.
found
make
more
fewer
optimal
compared
adults,
evidence
validity
as
model
also
confirmed
unlike
adolescents’
was
unrelated
rGT.
This
implies
likely
be
driven
by
reward-related
Finally,
trained
retained
adolescent-like
toward
choices,
early
exposure
environment
may
long-lasting
impact
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.