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

The Role of Videogame Micro-Transactions in the Relationship Between Motivations, Problem Gaming, and Problem Gambling DOI Creative Commons
Erin Gibson, Mark D. Griffiths, Filipa Calado

и другие.

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

Язык: Английский

Процитировано

0

Gaming disorder among Russian and Kazakh university students DOI Creative Commons
Vsevolod Konstantinov, Aigerim Mynbayeva, Валентина Гриценко

и другие.

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.

Язык: Английский

Процитировано

0

‘It Doesn’t Give Off the Gambling Vibes … It Just Feels Like a Part of the Game’: Adolescents’ Experiences and Perceptions of Simulated Gambling While Growing Up DOI Creative Commons
Nerilee Hing, Lisa Lole, Hannah Thorne

и другие.

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

Язык: Английский

Процитировано

1

Propensity for risky choices despite lower cue reactivity in adolescent rats DOI Creative Commons

Sandford Zeng,

Elin F. B. McLaughlin,

Aishwarya Ramesh

и другие.

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

Язык: Английский

Процитировано

1

Rules for Online Gaming Regulation in India: The Endgame or We Need to Level Up? DOI Creative Commons
Swarndeep Singh, Yatan Pal Singh Balhara

Indian Journal of Psychological Medicine, Год журнала: 2023, Номер 46(6), С. 589 - 592

Опубликована: Дек. 6, 2023

Язык: Английский

Процитировано

1

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

Процитировано

1