Journal of Modern Foreign Psychology,
Год журнала:
2025,
Номер
13(4), С. 120 - 130
Опубликована: Янв. 22, 2025
<p
style="text-align:
justify;">The
article
presents
a
theoretical
review
of
modern
research
dedicated
to
the
problem
influence
video
games
on
emotional
state
players.
Despite
large
number
works
in
this
area,
their
results
are
quite
contradictory,
therefore,
an
analysis
meta-analytical
data
is
necessary,
as
well
detailed
consideration
various
factors
influencing
effect.
It
has
been
shown
that
there
evidence
for
negative
effects
indicators
state,
positive
and
absence
effects.
The
effect
depends
additional
—
individual
personality
traits
player,
genre
game,
amount
time
spent
playing
games,
many
others.
revealed
some
cases,
contradictions
empirical
studies
explained
by
these
factors,
particular,
game
significant
impact,
presence
addiction.
We
also
reviewed
confirmed
educational
development
self-regulation
skills,
therapy
symptoms
autism
depression.
Formulating
reliable
clear
conclusions
about
magnitude
entertainment
genres
still
difficult
due
lack
meta-analyses.</p>
Cyberpsychology Behavior and Social Networking,
Год журнала:
2022,
Номер
25(6), С. 334 - 354
Опубликована: Май 31, 2022
During
the
initial
phases
of
COVID-19
pandemic,
playing
video
games
has
been
much
more
than
just
a
pastime.
Studies
suggested
that
for
many
individuals
have
helped
to
cope
with
such
difficult
life
experience.
However,
other
research
indicates
gaming
may
had
harmful
effects.
Within
this
context,
systematic
review
aimed
describe
literature
on
effects
during
early
stages
crisis
stress,
anxiety,
depression,
loneliness,
and
disorder
(GD),
examining
study
characteristics
outcomes.
A
search
was
made
following
Preferred
Reporting
Items
Systematic
Reviews
Meta-Analysis
guidelines.
It
preregistered
in
International
Platform
Registered
Review
Protocols
(INPLASY)—INPLASY202180053.
The
databases
were
PsycINFO,
Web
Science,
Medline.
string
was:
[(“video
game*”)
OR
(“computer
(“gaming”)]
AND
[(“COVID-19”)].
Twenty-four
studies
met
inclusion
criteria.
Four
explored
pandemic
depression.
investigated
while
18
game
disorder.
Video
games,
especially
augmented
reality
online
multiplayer
ones,
mitigated
loneliness
among
adolescents
young
adults
stay-at-home
restrictions.
case
at-risk
(i.e.,
particularly
male
youths),
detrimental
Journal of Research on Technology in Education,
Год журнала:
2024,
Номер
unknown, С. 1 - 20
Опубликована: Апрель 8, 2024
In
this
study,
an
online
contextualized
educational
game
was
designed
to
provide
interactive
simulated
dialogues
using
generative
AI
scaffolding
(using
ChatPDF)
in
a
as
for
immediate
feedback,
where
learners
can
access
guides
and
explore
knowledge.
This
study
analyzed
learners'
behaviors
while
performing
prompting
the
scaffolding,
well
psychological
responses.
A
total
of
59
students
participated
study.
The
results
showed
that
had
significantly
high
flow
low
activity
anxiety
tasks,
feedback
usefulness
significant
effects
on
learning
aids.
instant
certain
percentage
direct
answers
or
indirect
suggestions,
which
is
suitable
scaffolding.
Informatics,
Год журнала:
2022,
Номер
9(1), С. 14 - 14
Опубликована: Фев. 22, 2022
Human-computer
interaction
(HCI)
has
contributed
to
the
design
and
development
of
some
efficient,
user-friendly,
cost-effective,
adaptable
digital
mental
health
solutions.
But
HCI
not
been
well-combined
into
technological
developments
resulting
in
quality
safety
concerns.
Digital
platforms
artificial
intelligence
(AI)
have
a
good
potential
improve
prediction,
identification,
coordination,
treatment
by
care
suicide
prevention
services.
AI
is
driving
web-based
smartphone
apps;
mostly
it
used
for
self-help
guided
cognitive
behavioral
therapy
(CBT)
anxiety
depression.
Interactive
may
help
real-time
screening
outdated,
strained
or
lacking
healthcare
systems.
The
barriers
using
include
accessibility,
efficacy,
reliability,
usability,
safety,
security,
ethics,
suitable
education
training,
socio-cultural
adaptability.
Apps,
machine
learning
algorithms,
immersive
technologies,
phenotyping
are
notable
prospects.
Generally,
there
need
faster
better
human
factors
combination
with
automation,
higher
levels
effectiveness
evaluation
application
blended,
hybrid
stepped
an
adjunct
approach.
modeling
assist
usable
applications,
effectively
recognize,
acknowledge,
address
inequities
therapeutic
alliance.
Current Opinion in Psychology,
Год журнала:
2022,
Номер
46, С. 101326 - 101326
Опубликована: Март 10, 2022
Hundreds
of
studies
have
examined
the
interpersonal
effects
video
game
consumption.
This
article
provides
a
brief
review
relationship
between
violent
and
prosocial,
respectively,
gaming
social
behavior.
Although
some
came
to
contradicting
results,
meta-analyses
found
that
consumption
increases
aggression
decreases
prosocial
behavior,
whereas
games
opposite
effects.
Some
evidence
even
suggests
does
not
only
influence
player,
but
also
player's
network.
In
terms
mediating
mechanisms,
cognitive
affective
variables
account
for
on
behavioral
responses.
Overall,
whether
negative
or
positive
others
depends
heavily
their
content.
Pediatrics in Review,
Год журнала:
2023,
Номер
44(1), С. 23 - 32
Опубликована: Янв. 1, 2023
Play
has
always
been
an
essential
part
of
childhood,
but
it
looks
different
for
modern
children,
who
increasingly
engage
in
virtual
play.
More
than
90%
children
older
2
years
play
video
games,
and
three-quarters
American
households
own
a
game
console.
Children
8
to
17
age
spend
average
1.5
hours
daily
playing
games.
Recent
developments
framed
by
decades
research
have
provided
insight
into
how
games
influence
children’s
physical
health,
mental
social
behaviors,
cognitive
development.
Anticipatory
guidance
surrounding
media
use
is
often
centered
on
screen
time,
pediatricians
should
some
knowledge
the
unique
benefits
risks
associated
with
this
nearly
ubiquitous
activity.
In
light
recent
addition
gaming
disorder
International
Classification
Diseases,
11th
Revision,
review
includes
discussion
epidemiology,
clinical
features,
diagnosis
disorder,
including
existing
screening
tools.
As
become
more
popular
while
ever-increasing
scope
complexity,
aims
educate
pediatric
provider
about
what
known,
uncertain,
management
both
healthy
unhealthy
children.
Frontiers in Psychology,
Год журнала:
2024,
Номер
15
Опубликована: Апрель 26, 2024
Introduction
In
video
gaming,
tilt
is
thought
to
relate
poor
emotional
control
and
game
performance.
Despite
widespread
recognition
of
in
there
a
lack
research
examining
empirically.
Methods
One
thousand
seven
gamers
took
part
our
online
study
experience
tilt,
the
factors
which
contribute
protect
against
emotion
regulation
strategies
employ
deal
with
tilt.
Results
Gamers
who
reported
playing
for
more
competitive
reasons,
were
at
higher
risk
experiencing
Additional
associated
an
increased
anger
hours
spent
playing.
Protective
also
identified,
inclusive
greater
number
years
gaming
engagement
adaptive
strategies.
Discussion
This
provides
important
starting
point
creating
better
understanding
equipping
us
new
knowledge
support
improve
their
during
play
performance
JMIR Serious Games,
Год журнала:
2022,
Номер
10(4), С. e35000 - e35000
Опубликована: Авг. 4, 2022
Virtual
reality
can
play
an
important
role
during
the
COVID-19
pandemic
in
health
care
sector.
This
technology
has
potential
to
supplement
traditional
in-hospital
medical
training
and
treatment,
may
increase
access
therapies
various
settings.This
systematic
review
aimed
describe
literature
on
care-targeted
virtual
applications
crisis.We
conducted
a
search
of
PsycINFO,
Web
Science,
MEDLINE
databases,
according
Preferred
Reporting
Items
for
Systematic
Reviews
Meta-Analysis
guidelines.
The
string
was
as
follows:
"[(virtual
reality)]
AND
[(COVID-19)
OR
(coronavirus)
(SARS-CoV-2)
(healthcare)]."
Papers
published
English
after
December
2019
peer-reviewed
journals
were
selected
subjected
inclusion
exclusion
criteria.
We
used
Mixed
Methods
Appraisal
Tool
assess
quality
studies
risk
bias.Thirty-nine
met
Seventeen
showed
usefulness
crisis
reducing
stress,
anxiety,
depression,
pain,
promoting
physical
activity.
Twenty-two
revealed
that
helpful
learning
tool
several
areas,
including
emergency
medicine,
nursing,
pediatrics.
also
educational
increasing
public
understanding
pandemic.
Different
levels
immersion
(ie,
immersive
desktop
reality),
types
head-mounted
displays
PC-based,
mobile,
standalone),
content
360°
videos
photos,
environments,
video
games,
embodied
agents)
have
been
successfully
used.
both
face-to-face
remote
trials.Virtual
applied
frequently
medicine
pandemic,
with
positive
effects
treating
conditions
education
training.
Some
barriers
need
be
overcome
broader
adoption
panorama.International
Platform
Registered
Review
Meta-analysis
Protocols
(INPLASY)
INPLASY202190108;
https://inplasy.com/inplasy-2021-9-0108/.
Journal of Applied Research in Intellectual Disabilities,
Год журнала:
2024,
Номер
37(2)
Опубликована: Янв. 2, 2024
Abstract
Background
Although
particular
technologies
can
enhance
the
quality
of
life
(QoL)
people
with
profound
intellectual
and
multiple
disabilities
(we
use
term
pervasive
support
needs),
their
objectives
outcomes
are
understudied.
A
systematic
literature
review
was
therefore
conducted
to
explore
this
topic.
Method
search
four
databases
yielded
64
studies.
Data
were
extracted
on
general
characteristics,
methods
sample
characteristics
as
well
technology
types,
QoL
domains
application
within
ecological
systems.
narrative
synthesis
subsequently
developed.
Results
Most
studies
applied
assistive
(AT)
focused
personal
development
self‐determination
an
individual
level.
Conclusions
Technology
needs.
There
indications
that
although
MT
UD‐based
used
in
practice,
few
have
examined
these
technologies.
Therefore,
there
is
a
knowledge
gap
regarding
kinds
practice.
Sustainability,
Год журнала:
2024,
Номер
16(5), С. 2040 - 2040
Опубликована: Фев. 29, 2024
With
the
rapid
growth
of
online
entertainment
live
streaming,
how
to
continuously
innovate
and
achieve
long-term
sustainability
has
become
a
major
challenge
for
industry.
Augmented
reality
(AR)
technology
offers
users
immersive
interactive
experiences
potentially
addresses
this
challenge.
The
aim
study
is
explore
AR
influences
key
components
user
experience—immersion
intention
pay—using
survey
data.
Building
upon
Hedonic
Motivation
System
Adoption
Model
(HMSAM),
research
incorporates
aesthetic
variables
theoretically
expand
model
in
order
gain
deeper
understanding
mechanisms
influencing
behavior.
A
questionnaire
was
conducted
collect
450
valid
samples.
Detailed
analysis
using
structural
equation
modeling.
findings
confirm
that
design
significantly
impacts
users’
judgments
content
value
perceived
ease
use,
generating
positive
effects
at
perceptual
level.
Additionally,
applications
enhance
quality
experience,
thereby
stimulating
intrinsic
motivations
such
as
curiosity
joy.
Further
indicates
behavioral
control
directly
influence
level
immersion
pay.
Overall,
results
offer
important
insights
into
industry
applications.
This
successfully
expands
HMSAM
by
incorporating
explanatory
power
judgment
mechanisms.
analytical
framework
proposed
aids
potential
new
technologies
on
customer
experience
commercial
creation.
provide
guidelines
technological
marketing
strategies
streaming
platforms.
2021 IEEE 13th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM),
Год журнала:
2022,
Номер
unknown, С. 1 - 6
Опубликована: Дек. 1, 2022
This
research
project
presents
the
development
of
a
video
game
entitled
"Chyilax"
–
an
innovative
three-dimensional
about
person's
struggle
against
mental
breakdown
while
trying
to
alleviate
its
symptoms.
The
was
developed
be
medium
that
would
raise
awareness
risks
and
conditions
health
breakdown.
player
can
choose
take
role
either
college
student
or
working
adult,
both
experience
symptoms
due
tangled
situation
in
their
past.
tasked
help
protagonist
overcome
before
it
leads
nervous
In
order
protagonist,
make
up
with
people
who
got
involved
past
circumstances
through
puzzle-solving,
role-playing,
problem-solving.
Chyilax
using
Unity
as
engine
3D
models
were
created
Autodesk
Maya.
tested
evaluated
via
virtual
open
house.
questionnaires
collated
online
form
assesses
following
criteria
for
game:
effectiveness,
visuals,
mechanics,
audio,
enjoyment
website:
functionality,
usability,
reliability,
performance,
supportability
criteria.
received
overall
mean
4.32
website
4.35,
which
have
verbal
interpretation
"Strongly
Agree",
interprets
objectives
achieved
drawn
impact
on
issues
focusing