The Impact of Video Games on the Emotional State of Gamers: Review of Modern Research DOI Creative Commons
Н.М. Лаптева

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 &mdash; 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>

Язык: Английский

The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review DOI
Federica Pallavicini, Alessandro Pepe, Fabrizia Mantovani

и другие.

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

Язык: Английский

Процитировано

94

Learning by playing with generative AI: design and evaluation of a role-playing educational game with generative AI as scaffolding for instant feedback interaction DOI

Chih‐Chung Chien,

Hung-Yu Chan,

Huei‐Tse Hou

и другие.

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.

Язык: Английский

Процитировано

18

Human-Computer Interaction in Digital Mental Health DOI Creative Commons
Luke Balcombe, Diego De Leo

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.

Язык: Английский

Процитировано

64

The dark and bright side of video game consumption: Effects of violent and prosocial video games DOI Creative Commons
Tobias Greitemeyer

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.

Язык: Английский

Процитировано

40

The Health Effects of Video Games in Children and Adolescents DOI

Daniel Alanko

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.

Язык: Английский

Процитировано

33

Playing for keeps or just playing with emotion? Studying tilt and emotion regulation in video games DOI Creative Commons
Sarah C. Cregan, Adam J. Toth, Mark J. Campbell

и другие.

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

Язык: Английский

Процитировано

10

Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review DOI Creative Commons
Federica Pallavicini, Alessandro Pepe, Massimo Clerici

и другие.

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/.

Язык: Английский

Процитировано

34

From assistive to inclusive? A systematic review of the uses and effects of technology to support people with pervasive support needs DOI Creative Commons
Lotte Piekema, Annet ten Brug, Aly Waninge

и другие.

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.

Язык: Английский

Процитировано

9

A Study on Immersion and Intention to Pay in AR Broadcasting: Validating and Expanding the Hedonic Motivation System Adoption Mode DOI Open Access
Jui-Che Tu,

Xi-Hui Jia

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.

Язык: Английский

Процитировано

7

Chyilax: A 3D Video Game as a Marketing Tool for Mental Breakdown Awareness Campaign DOI

Paul Andrei E. Arayata,

Joshua C. Banzon,

Benjamin Martin C. Franco

и другие.

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

Язык: Английский

Процитировано

26