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Chagas Brandão L, Sanchez ZM, de O Galvão PP, da Silva Melo MH. Mental health and behavioral problems associated with video game playing among Brazilian adolescents. J Addict Dis 2021; 40:197-207. [PMID: 34515623 DOI: 10.1080/10550887.2021.1971941] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
Abstract
BACKGROUND The problematic use of video games is linked to mental health and behavioral problems among adolescents. World reported averages for problematic use range from 1.3% to 19.3%. This is the first study to investigate these problems among Brazilian adolescents. OBJECTIVES This study aimed to describe the prevalence of the non-problematic and problematic use of video games among Brazilian adolescents, and to assess mental health and behavioral problems associated with both types of use. METHODS This study used the baseline data of a cluster randomized controlled trial that evaluated the effectiveness of the school-based program #Tamojunto2.0. The sample included 3,939 eighth-grade students who answered an anonymous self-report questionnaire. Video game use was investigated through a question, and problematic use was assessed using a scale. Weighted logistic regressions were used to investigate the associated factors. RESULTS The results show that 85.85% of the children reported playing video games in the past year, 28.17% fulfilled our criteria for problematic use. Non-problematic video game use is associated with being male, younger ages, and bullying perpetration. Problematic video game use is associated with being male, tobacco and alcohol use, bullying perpetrators, and bullying victims, with abnormal levels of hyperactivity/inattention, social behavior problems, conduct problems, peer relationship problems, and emotional symptoms. CONCLUSION Brazilian adolescents' self-reported use of video games is compatible with the world average, but the percentage of those who showed problematic use is higher than the world average. This study demonstrates the need for investigating how to prevent and intervene in this situation.
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Affiliation(s)
| | - Zila M Sanchez
- Preventive Medicine, Universidade Federal de São Paulo, Sao Paulo, Brazil
| | - Patricia P de O Galvão
- Departamento de Medicina Preventiva, Universidade Federal de Sao Paulo - Campus Sao Paulo, Sao Paulo, Brazil
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Zheng X, Chen H, Wang Z, Xie F, Bao Z. Online violent video games and online aggressive behavior among Chinese college students: The role of anger rumination and self-control. Aggress Behav 2021; 47:514-520. [PMID: 33876834 DOI: 10.1002/ab.21967] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/18/2020] [Revised: 03/25/2021] [Accepted: 04/05/2021] [Indexed: 12/13/2022]
Abstract
Online aggressive behavior (OAB) has received increasing attention in recent years, and that playing online violent video games (OVVG) is an important predictor of OAB. However, little is known of the mediating and moderating mechanisms underlying this relationship. This study aims to investigate (a) the mediating role of anger rumination in the association between OVVG and OAB and (b) the moderating role of self-control in the relationship between anger rumination and OAB. A total of 595 Chinese college students (M age = 19.59 years, SD age = 1.40) completed measurements regarding OVVG, anger rumination, self-control, and OAB. The correlation analyses showed that OVVG was significantly positively associated with anger rumination and OAB. Mediation analyses revealed anger rumination partially mediated the link between OVVG and OAB. Moderated mediation further indicated that anger rumination was not associated with OAB for individuals with high levels of self-control. However, for those with low levels of self-control, anger rumination was significantly associated with OAB. These findings suggest that the improvement of self-control and the decline of anger rumination could be a practicable way to address the issue of OAB effectively.
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Affiliation(s)
- Xianliang Zheng
- Department of Psychology, School of Educational Science Gannan Normal University Ganzhou Jiangxi China
| | - Huiping Chen
- Department of Psychology, School of Educational Science Gannan Normal University Ganzhou Jiangxi China
| | - Zeyi Wang
- Department of Psychology, School of Educational Science Gannan Normal University Ganzhou Jiangxi China
| | - Fangwei Xie
- Department of Psychology, School of Educational Science Gannan Normal University Ganzhou Jiangxi China
| | - Zhenzhou Bao
- Department of Psychology, School of Educational Science Gannan Normal University Ganzhou Jiangxi China
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Pallavicini F, Pepe A, Mantovani F. Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review. JMIR Ment Health 2021; 8:e28150. [PMID: 34398795 PMCID: PMC8406113 DOI: 10.2196/28150] [Citation(s) in RCA: 24] [Impact Index Per Article: 8.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/23/2021] [Revised: 04/26/2021] [Accepted: 05/22/2021] [Indexed: 12/18/2022] Open
Abstract
BACKGROUND Using commercial off-the-shelf video games rather than custom-made computer games could have several advantages for reducing stress and anxiety, including their low cost, advanced graphics, and the possibility to reach millions of individuals worldwide. However, it is important to emphasize that not all commercial video games are equal, and their effects strongly depend on specific characteristics of the games. OBJECTIVE The aim of this systematic review was to describe the literature on the use of commercial off-the-shelf video games for diminishing stress and anxiety, examining the research outcomes along with critical variables related to computer game characteristics (ie, genre, platform, time of play). METHODS A systematic search of the literature was performed following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) guidelines. The search databases were PsycINFO, Web of Science, Medline, IEEExplore, and the Cochrane Library. The search string was: [("video game*") OR ("computer game*")] AND [("stress") OR ("anxiety") OR ("relaxation")] AND [("study") OR ("trial") OR ("training")]. RESULTS A total of 28 studies met the inclusion criteria for the publication period 2006-2021. The findings demonstrate the benefit of commercial off-the-shelf video games for reducing stress in children, adults, and older adults. The majority of the retrieved studies recruited young adults, and fewer studies have involved children, middle-aged adults, and older adults. In addition to exergames and casual video games, other genres of commercial off-the-shelf games helped to reduce stress and anxiety. CONCLUSIONS Efficacy in reducing stress and anxiety has been demonstrated not only for exergames and casual video games but also for other genres such as action games, action-adventure games, and augmented reality games. Various gaming platforms, including consoles, PCs, smartphones, mobile consoles, and virtual reality systems, have been used with positive results. Finally, even single and short sessions of play had benefits in reducing stress and anxiety. TRIAL REGISTRATION International Platform of Registered Systematic Review and Meta-analysis Protocols INPLASY202130081; https://inplasy.com/?s=INPLASY202130081.
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Affiliation(s)
- Federica Pallavicini
- Department of Human Sciences for Education "Riccardo Massa", University of Milano Bicocca, Milano, Italy
| | - Alessandro Pepe
- Department of Human Sciences for Education "Riccardo Massa", University of Milano Bicocca, Milano, Italy
| | - Fabrizia Mantovani
- Department of Human Sciences for Education "Riccardo Massa", University of Milano Bicocca, Milano, Italy
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Smirni D, Garufo E, Di Falco L, Lavanco G. The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review. Pediatr Rep 2021; 13:401-415. [PMID: 34287345 PMCID: PMC8293336 DOI: 10.3390/pediatric13030047] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/29/2021] [Revised: 07/07/2021] [Accepted: 07/12/2021] [Indexed: 11/16/2022] Open
Abstract
A growing number of children and adolescents play video games (VGs) for long amounts of time. The current outbreak of the Coronavirus pandemic has significantly reduced outdoor activities and direct interpersonal relationships. Therefore, a higher use of VGs can become the response to stress and fear of illness. VGs and their practical, academic, vocational and educational implications have become an issue of increasing interest for scholars, parents, teachers, pediatricians and youth public policy makers. The current systematic review aims to identify, in recent literature, the most relevant problems of the complex issue of playing VGs in children and adolescents in order to provide suggestions for the correct management of VG practice. The method used searches through standardized search operators using keywords related to video games and the link with cognition, cognitive control and behaviors adopted during the pandemic. Ninety-nine studies were reviewed and included, whereas twelve studies were excluded because they were educationally irrelevant. Any debate on the effectiveness of VGs cannot refer to a dichotomous approach, according to which VGs are rigidly 'good' or 'bad'. VGs should be approached in terms of complexity and differentiated by multiple dimensions interacting with each other.
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Eisner M, Averdijk M, Kaiser D, Murray AL, Nivette A, Shanahan L, Gelder J, Ribeaud D. The association of polyvictimization with violent ideations in late adolescence and early adulthood: A longitudinal study. Aggress Behav 2021; 47:472-482. [PMID: 33908056 DOI: 10.1002/ab.21965] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/05/2021] [Accepted: 03/15/2021] [Indexed: 12/21/2022]
Abstract
Violent ideations are increasingly recognized as an important psychological predictor for aggressive and violent behavior. However, little is known about the processes that contribute to violent ideations. This paper examines the extent to which polyvictimization triggers violent ideations in late adolescence and early adulthood, while also adjusting for dispositional and situational factors as well as prior violent ideations. Data came from three waves of the Zurich Project on the Social Development from Childhood into Adulthood (z-proso; n = 1465). Full-information maximum likelihood Tobit models were fitted to regress violent ideations experienced at ages 17 and 20 on multiple victimization experiences in the preceding 12 months while controlling for antecedent developmental risk factors and prior violent ideations. The results showed that violent ideations in late adolescence and early adulthood are influenced by violent thoughts, aggressive behavior, violent media consumption, moral neutralization of violence, and internalizing symptoms measured 2 years earlier. Experiences of polyvictimization significantly contributed to an increase in violent ideations both during late adolescence and in early adulthood. The exposure-response relationship between victimization and violent ideations did not significantly differ by sex. The findings are consistent with the notion that violent ideations are triggered by a retaliation-linked psychological mechanism that entails playing out other directed imaginary aggressive scenarios specifically in response to experiencing intentional harm-doing by others.
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Affiliation(s)
- Manuel Eisner
- Institute of Criminology University of Cambridge Cambridge UK
- Jacobs Center for Productive Youth Development University of Zurich Zurich Switzerland
| | - Margit Averdijk
- Jacobs Center for Productive Youth Development University of Zurich Zurich Switzerland
| | | | - Aja L. Murray
- Department of Psychology University of Edinburgh Edinburgh UK
| | - Amy Nivette
- Department of Sociology University of Utrecht Utrecht The Netherlands
| | - Lilly Shanahan
- Jacobs Center for Productive Youth Development University of Zurich Zurich Switzerland
| | - Jean‐Louis Gelder
- Department of Criminology Max Planck Institute for the Study of Crime, Security and Law Freiburg Germany
- Institute of Education and Child Studies Leiden University Leiden The Netherlands
| | - Denis Ribeaud
- Jacobs Center for Productive Youth Development University of Zurich Zurich Switzerland
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Jahic I, DeLisi M, Vaughn MG. Psychopathy and violent video game playing: Multiple associations in a juvenile justice system involved sample. Aggress Behav 2021; 47:385-393. [PMID: 33586165 DOI: 10.1002/ab.21956] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/20/2020] [Revised: 02/01/2021] [Accepted: 02/07/2021] [Indexed: 12/29/2022]
Abstract
Violent video game playing is a consistent risk factor for aggression, but research on its psychopathology and trait underpinnings are primarily based on community or university student samples, thus the ecological validity to adjudicated and juvenile justice system-involved youth lacks clarity. This is an important void in the literature because relative to youth in the general population, adjudicated and detained youth evince greater psychopathology, more severe delinquency and violence histories, and clinical psychopathic features. Negative binomial regression models using data from 252 youth in residential placements found that several psychopathic features are significantly associated with violent video gaming. The role of psychopathy operated differently across gender and arrest chronicity, and across models remorselessness emerged as an important correlate. Given the desensitization that can occur with violent video game play, it is of particular concern among delinquent youth with psychopathic personality features.
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Affiliation(s)
- Ilma Jahic
- Department of Sociology and Criminal Justice Iowa State University Ames Iowa USA
| | - Matt DeLisi
- Department of Sociology and Criminal Justice Iowa State University Ames Iowa USA
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Handsley E, Warburton W. 'Material likely to harm or disturb them': testing the alignment between film and game classification decisions and psychological research evidence. PSYCHIATRY, PSYCHOLOGY, AND LAW : AN INTERDISCIPLINARY JOURNAL OF THE AUSTRALIAN AND NEW ZEALAND ASSOCIATION OF PSYCHIATRY, PSYCHOLOGY AND LAW 2021; 29:68-92. [PMID: 35693382 PMCID: PMC9186370 DOI: 10.1080/13218719.2021.1904446] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
This article analyses the practical operation of Australia's National Classification System (NCS) for films and games, to evaluate its alignment with the findings of psychological research. Twenty-nine decisions of the Classification Review Board are examined to determine the factors applied in assessing the impact of violent content and drawing the line between the different classification categories. The language used in referring to violent content is analysed to determine the concepts that influence the Board's view about the correct classification. These concepts are then tested against the research evidence on the depictions of violence that create the greatest risk of adverse outcomes for viewers and players. Not all of the concepts used in classification have a basis in the research evidence, and some are directly at odds with that evidence. The article concludes by recommending changes to the rules that could lead to better alignment between classification decisions and the research evidence.
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Affiliation(s)
| | - Wayne Warburton
- Department of Psychology, Macquarie University, Sydney, NSW, Australia
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58
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The Influence of Action Video Gaming Experience on the Perception of Emotional Faces and Emotional Word Meaning. Neural Plast 2021; 2021:8841156. [PMID: 34135955 PMCID: PMC8178008 DOI: 10.1155/2021/8841156] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/31/2020] [Revised: 12/30/2020] [Accepted: 05/06/2021] [Indexed: 11/21/2022] Open
Abstract
Action video gaming (AVG) experience has been found related to sensorimotor and attentional development. However, the influence of AVG experience on the development of emotional perception skills is still unclear. Using behavioral and ERP measures, this study examined the relationship between AVG experience and the ability to decode emotional faces and emotional word meanings. AVG experts and amateurs completed an emotional word-face Stroop task prior to (the pregaming phase) and after (the postgaming phase) a 1 h AVG session. Within-group comparisons showed that after the 1 h AVG session, a more negative N400 was observed in both groups of participants, and a more negative N170 was observed in the experts. Between-group comparisons showed that the experts had a greater change of N170 and N400 amplitudes across phases than the amateurs. The results suggest that both the 1 h and long-term AVG experiences may be related to an increased difficulty of emotional perception. Furthermore, certain behavioral and ERP measures showed neither within- nor between-group differences, suggesting that the relationship between AVG experience and emotional perception skills still needs further research.
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59
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Leonard H, Khurana A, Hammond M. Bedtime media use and sleep: evidence for bidirectional effects and associations with attention control in adolescents. Sleep Health 2021; 7:491-499. [PMID: 34023235 DOI: 10.1016/j.sleh.2021.05.003] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/14/2020] [Revised: 04/19/2021] [Accepted: 05/04/2021] [Indexed: 11/29/2022]
Abstract
OBJECTIVE/DESIGN Bedtime media use has been associated with poor sleep and attention difficulties among adolescents, but much of this research has been cross-sectional, limiting current understanding of directionality of effects. This 2-wave prospective study tested bidirectional effects between bedtime media use and sleep measures, including time in bed, sleep onset latency, and daytime sleepiness, and further examined whether bedtime media use and sleep variables were related to attention control difficulties. SETTING/PARTICIPANTS Data were collected from 345 middle-schoolers (ages 12-14, 47% female) at baseline (T1) and at 6-month follow-up (T2). MEASUREMENTS Students self-reported their access to media devices and internet in their bedroom, bedtime media use, sleep, and attention control. Data were analyzed using cross-lagged panel modeling. RESULTS Greater bedtime media use (at T1) was associated with less time in bed and longer sleep onset latency at T2, controlling for T1 levels of these variables. In the case of sleep effects on bedtime media use, greater daytime sleepiness and less time in bed (at T1) were associated with greater bedtime media use at T2, controlling for T1 levels. Further, greater daytime sleepiness (at T2, controlling for T1 levels) was associated with greater attention control difficulties at T2. CONCLUSIONS Findings provide evidence for some reciprocal relations between bedtime media use and poor sleep in adolescents. Furthermore, higher daytime sleepiness was linked to greater attention control difficulties.
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Affiliation(s)
- Heather Leonard
- Department of Counseling Psychology and Human Services, University of Oregon, Eugene, Oregon 97403 USA.
| | - Atika Khurana
- Department of Counseling Psychology and Human Services, University of Oregon, Eugene, Oregon 97403 USA
| | - Mark Hammond
- Department of Counseling Psychology and Human Services, University of Oregon, Eugene, Oregon 97403 USA
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Gomes MA, Narciso FV, de Mello MT, Esteves AM. Identifying electronic-sport athletes' sleep-wake cycle characteristics. Chronobiol Int 2021; 38:1002-1009. [PMID: 33843377 DOI: 10.1080/07420528.2021.1903480] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/16/2023]
Abstract
Organized electronic-sport competitions (e-Sport) is related to several health problems, including sleep disorders. The objective of this study was to evaluate the characteristics of the sleep-wake cycle of League of Legends (LoL) athletes during their pre-training, training, pre-competition, and competition routines. Twenty male elite LoL players completed the questionnaires related to sleep pattern (Pittsburgh Sleep Quality Index), sleepiness (Epworth Sleepiness Scale), and chronotype (Morningness-Eveningness Questionnaire), and they wore an actigraph for 7 days. Pre-training and pre-competition assessments were carried out by questionnaires (n = 20) and training and competition assessments by actigraph (n = 16). The chronotype that most Eathletes presented was a moderately evening type. They presented a poor sleep quality and were borderline for excessive daytime sleepiness. Sleep onset and offset times were significantly prolonged during the competition condition (t = 2.11, p < .05; t = 2.51, p < .05). Correlations showed a relationship between PSQI and Sleepiness in the pre-training and pre-competition conditions (r = 0.50, p = .02) and chronotype with sleep onset (r = 0.61, p = .01), total sleep time (r = 0.55, p = .02), and time awake (r = 0.49, p = .04) in the competition condition. Linear regression analysis indicated associations between the PSQI and sleepiness (25%; p = .02) during pre-training and pre-competition. During the competition there were associations between chronotype and sleep onset (37%; p = .01), chronotype and time awake (24%; p = .04), and chronotype and TST (30%; p = .02). In general, the findings support the conclusion that LoL athletes presented an altered sleep pattern during their training routines.
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Affiliation(s)
| | - Fernanda Veruska Narciso
- Departamento de Esportes, Universidade Federal de Minas Gerais, Escola de Educação Física, Fisioterapia e Terapia Ocupacional, Belo Horizonte, Brasil
| | - Marco Tulio de Mello
- Departamento de Esportes, Universidade Federal de Minas Gerais, Escola de Educação Física, Fisioterapia e Terapia Ocupacional, Belo Horizonte, Brasil
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Figueiredo S, Hipólito J. Association between parents’ supervision and the sleep habits of children: the impact of educational background of families in balanced sleep and wakefulness. BIOL RHYTHM RES 2021. [DOI: 10.1080/09291016.2021.1909228] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
Affiliation(s)
- Sandra Figueiredo
- Associate Professor and Integrated PhD Researcher of Psychology Department
- Psychology Centre for Research (CIP), Universidade Autónoma De Lisboa Luís De Camões (UAL), Palácio Dos Condes Do Redondo, Lisbon, Portugal
| | - João Hipólito
- Full Professor of Psychology Department
- Psychology Centre for Research (CIP), Universidade Autónoma De Lisboa Luís De Camões (UAL), Palácio Dos Condes Do Redondo, Lisbon, Portugal
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Grech P, Grech R. The role of health promotion theories in Stroke Awareness and Education. Appl Nurs Res 2021; 58:151415. [PMID: 33745555 DOI: 10.1016/j.apnr.2021.151415] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/29/2020] [Accepted: 02/09/2021] [Indexed: 10/22/2022]
Abstract
The aim of this paper is to provide an overview of health promotion theories and their application to Stroke Awareness and Education. Stroke stands as one of the leading causes of mortality and morbidity even though treatment is readily available. One of the major challenges in this area is that the effectiveness of treatment depends heavily on timely presentation to healthcare services. Unfortunately, many individuals do not seek help whilst experiencing symptoms or only do so after a significant delay. This paper explores the main health promotion theories related to this problematic health behaviour in relation to stroke.
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Affiliation(s)
- Paulann Grech
- Department of Mental Health, Faculty of Health Sciences, University of Malta, Malta.
| | - Reuben Grech
- Medical Imaging Department, Mater Dei Hospital, Malta
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Nosetti L, Lonati I, Marelli S, Salsone M, Sforza M, Castelnuovo A, Mombelli S, Masso G, Ferini-Strambi L, Agosti M, Castronovo V. Impact of pre-sleep habits on adolescent sleep: an Italian population-based study. Sleep Med 2021; 81:300-306. [PMID: 33751928 DOI: 10.1016/j.sleep.2021.02.054] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/13/2020] [Revised: 02/22/2021] [Accepted: 02/25/2021] [Indexed: 11/18/2022]
Abstract
OBJECTIVE Several evidences demonstrate that pre-sleep habits may negatively impact adolescent sleep, yet few data exist on Italian population. This study aimed to investigate the relationship between pre-sleep habits, use of technology/activity and sleep in Italian adolescents. METHODS Self-report questionnaires including Italian version of School Sleep Habits Survey and use of technology/activity (eg smartphone, PC) at bedtime were administered to 972 adolescents (13-19 years) from Lombardia. We stratified the sample in five groups according to the age: Group I (13-14 years), Group II (15 years), Group III (16 years), Group IV (17 years), Group V (18-19 years). RESULTS Our descriptive analysis reveals a different sleep profile across age-groups: Group III showed highest percentage of bad sleep (26.7%) and frequent nocturnal awakenings (24.1%), Group V had the highest percentage of insufficient sleep (40,4%) and difficulty falling asleep (42.7%) and Group IV presented an elevated difficulty in waking up in the morning (70.1%). A significant negative correlation was found in total group between use of smartphone, internet and studying/doing homework and total sleep time. The use of smartphone, internet videogames, listening to music and studying/doing homework was positively associated with delayed bedtime. CONCLUSIONS This study confirms the great impact of pre-sleep habits, and in particular the use of technology on adolescent sleep. Our results demonstrate that sleep is strongly altered among Italian adolescents using electronic devices in evening. The type of technology may be related to specific sleep profile, emphasizing the importance of stratification analyses to identify associated factors to sleep problems.
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Affiliation(s)
- Luana Nosetti
- Division of Pediatrics, "F. Del Ponte" Hospital, University of Insubria, 21100 Varese, Italy
| | - Irene Lonati
- Division of Pediatrics, "F. Del Ponte" Hospital, University of Insubria, 21100 Varese, Italy
| | - Sara Marelli
- Sleep Disorders Center, Division of Neuroscience, San Raffaele Scientific Institute, Milan, Italy; Vita-Salute San Raffaele University, Milan, Italy
| | - Maria Salsone
- Sleep Disorders Center, Division of Neuroscience, San Raffaele Scientific Institute, Milan, Italy; Institute of Molecular Bioimaging and Physiology, National Research Council, Segrate, Italy
| | - Marco Sforza
- Vita-Salute San Raffaele University, Milan, Italy
| | - Alessandra Castelnuovo
- Sleep Disorders Center, Division of Neuroscience, San Raffaele Scientific Institute, Milan, Italy; Vita-Salute San Raffaele University, Milan, Italy
| | - Samantha Mombelli
- Sleep Disorders Center, Division of Neuroscience, San Raffaele Scientific Institute, Milan, Italy; Vita-Salute San Raffaele University, Milan, Italy
| | - Giovanni Masso
- Division of Pediatrics, "F. Del Ponte" Hospital, University of Insubria, 21100 Varese, Italy
| | - Luigi Ferini-Strambi
- Sleep Disorders Center, Division of Neuroscience, San Raffaele Scientific Institute, Milan, Italy; Vita-Salute San Raffaele University, Milan, Italy
| | - Massimo Agosti
- Division of Neonatology and Neonatal Intensive Care Unit, "F. Del Ponte" Hospital, 21100 Varese, Italy
| | - Vincenza Castronovo
- Sleep Disorders Center, Division of Neuroscience, San Raffaele Scientific Institute, Milan, Italy; Vita-Salute San Raffaele University, Milan, Italy.
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Cote AC, Coles SM, Dal Cin S. The interplay of parenting style and family rules about video games on subsequent fighting behavior. Aggress Behav 2021; 47:135-147. [PMID: 33022116 DOI: 10.1002/ab.21931] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/26/2020] [Revised: 08/19/2020] [Accepted: 08/28/2020] [Indexed: 11/09/2022]
Abstract
Due to ongoing concerns about adolescent interpersonal aggression and debates surrounding violent media, this study assesses the potential impacts of parental mediation and parenting style on mature video game play and fighting behaviors using a longitudinal, random-digit-dial survey of adolescents (N = 2722). By simultaneously considering fighting, M-rated video game play, parental restrictions on media use, parenting style, and important covariates, we aim to provide further nuance to existing work on risk and protective factors for interpersonal aggression. Our results show that parental restriction has a significant, linear relationship with later fighting, whereby higher restrictions on a child's M-rated video game play predict decreases in reported fighting behavior. Authoritative parenting, high in both warmth and supervisory attention, also relates to decreased levels of fighting compared to other styles. Parenting style also moderated the effects of restriction, such that restriction was not equally predictive of fighting behavior across all parenting styles. However, the association between restriction and fighting was similar for highly demanding parenting styles, suggesting that authoritative parenting is not inherently superior to authoritarian. The effects of restriction were significant despite controlling for multiple covariates. Parental restriction of media use may be an effective strategy for parents concerned about violent games. Given some limitations in our dataset, we call for continued study in this area.
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Affiliation(s)
| | - Stewart M. Coles
- University of Illinois at Urbana‐Champaign Champaign Illinois USA
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Shortland N, Nader E, Imperillo N, Ross K, Dmello J. The Interaction of Extremist Propaganda and Anger as Predictors of Violent Responses. JOURNAL OF INTERPERSONAL VIOLENCE 2021; 36:NP1391-1411NP. [PMID: 29295026 DOI: 10.1177/0886260517747599] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/07/2023]
Abstract
In this study, and with a view to extending upon existing findings on the effects of general violent media on violent cognitions, we experimentally measured the relationship between exposure to extremist propaganda and violent cognitions. Our results countered our hypotheses and the wider findings of violent media and aggression that exposure to violent stimuli increases violent thoughts and that this effect is moderated by trait aggression. Specifically, this study found that participants with low and medium trait aggression became more pro-social after being exposed to extremist propaganda. We discuss these results with reference to theories of terror management and mortality salience, as well as the implications of these results for wider theories of the role of online extremist material in the wider "radicalization" process.
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66
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Li Y, Li Y, Castaño G. The Mechanism Underlying the Effect of Actual-Ideal Self-Discrepancy on Internet Gaming Addiction: a Moderated Mediation Model. Int J Ment Health Addict 2021. [DOI: 10.1007/s11469-020-00273-5] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/14/2022] Open
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67
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Gandaputra SA, Waluyo I, Efendi F, Wang JY. Insomnia Status of Middle School Students in Indonesia and Its Association with Playing Games before Sleep: Gender Difference. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:E691. [PMID: 33467388 PMCID: PMC7831026 DOI: 10.3390/ijerph18020691] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 12/11/2020] [Revised: 01/05/2021] [Accepted: 01/11/2021] [Indexed: 11/16/2022]
Abstract
The excessive use of online gaming before sleep in adolescents could be a risk factor of sleep disorders such as insomnia. This study aimed to assess the association between playing online games before sleep and insomnia based on gender perspective among middle school students in Indonesia. This was a retrospective study and the data came from a cross-sectional survey that included 315 of Grade 8 and 9 students from four middle schools in Jakarta, Indonesia. Self-reported data were collected via a structured questionnaire, which consisted of demographic variables, sleep duration per day, frequency of playing online games before sleep and the Insomnia Severity Index (ISI). Insomnia status was classified into "none or mild" and "moderate to severe" according to ISI score. The proportions of male and female students who often or always played online games before sleep were 50.3% and 21.7%, respectively. Grade 9 students were more likely to have moderate to severe insomnia than Grade 8 students for males (odds ratio-OR = 4.34, p = 0.005) but not for females (OR = 0.69, p = 0.363). However, female students who often or always played online games before sleep were more likely to have moderate to severe insomnia (OR = 4.60, p = 0.001); such an association was relatively smaller for male students (OR = 3.09, p = 0.061). Gender differences should be taken into account when developing health education or interventions.
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Affiliation(s)
- Septian Arief Gandaputra
- Physiotherapy Program, Universitas Binawan, Jakarta 13630, Indonesia; (S.A.G.); (I.W.)
- Department of Healthcare Administration, College of Medical and Health Science, Asia University, Taichung 413, Taiwan
| | - Imam Waluyo
- Physiotherapy Program, Universitas Binawan, Jakarta 13630, Indonesia; (S.A.G.); (I.W.)
| | - Ferry Efendi
- Faculty of Nursing, Universitas Airlangga, Surabaya 60115, Indonesia;
| | - Jiun-Yi Wang
- Department of Healthcare Administration, College of Medical and Health Science, Asia University, Taichung 413, Taiwan
- Department of Medical Research, China Medical University Hospital, China Medical University, Taichung 404, Taiwan
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68
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Addo PC, Fang J, Kulbo NB, Gumah B, Dagadu JC, Li L. Violent Video Games and Aggression Among Young Adults: The Moderating Effects of Adverse Environmental Factors. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2021; 24:17-23. [PMID: 33434093 DOI: 10.1089/cyber.2020.0018] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
Research is divided on the effects of violent video games (VVGs). Some scholars claimed that VVG promotes aggression, reduces empathy, increases self-injury, and externalization, whereas others claim that a minimal or, in some cases, no traits as reported by the former is associated with playing VVGs. This study provides evidence to support claims that VVG is associated with aggressive behavior among young adults. However, the study focused more importantly on the moderating effects of adverse environmental factors on this relationship from a cross-cultural perspective. A total of 3,219 young adults between 18 and 35 years sampled from colleges and game centers in Ghana and China provided support for this study. We adopted a parallel moderated-mediation regression analysis and found that increased exposure to VVG is associated with reduced empathy concerns, aggression-related thoughts, and increased aggressive behavior. Although controlling for gender, setting, and location, the results pointed to the magnifying effects of the adverse environments in explaining the association between VVG and aggressive behavior. This study thus provides strong support for the frequently debated adverse effects of playing VVG among young adults with a particular reference to environmental factors and will hence aid in communicating a more representative viewpoint on the effects of VVG.
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Affiliation(s)
- Prince Clement Addo
- School of Management and Economics, University of Electronic Science and Technology of China, Chengdu, P.R. China.,Center for West African Studies, University of Electronic Science and Technology of China, Chengdu, P.R. China
| | - Jiaming Fang
- School of Management and Economics, University of Electronic Science and Technology of China, Chengdu, P.R. China
| | - Nora Bakabbey Kulbo
- School of Management and Economics, University of Electronic Science and Technology of China, Chengdu, P.R. China
| | - Bernard Gumah
- School of Management and Economics, University of Electronic Science and Technology of China, Chengdu, P.R. China
| | | | - Liangqiang Li
- School of Business, Sichuan Agricultural University, Yaan, P.R. China
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69
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Goodson S, Turner KJ, Pearson SL, Carter P. Violent Video Games and the P300: No Evidence to Support the Neural Desensitization Hypothesis. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2021; 24:48-55. [PMID: 33434094 DOI: 10.1089/cyber.2020.0029] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/16/2022]
Abstract
It has been proposed that exposure to violent video games (VVGs) resulted in alterations of social behaviors such as increased aggression. The most damaging reported effect of playing VVGs is neural desensitization to violent stimuli and this is a major concern given the reported number of players and time spent playing major video game titles. The aim of this study was to investigate the existence of neural desensitization that was reported at the P300 component of event-related potentials (ERPs) in response to violent stimuli. Eighty-seven participants were recruited and placed into one of two conditions based on their video gaming behavior (violent games players and nonplayers). ERPs were recorded from participants who passively viewed violent and neutral images selected from the International Affective Picture System (IAPS). The participants then played a VVG, postplaying ERPs were recorded while viewing the neutral and violent IAPS images. The mean amplitudes of the P300 were analyzed with respect to condition, time, and content. There was a significant effect of image but not of VVG player and nonplayer. The results were interpreted as evidence against the neural desensitization hypothesis. The findings of this study are consistent with imaging research and the implications for the reported negative effects of playing VVGs are discussed.
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Affiliation(s)
- Simon Goodson
- Department of Psychology, University of Huddersfield, Huddersfield, England
| | - Kirstie J Turner
- Department of Psychology, University of Huddersfield, Huddersfield, England
| | - Sarah L Pearson
- Department of Psychology, University of Huddersfield, Huddersfield, England
| | - Pelham Carter
- Department of Psychology, School of Social Sciences, Birmingham City University, Birmingham, United Kingdom
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70
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Chinawa A, Chime O, Nduagubam O. Prevalence and predictors of gaming disorder among undergraduate medical students in Enugu, Nigeria: Video game addiction in focus. NIGERIAN JOURNAL OF MEDICINE 2021. [DOI: 10.4103/njm.njm_40_21] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/04/2022] Open
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71
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Abstract
Abstract. The popularity of miniature wargames (MWGs) has recently been on the rise. We aimed to identify the personality characteristics of people who play MWGs. Whereas the popular media have suspected that fantasy role-playing and war-related games cause antisocial behavior, past research on tabletop role-playing has shown that gamers are creative and empathetic individuals. Previous studies have investigated pen-and-paper tabletop games, which require imagination and cooperation between players. Tabletop MWGs are somewhat different because players compete against each other, and there is a strong focus on war-related actions. Thus, people have voiced the suspicion that players of this type of game may be rather aggressive. In the present study, 250 male MWG players completed questionnaires on the Big Five, authoritarianism, risk-orientation, and motives as well as an intelligence test. The same measures were administered to non-gamers, tabletop role-playing gamers, and first-person shooter gamers. Results indicated that according to self-reports, MWG players are more open, more extraverted, and have a higher need for affiliation than non-gamers. Further, high scores on reasoning and low scores on authoritarianism were typical of MWG players, and MWG players were similar to other gamers on these characteristics. All in all, our findings show that despite their penchant for (re)-enacting war scenes, MWG players seem to be open, nonauthoritarian individuals. Future research may add to these findings by using observer reports and longitudinal research to better understand whether intelligent and nontraditional people are attracted to MWGs or whether the setting of MWGs supports the development of such traits.
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Affiliation(s)
- Robert Körner
- Department of Psychology, Otto-Friedrich-University of Bamberg, Germany
| | - Jana Kammerhoff
- Department of Psychology, Otto-Friedrich-University of Bamberg, Germany
| | - Astrid Schütz
- Department of Psychology, Otto-Friedrich-University of Bamberg, Germany
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72
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Shoshani A, Braverman S, Meirow G. Video games and close relations: Attachment and empathy as predictors of children's and adolescents' video game social play and socio-emotional functioning. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2020.106578] [Citation(s) in RCA: 19] [Impact Index Per Article: 6.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/08/2023]
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73
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Zhang Q, Cao Y, Tian J. Effects of violent video games on players' and observers' aggressive cognitions and aggressive behaviors. J Exp Child Psychol 2020; 203:105005. [PMID: 33271398 DOI: 10.1016/j.jecp.2020.105005] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/12/2020] [Revised: 09/06/2020] [Accepted: 09/08/2020] [Indexed: 10/22/2022]
Abstract
Although previous research has shown that exposure to violent video games is related to aggression, little is known about the relationship between the player's perspective (player vs. observer) and aggression. In this experimental study, we tested the short-term effects of actively playing versus passively observing the same type of video games on aggressive cognitions and aggressive behaviors. A total of 192 12-year-old children (50% girls) were randomly assigned to one of four conditions: (a) violent game player (active violent players), (b) violent game observer (passive violent observers), (c) neutral game player (active neutral players), or (d) neutral game observer (passive neutral observers). After either playing or observing the designated games, each participant completed a lexical decision task and a competitive reaction time task to measure their aggressive cognitions and behaviors. Results showed that players displayed more aggressive cognitions and behaviors than observers. Boys displayed more aggressive cognitions and behaviors than girls, but this trend was observed only in the violent game play condition. Mediational analysis suggested that aggressive cognitions partially mediated the effect of violent video games on aggressive behaviors.
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Affiliation(s)
- Qian Zhang
- Center for Studies of Education and Psychology of Minorities in Southwest China, Southwest University, Chongqing 400715, China; Faculty of Education, Southwest University, Chongqing 400715, China.
| | - Yi Cao
- Faculty of Education, Southwest University, Chongqing 400715, China; The Third Kindergarten in Chengdu, Sichuan 610016, China
| | - JingJin Tian
- Faculty of Education, Southwest University, Chongqing 400715, China; The Dawn and Innovation Kindergarten, Chongqing 400030, China
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74
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Yin K, Zi Y, Zhuang W, Gao Y, Tong Y, Song L, Liu Y. Linking Esports to health risks and benefits: Current knowledge and future research needs. JOURNAL OF SPORT AND HEALTH SCIENCE 2020; 9:485-488. [PMID: 32417192 PMCID: PMC7749245 DOI: 10.1016/j.jshs.2020.04.006] [Citation(s) in RCA: 21] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 01/13/2020] [Revised: 03/11/2020] [Accepted: 03/25/2020] [Indexed: 05/08/2023]
Affiliation(s)
- Keyi Yin
- School of Kinesiology, Shanghai University of Sport, Shanghai 200438, China
| | - Yahua Zi
- School of Kinesiology, Shanghai University of Sport, Shanghai 200438, China
| | - Wei Zhuang
- School of Kinesiology, Shanghai University of Sport, Shanghai 200438, China
| | - Yang Gao
- School of Kinesiology, Shanghai University of Sport, Shanghai 200438, China
| | - Yao Tong
- School of Kinesiology, Shanghai University of Sport, Shanghai 200438, China
| | - Linjie Song
- School of Kinesiology, Shanghai University of Sport, Shanghai 200438, China
| | - Yu Liu
- School of Kinesiology, Shanghai University of Sport, Shanghai 200438, China.
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75
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Razmjoee M, Harnett PH, Shahaeian A. Language development mediates the relationship between gender and relational aggression: A study of Iranian preschool children. AUSTRALIAN JOURNAL OF PSYCHOLOGY 2020. [DOI: 10.1111/ajpy.12109] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022]
Affiliation(s)
- Maryam Razmjoee
- Special Education Department, College of Education, Shiraz University, Shiraz, Iran,
| | - Paul H. Harnett
- School of Psychology, The University of Queensland, Brisbane, Australia,
| | - Ameneh Shahaeian
- Learning Sciences Institute Australia, Australian Catholic University, Brisbane, Australia,
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76
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Zhao H, Zhou J, Xu X, Gong X, Zheng J, Zhou J. How to Be Aggressive from Virtual to Reality? Revisiting the Violent Video Games Exposure-Aggression Association and the Mediating Mechanisms. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2020; 24:56-62. [PMID: 33211541 DOI: 10.1089/cyber.2019.0762] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/11/2022]
Abstract
Few studies have simultaneously examined the underlying mechanisms of the link between violent video games exposure (VVGE) and aggression (as proposed by different theories) to examine how they explain the relationship between the concepts as independent-dependent variables. This study used a multi-informant design to examine the relationship between VVGE and the functions (proactive and reactive) of aggressive behaviors by comparing three mediating mechanisms: anger, moral disengagement, and cognitive impulsivity. The sample consisted of 2,095 Chinese children and adolescences (48.9 percent girls; Mage = 11.12 years, SD = 1.70) and their mothers. After controlling for age, gender, socioeconomic status, child maltreatment, and problematic traits, structural equation modeling indicated that anger and moral disengagement play mediating roles between VVGE and proactive and reactive aggression, but cognitive impulsivity only plays a mediating role between VVGE and reactive aggression. The discussion emphasizes the importance of creating prevention programs for anger, moral disengagement, and cognitive impulsivity to break the VVGE-to-aggression cycle, and provides suggestions for future research.
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Affiliation(s)
- Haiyan Zhao
- Clinical Medicine Teaching and Research Office, Beihai Health School, Guangxi, People's Republic of China
| | - Jianxiang Zhou
- College of Computer Science and Engineering, Northwest Normal University, Lanzhou, People's Republic of China
| | - Xiaofeng Xu
- School of Psychology, South China Normal University, Guangzhou, People's Republic of China
| | - Xue Gong
- School of Psychology, South China Normal University, Guangzhou, People's Republic of China
| | - Jiamin Zheng
- School of Psychology, South China Normal University, Guangzhou, People's Republic of China
| | - Jianhua Zhou
- School of Psychology, South China Normal University, Guangzhou, People's Republic of China
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77
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Wielding a gun increases judgments of others as holding guns: a randomized controlled trial. COGNITIVE RESEARCH-PRINCIPLES AND IMPLICATIONS 2020; 5:58. [PMID: 33196931 PMCID: PMC7669937 DOI: 10.1186/s41235-020-00260-3] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 06/22/2020] [Accepted: 11/02/2020] [Indexed: 11/18/2022]
Abstract
The gun embodiment effect is the consequence caused by wielding a gun on judgments of whether others are also holding a gun. This effect could be responsible for real-world instances when police officers shoot an unarmed person because of the misperception that the person had a gun. The gun embodiment effect is an instance of embodied cognition for which a person’s tool-augmented body affects their judgments. The replication crisis in psychology has raised concern about embodied cognition effects in particular, and the issue of low statistical power applies to the original research on the gun embodiment effect.
Thus, the first step was to conduct a high-powered replication. We found a significant gun embodiment effect in participants’ reaction times and in their proportion of correct responses, but not in signal detection measures of bias, as had been originally reported. To help prevent the gun embodiment effect from leading to fatal encounters, it would be useful to know whether individuals with certain traits are less prone to the effect and whether certain kinds of experiences help alleviate the effect. With the new and reliable measure of the gun embodiment effect, we tested for moderation by individual differences related to prior gun experience, attitudes, personality, and factors related to emotion regulation and impulsivity. Despite the variety of these measures, there was little evidence for moderation. The results were more consistent with the idea of the gun embodiment effect being a universal, fixed effect, than being a flexible, malleable effect.
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78
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Affiliation(s)
| | - Patch Callahan
- Orygen Youth Health – Research Centre, Department of Youth Mental Health, University of Melbourne, and
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79
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Stollberg E, Lange KW. The effects of video racing games on risk-taking in consideration of the game experience. PLoS One 2020; 15:e0240367. [PMID: 33044999 PMCID: PMC7549794 DOI: 10.1371/journal.pone.0240367] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/23/2020] [Accepted: 09/25/2020] [Indexed: 11/18/2022] Open
Abstract
In the present study, we attempted to investigate whether it is the game experience that underlies processes leading to increased risk-taking while playing video racing games (VRGs). The aim of the study was to examine the indirect effect of playing VRGs on risky driving behaviour through various dimensions of the game experience. Thus, we examined the subjective experience of participants playing various VRGs and questioned whether this influenced subsequent driving behaviour. The results of the present study show that aspects of the playing experience, in particular “flow” and “competence”, appear to be important in the regulation of risk appetite. It can be assumed that, rather than the mere playing of VRGs, the type of game experience during play is determinant for subsequent risk propensity while driving.
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Affiliation(s)
- Ewelina Stollberg
- Institute of Psychology, University of Regensburg, Regensburg, Germany
- * E-mail:
| | - Klaus W. Lange
- Institute of Psychology, University of Regensburg, Regensburg, Germany
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80
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Violence in video game produces a lower activation of limbic and temporal areas in response to social inclusion images. COGNITIVE AFFECTIVE & BEHAVIORAL NEUROSCIENCE 2020; 19:898-909. [PMID: 30565058 DOI: 10.3758/s13415-018-00683-y] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/14/2022]
Abstract
Exposure to violence in video games has been associated with a desensitization toward violent content, a decrease of empathy, and prosocial behavior. Moreover, violent video games seem to be related to a reduction of neural activation in the circuits linked to social emotional processing. The purpose of the present study was to compare the neural response to social inclusion images after violent and nonviolent video game playing. Electroencephalographic data of the 32 participants were recorded during a visual task with three presentations (T0, T1, T2) of 60 stimuli (30 social inclusion vs. 30 neutral images). After the T0 presentation, the participants played with a video game (orientation or violent). After the T1 presentation, the participants played with the other video game (orientation or violent). The two types of video games were randomly displayed. Event-related potential (ERP) components and low-resolution electromagnetic tomography (sLORETA) were analyzed. The main findings showed a longer latency of the P2 component on occipito-temporal montage and a lower activation of the limbic and temporal areas in response to the social inclusion images post violent video game compared with the post orientation video game. The findings suggest a reduction of emotional engagement in social processing after playing violent video game.
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81
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Ferguson CJ, Copenhaver A, Markey P. Reexamining the Findings of the American Psychological Association's 2015 Task Force on Violent Media: A Meta-Analysis. PERSPECTIVES ON PSYCHOLOGICAL SCIENCE 2020; 15:1423-1443. [PMID: 32777188 DOI: 10.1177/1745691620927666] [Citation(s) in RCA: 23] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
In 2015, the American Psychological Association (APA) released a task-force technical report on video-game violence with a concurrent resolution statement linking violent games to aggression but not violent crime. The task-force report has proven to be controversial; many scholars have criticized language implying conclusive evidence linking violent games to aggression as well as technical concerns regarding the meta-analysis that formed the basis of the technical report and resolution statement. In the current article, we attempt a reevaluation of the 2015 technical report meta-analysis. The intent of this reevaluation was to examine whether the data foundations behind the APA's resolution on video-game violence were sound. Reproducing the original meta-analysis proved difficult because some studies were included that did not appear to have relevant data, and many other available studies were not included. The current analysis revealed negligible relationships between violent games and aggressive or prosocial behavior, small relationships with aggressive affect and cognitions, and stronger relationships with desensitization. However, effect sizes appeared to be elevated because of non-best-practices and researcher-expectancy effects, particularly for experimental studies. It is concluded that evidence warrants a more cautious interpretation of the effects of violent games on aggression than provided by the APA technical report or resolution statement.
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82
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Zheng W, Cao S, Wang Y, Yang K, Chen Y, Song G. The Impact of Social Value Orientation, Game Context and Trust on Cooperative Behavior After Cooperative Video Game Play. Psychol Rep 2020; 124:1353-1369. [PMID: 32611262 DOI: 10.1177/0033294120934705] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
This study explores the effects of the cooperative video game context, social value orientation (SVO) and trust on cooperative behavior. The main finding is that collaborative game play significantly increases cooperative behavior, especially in prosocial individuals. In addition, a mediation model is established in which trust partially mediates the association between the game mode and cooperative behavior. The results indicate that playing collaborative games increases cooperation in prosocial people partially by facilitating the trust they have in their gaming partners. The theoretical and practical implications of these findings are discussed.
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Affiliation(s)
- Wenqian Zheng
- School of Psychology, 12401Shaanxi Normal University, Xi'an, China
| | - Shengli Cao
- School of Energy and Power Engineering, Xi'an Jiaotong University, Xi'an, China
| | - Yangyang Wang
- School of Psychology, 12401Shaanxi Normal University, Xi'an, China
| | - Ke Yang
- School of Psychology, 12401Shaanxi Normal University, Xi'an, China
| | - Yunyun Chen
- School of Psychology, 12401Shaanxi Normal University, Xi'an, China
| | - Guoping Song
- School of Psychology, 12401Shaanxi Normal University, Xi'an, China
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83
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Ferrari M, McIlwaine SV, Reynolds JA, Archie S, Boydell K, Lal S, Shah JL, Henderson J, Alvarez-Jimenez M, Andersson N, Boruff J, Nielsen RKL, Iyer SN. Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review. JMIR Res Protoc 2020; 9:e13834. [PMID: 32579117 PMCID: PMC7381025 DOI: 10.2196/13834] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/10/2019] [Revised: 01/27/2020] [Accepted: 02/04/2020] [Indexed: 01/05/2023] Open
Abstract
Background Digital or video games are played by millions of adolescents and young adults around the world and are one of the technologies used by youths to access mental health services. Youths with mental health problems strongly endorse the use of technologies, including mobile and online platforms, to receive information, support their treatment journeys (eg, decision-making tools), and facilitate recovery. A growing body of literature explores the advantages of playing digital games for improving attention span and memory, managing emotions, promoting behavior change, and supporting treatment for mental illness (eg, anxiety, depression, or posttraumatic stress disorder). The research field has also focused on the negative impact of video games, describing potential harms related to aggression, addiction, and depression. To promote clarity on this matter, there is a great need for knowledge synthesis offering recommendations on how video games can be safely and effectively adopted and integrated into youth mental health services. Objective The Gaming My Way to Recovery scoping review project assesses existing evidence on the use of digital game interventions within the context of mental health services for youths (aged 11-29 years) using the stepped care model as the conceptual framework. The research question is as follows: For which youth mental health conditions have digital games been used and what broad objectives (eg, prevention, treatment) have they addressed? Methods Using the methodology proposed by Arksey and O’Malley, this scoping review will map the available evidence on the use of digital games for youths between 11 and 29 years old with mental health or substance use problems, or both. Results The review will bring together evidence-based knowledge to assist mental health providers and policymakers in evaluating the potential benefits and risks of these interventions. Following funding of the project in September 2018, we completed the search in November 2018, and carried out data screening and stakeholder engagement activities during preparation of the protocol. We will conduct a knowledge synthesis based on specific disorders, treatment level and modality, type of service, population, settings, ethical practices, and user engagement and offer recommendations concerning the integration of video game technologies and programs, future research and practice, and knowledge dissemination. Conclusions Digital game interventions employ unique, experiential, and interactive features that potentially improve skills and facilitate learning among players. Digital games may also provide a new treatment platform for youths with mental health conditions. Assessing current knowledge on video game technology and interventions may potentially improve the range of interventions offered by youth mental health services while supporting prevention, intervention, and treatment. International Registered Report Identifier (IRRID) PRR1-10.2196/13834
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Affiliation(s)
- Manuela Ferrari
- Douglas Mental Health University Institute, Montreal, QC, Canada.,Department of Psychiatry, McGill University, Montreal, QC, Canada
| | | | | | - Suzanne Archie
- Department of Psychiatry and Behavioural Neurosciences, McMaster University, Hamilton, ON, Canada
| | | | - Shalini Lal
- Douglas Mental Health University Institute, Montreal, QC, Canada.,School of Rehabilitation, Faculty of Medicine, University of Montreal, Montreal, QC, Canada.,Health Innovation and Evaluation Hub, University of Montreal Hospital Research Centre, Montreal, QC, Canada
| | - Jai L Shah
- Department of Psychiatry, McGill University, Montreal, QC, Canada
| | | | | | - Neil Andersson
- Department of Family Medicine, McGill University, Montreal, QC, Canada
| | - Jill Boruff
- Department of Pharmacology and Therapeutics, McGill University, Montreal, QC, Canada
| | | | - Srividya N Iyer
- Department of Psychiatry, McGill University, Montreal, QC, Canada
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84
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Halbrook YJ, O'Donnell AT, Msetfi RM. When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being. PERSPECTIVES ON PSYCHOLOGICAL SCIENCE 2020; 14:1096-1104. [PMID: 31672105 DOI: 10.1177/1745691619863807] [Citation(s) in RCA: 55] [Impact Index Per Article: 13.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/31/2023]
Abstract
Video games are a source of entertainment for a wide population and have varied effects on well-being. The purpose of this article is to comprehensively examine game-play research to identify the factors that contribute to these disparate well-being outcomes and to highlight the potential positive effects. On the basis of existing literature, we argue that the effects of gaming on well-being are moderated by other variables, such as motivations for gaming and video-game characteristics. Specifically, the inclusion of social activity can benefit prosocial behaviors and affect the relationship between violent video games and aggression that some studies have demonstrated. Moreover, the research on the relationship between violent video games and aggression depends greatly on individual and sociocontextual variables outside of game play. The inclusion of physical activity in games can provide an improvement in physical health with high levels of enjoyment, potentially increasing adherence rates. Overall, following our review, we determined that the effects of gaming on well-being are moderated by and depend on the motivation for gaming, outside variables, the presence of violence, social interaction, and physical activity. Thus, we argue that there is potential for an "optimal gaming profile" that can be used in the future for both academic- and industry-related research.
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Affiliation(s)
- Yemaya J Halbrook
- Centre for Social Issues Research, Department of Psychology, University of Limerick in Limerick, Ireland
| | - Aisling T O'Donnell
- Centre for Social Issues Research, Department of Psychology, University of Limerick in Limerick, Ireland
| | - Rachel M Msetfi
- Health Research Institute, University of Limerick in Limerick, Ireland
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85
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Medeiros BGD, Pimentel CE, Sarmet MM, Mariano TE. “Brutal Kill!” Violent video games as a predictor of aggression. PSICO-USF 2020. [DOI: 10.1590/1413-82712020250205] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/22/2022] Open
Abstract
Abstract In recent years, many international studies have investigated the relationship between violent games and violence, aggressiveness and delinquent behavior, but there are scarce studies in Brazil on the subject. The aim of this research was to investigate the relationship between dispositional behavior and antisocial behavior correlated with the playing of violent content video games. A total of 249 high school students participated in the study, of which 154 were women and 95 were men, aged 13-20 years (M = 15.4, DP = 1.12), who responded the following scales: Big Five Inventory, Buss and Perry Aggression Questionnaire, Antisocial and Criminal Behaviors Questionnaire and a new Scale of Video Games Violence. The regressions performed indicated that the violent games, antisocial behavior, anger and sex were predictors for physical aggression. In conclusion, the study confirms the hypothesis of the General Aggression Model on human aggression in which violent games are associated with aggressive behavior.
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86
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Beatty C, Egan SM. The Role of Screen Time and Screen Activity in the Nonverbal Reasoning of 5-Year-Olds: Cross-Sectional Findings from a Large Birth Cohort Study. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2020; 23:406-411. [PMID: 32357089 DOI: 10.1089/cyber.2019.0420] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/20/2022]
Abstract
Family and home environment factors have been outlined in previous literature as important variables that affect early reasoning development. However, little research has focused on the association between screen use in the home environment and nonverbal reasoning ability. The aim of this cross-sectional study is to examine the role of both screen time and various screen activities (e.g., television, video, or educational games) in nonverbal reasoning ability in 9,001 5-year-old children using a large birth cohort study (Growing Up in Ireland). Interviews conducted with parents related to the children's screen use and various family factors, while reasoning ability was measured using a standardized task (Picture Similarities Task, British Ability Scales II). A hierarchical multiple regression examined the role of screen use in nonverbal reasoning, while also statistically controlling for family factors such as parental education and employment status. Screen use variables made a significant contribution to the regression model, even after family factors were accounted for, although the effect sizes were very small. Playing educational games, video games, or engaging in over three hours screen use per day were all significant predictors of nonverbal reasoning scores in the final adjusted model. The results of this study suggest that screen use may play a small role in the development of nonverbal reasoning in young children. The findings highlight the need for further studies in this area and may have implications for current debates in screen time research.
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Affiliation(s)
- Chloé Beatty
- Department of Psychology, Mary Immaculate College, University of Limerick, Limerick, Ireland
| | - Suzanne M Egan
- Department of Psychology, Mary Immaculate College, University of Limerick, Limerick, Ireland
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87
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Han L, Xiao M, Jou M, Hu L, Sun R, Zhou Z. The long-term effect of media violence exposure on aggression of youngsters. COMPUTERS IN HUMAN BEHAVIOR 2020. [DOI: 10.1016/j.chb.2020.106257] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
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88
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89
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Choi E, Shin SH, Ryu JK, Jung KI, Kim SY, Park MH. Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement. Behav Brain Funct 2020; 16:2. [PMID: 32014027 PMCID: PMC6996164 DOI: 10.1186/s12993-020-0165-z] [Citation(s) in RCA: 23] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/30/2019] [Accepted: 01/27/2020] [Indexed: 12/15/2022] Open
Abstract
Background Unlike the emphasis on negative results of video games such as the impulsive engagement in video games, cognitive training studies in individuals with cognitive deficits showed that characteristics of video game elements were helpful to train cognitive functions. Thus, this study aimed to have a more balanced view toward the video game playing by reviewing genres of commercial video games and the association of video games with cognitive functions and modulating factors. Literatures were searched with search terms (e.g. genres of video games, cognitive training) on database and Google scholar. Results video games, of which purpose is players’ entertainment, were found to be positively associated with cognitive functions (e.g. attention, problem solving skills) despite some discrepancy between studies. However, the enhancement of cognitive functions through video gaming was limited to the task or performance requiring the same cognitive functions. Moreover, as several factors (e.g. age, gender) were identified to modulate cognitive enhancement, the individual difference in the association between video game playing and cognitive function was found. Conclusion Commercial video games are suggested to have the potential for cognitive function enhancement. As understanding the association between video gaming and cognitive function in a more balanced view is essential to evaluate the potential outcomes of commercial video games that more people reported to engage, this review contributes to provide more objective evidence for commercial video gaming.
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Affiliation(s)
- Eunhye Choi
- Department of Psychiatry, Eunpyeong St. Mary's Hospital, College of Medicine, The Catholic University of Korea, 1021 Tongil-ro, Eunpyeong-gu, Seoul, Republic of Korea
| | - Suk-Ho Shin
- Dr. Shin's Child and Adolescent Psychiatry Clinic, Seoul, Republic of Korea
| | - Jeh-Kwang Ryu
- Institute for Cognitive Science, Seoul National University, Seoul, Republic of Korea
| | - Kyu-In Jung
- Department of Psychiatry, Eunpyeong St. Mary's Hospital, College of Medicine, The Catholic University of Korea, 1021 Tongil-ro, Eunpyeong-gu, Seoul, Republic of Korea
| | - Shin-Young Kim
- Department of Psychiatry, Eunpyeong St. Mary's Hospital, College of Medicine, The Catholic University of Korea, 1021 Tongil-ro, Eunpyeong-gu, Seoul, Republic of Korea
| | - Min-Hyeon Park
- Department of Psychiatry, Eunpyeong St. Mary's Hospital, College of Medicine, The Catholic University of Korea, 1021 Tongil-ro, Eunpyeong-gu, Seoul, Republic of Korea.
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90
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Paciello M, Ballarotto G, Cerniglia L, Muratori P. Does the Interplay of Callous-Unemotional Traits and Moral Disengagement Underpin Disruptive Behavior? A Systematic Review. ADOLESCENT HEALTH MEDICINE AND THERAPEUTICS 2020; 11:9-20. [PMID: 32099503 PMCID: PMC7006850 DOI: 10.2147/ahmt.s151699] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 07/20/2019] [Accepted: 01/08/2020] [Indexed: 01/27/2023]
Abstract
Disruptive behavior could represent an (un)moral behavioral component of multi-dimensional construct of morality that includes affective and cognitive aspects. Thus, it is pivotal to investigate their interplay between affective and cognitive processes the better to understand how to intervene to contrast disruptive behavior and its antisocial outcomes. The present review has examined the relationship between affective and cognitive processes implied in moral functioning by focusing on callous-unemotional traits (CU) and moral disengagement. Starting from 1005 records identified by PsycINFO, Pubmed, and Pubpsych, only 13 studies have been selected. These studies show different theoretical approaches and methodologies and put in evidence the nuances of possible interactions of CU and moral disengagement during adolescence based on different research field. Overall, most of the scholars seem to conclude that different interplay can be plausible, suggesting that it is likely that during the adolescence the influence of moral disengagement and CU is reciprocal and longitudinal. Specifically, in adolescents with Disruptive Behavior Disorders CU and moral disengagement can move together in organizing and becoming chronic of antisocial affective-cognitive system, and in particular moral disengagement may give a free way to engage in disruptive behavior.
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Affiliation(s)
- Marinella Paciello
- Faculty of Psychology, Uninettuno Telematic International University, Rome, Italy
| | - Giulia Ballarotto
- Department of Dynamic and Clinical Psychology, "Sapienza" University, Rome, Italy
| | - Luca Cerniglia
- Faculty of Psychology, Uninettuno Telematic International University, Rome, Italy
| | - Pietro Muratori
- IRCCS Fondazione Stella Maris, Scientific, Institute of Child Neurology and Psychiatry, Calambrone, Pisa, Italy
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91
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Muller JN, Moroco A, Loloi J, Portolese A, Wakefield BH, King TS, Olympia R. Violence Depicted in Superhero-Based Films Stratified by Protagonist/Antagonist and Gender. Cureus 2020; 12:e6843. [PMID: 32181080 PMCID: PMC7053689 DOI: 10.7759/cureus.6843] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/24/2022] Open
Abstract
The objective of this study was to describe and quantify acts of violence depicted in a select number of superhero-based films, further stratified by protagonist/antagonist characters and gender. A total of 10 superhero-based films released in 2015-2016 were analyzed by five independent reviewers. The average number of acts of violence associated with protagonist and antagonist characters for all included films was 22.7 and 17.5 mean events per hour, respectively (p=0.019). The average number of acts of violence associated with male and female characters for all included films was 33.4 and 6.5 mean events per hour, respectively (p<0.001). The most common acts of violence for all major characters were “fighting”, “use of a lethal weapon”, “bullying/intimidation/torture”, “destruction of property”, and “murder” (14.9, 11.4, 3.5, 3.4, and 2.4 mean events per hour, respectively). Based on our sample of superhero-based films, acts of violence were associated more with protagonist characters and male characters.
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Affiliation(s)
- John N Muller
- Emergency Medicine, Penn State College of Medicine, Hershey, USA
| | - Annie Moroco
- Emergency Medicine, Penn State College of Medicine, Hershey, USA
| | - Justin Loloi
- Internal Medicine, Penn State Hershey Medical Center, Hershey, USA
| | - Austin Portolese
- Emergency Medicine, Penn State College of Medicine, Hershey, USA
| | | | - Tonya S King
- Epidemiology and Public Health, Penn State College of Medicine, Hershey, USA
| | - Robert Olympia
- Emergency Medicine and Pediatrics, Penn State Hershey Medical Center, Hershey, USA
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92
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Mohammadi B, Szycik GR, Te Wildt B, Heldmann M, Samii A, Münte TF. Structural brain changes in young males addicted to video-gaming. Brain Cogn 2020; 139:105518. [PMID: 31954233 DOI: 10.1016/j.bandc.2020.105518] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/13/2019] [Revised: 01/05/2020] [Accepted: 01/07/2020] [Indexed: 12/23/2022]
Abstract
Excessive video gaming has a number of psychological and social consequences. In this study, we looked at possible changes in gray and white matter and asked whether these changes are correlated to psychological measures. Twentynine players of violent videogames (mean daily playing time 4.7 h) and age matched controls were subjected to a battery of questionnaires assessing aggression, empathy, hostility, internet addiction and psychological well-being. Diffusion tensor and 3D T1-weighted MR images were obtained to examine gray (via voxel-based morphometry) and white (via tract-based spatial statistics) matter changes. Widespread regions of decreased gray matter in the players were found but no region showed increased intensity of gray matter. Density of gray matter showed a negative correlation with the total length of playing in years in the right posterior cingulate gyrus, left pre- and postcentral gyrus, right thalamus, among others. Furthermore, fractional anisotropy, a marker for white matter structure, was decreased in the left and right cingulum in the players. Both, gray and white matter changes correlated with measures of aggression, hostility, self esteem, and the degree of internet addiction. This study thus shows profound changes of brain structure as a function of excessive playing of violent video games.
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Affiliation(s)
- Bahram Mohammadi
- Dept. of Neurology, University of Lübeck, Lübeck, Germany; CNS-lab, International Neuroscience Institute, Hannover, Germany
| | - Gregor R Szycik
- Dept. of Psychiatry, Hannover Medical School, Hannover, Germany
| | | | - Marcus Heldmann
- Dept. of Neurology, University of Lübeck, Lübeck, Germany; Institute of Psychology II, University of Lübeck, Lübeck, Germany
| | - Amir Samii
- CNS-lab, International Neuroscience Institute, Hannover, Germany
| | - Thomas F Münte
- Dept. of Neurology, University of Lübeck, Lübeck, Germany; Institute of Psychology II, University of Lübeck, Lübeck, Germany
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93
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Klasen M, Mathiak KA, Zvyagintsev M, Sarkheil P, Weber R, Mathiak K. Selective reward responses to violent success events during video games. Brain Struct Funct 2020; 225:57-69. [DOI: 10.1007/s00429-019-01986-7] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/05/2018] [Accepted: 11/14/2019] [Indexed: 01/10/2023]
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94
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Hilvert-Bruce Z, Neill JT. I'm just trolling: The role of normative beliefs in aggressive behaviour in online gaming. COMPUTERS IN HUMAN BEHAVIOR 2020. [DOI: 10.1016/j.chb.2019.09.003] [Citation(s) in RCA: 24] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
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95
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Zhu X, Wang K, Cao A, Zhang Y, Qiu J. Personality traits and negative affect mediate the relationship between cortical thickness of superior frontal cortex and aggressive behavior. Neurosci Lett 2019; 718:134728. [PMID: 31899310 DOI: 10.1016/j.neulet.2019.134728] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/09/2019] [Revised: 11/27/2019] [Accepted: 12/28/2019] [Indexed: 02/03/2023]
Abstract
Aggression reflects the psychological and physical behavior that perpetrator intends to harm victim. Initiation of aggression is influenced by the distal factors (e.g. personality) and proximate causes (e.g. affect) of perpetrator. However, few studies explored the brain structural basis of relationship between these traits and aggressive behavior. In this study, we first explored the association between cortical thickness and aggression in a large young adult sample from the Human Connectome Project. Results found aggressive behavior assessed by the Adult Self-Report was positively correlated with cortical thickness in left superior frontal gyrus (SFG), which was implicated in emotion regulation and executive function. Then, mediation analyses with distal and proximate factors separately showcased that the association between the left SFG thickness and aggressive behavior was partially mediated by negative affect (anger and sadness), and fully mediated by personality traits (agreeableness and neuroticism). Taken together, these experimental findings established dorsal prefrontal cortex as the key region in generating aggressive behavior, and gave a neutral explanation for why individuals with high negative affect and neuroticism exhibit more aggression. This study implicated the possible targeted brain region and behavioral intervention for such at-risk individuals initiating violence.
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Affiliation(s)
- Xingxing Zhu
- School of Psychology, Southwest University, Chongqing, 400715, China; Key Laboratory of Cognition and Personality of Ministry of Education, Southwest University, Chongqing, 400715, China
| | - Kangcheng Wang
- School of Psychology, Southwest University, Chongqing, 400715, China; School of Psychology, Shandong Normal University, Jinan, 250358, China
| | - Aihua Cao
- Department of Pediatrics, Qilu Hospital of Shandong University, Brain Science Research Institute of Shandong University, Jinan, 250012, China
| | - Yong Zhang
- School of Foreign Languages, Southwest University of Political Science and Law, Chongqing, 401120, China
| | - Jiang Qiu
- School of Psychology, Southwest University, Chongqing, 400715, China; Key Laboratory of Cognition and Personality of Ministry of Education, Southwest University, Chongqing, 400715, China.
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96
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Lagrange V, Hiskes B, Woodward C, Li B, Breithaupt F. Choosing and enjoying violence in narratives. PLoS One 2019; 14:e0226503. [PMID: 31856262 PMCID: PMC6922367 DOI: 10.1371/journal.pone.0226503] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/10/2019] [Accepted: 11/27/2019] [Indexed: 11/19/2022] Open
Abstract
We use an interactive story design in which participants read short stories and make two consecutive plot choices about whether protagonists commit low- or high-violence actions. Our study has four main findings. 1) People who choose high violence report greater satisfaction with the story, while those switching to or staying with no violence show lower satisfaction. 2) However, when participants encounter these stories without choices, they reliably rate higher-violence stories as less satisfying than lower-violence stories. 3) Regret seems to account for the low satisfaction of those who choose or switch to low violence. 4) There is a large segment of people (up to 66%) who can be persuaded by different story contexts (genre, perspective) to choose extreme violence in interactive fiction and as a consequence of their choice feel satisfaction. We hypothesize that people who opt for high violence enjoy the story as a result of their choice. Overall, we suggest that choosing violence serves as a gateway for enjoyment by creating an aesthetic zone of control detached from morality.
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Affiliation(s)
- Victoria Lagrange
- Department of French and Italian, Indiana University, Bloomington, Indiana, United States of America
| | - Benjamin Hiskes
- Department of English, Indiana University, Bloomington, Indiana, United States of America
| | - Claire Woodward
- Department of Germanic Studies, Indiana University, Bloomington, Indiana, United States of America
| | - Binyan Li
- Department of Cognitive Science, Indiana University, Bloomington, Indiana, United States of America
| | - Fritz Breithaupt
- Department of Germanic Studies, Indiana University, Bloomington, Indiana, United States of America
- Department of Cognitive Science, Indiana University, Bloomington, Indiana, United States of America
- * E-mail:
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97
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T'ng ST, Ho KH, Sim DE, Yu CH, Wong PY. The mediating effect of Internet gaming disorder's symptoms on loneliness and aggression among undergraduate students and working adults in Malaysia. Psych J 2019; 9:96-107. [PMID: 31797557 DOI: 10.1002/pchj.320] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/10/2018] [Revised: 12/16/2018] [Accepted: 09/29/2019] [Indexed: 11/08/2022]
Abstract
Insufficient attention has been given to the integration of the mediating effect of Internet gaming disorder (IGD) symptoms on loneliness and four components of aggression-physical aggression, verbal aggression, anger, and hostility-in the Malaysian context. In the present study, 410 participants with (a) at least 1 year of Internet gaming experience and (b) between ages 20- to 39 years were recruited using the probability proportional to size sampling method. Participants were undergraduate students and working adults. Self-reported questionnaires (the Internet Gaming Disorder Scale, University of California, Los Angeles Loneliness Scale, and the Buss-Perry Aggression Questionnaire) were used. The present study found that loneliness positively predicted four components of aggression (i.e., anger, hostility, physical aggression, and verbal aggression) and symptoms of IGD. Relationships between loneliness and the four components of aggression were partially mediated by IGD symptoms. The present study enriches and consolidates existing empirical evidence, particularly in the Malaysian context. If the mediating effect is not emphasized, it may lead to spurious conclusions that can significantly diminish the effectiveness of interventions that are meant to manage aggression.
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Affiliation(s)
- Soo Ting T'ng
- Faculty of Art and Social Science (FAS), Department of Psychology and Counselling, Universiti Tunku Abdul Rahman (UTAR), Jalan Universiti, Bandar, Barat, Kampar, Perak, Malaysia.,Faculty of Human Development, Department of Psychology and Counselling, Universiti Pendidikan Sultan Idris, Kampus Sultan Azlan Shah, Proton City, Tanjong Malim, Perak, Malaysia
| | - Khee Hoong Ho
- Faculty of Art and Social Science (FAS), Department of Psychology and Counselling, Universiti Tunku Abdul Rahman (UTAR), Jalan Universiti, Bandar, Barat, Kampar, Perak, Malaysia
| | - Da En Sim
- Faculty of Art and Social Science (FAS), Department of Psychology and Counselling, Universiti Tunku Abdul Rahman (UTAR), Jalan Universiti, Bandar, Barat, Kampar, Perak, Malaysia
| | - Cher Hoe Yu
- Faculty of Art and Social Science (FAS), Department of Psychology and Counselling, Universiti Tunku Abdul Rahman (UTAR), Jalan Universiti, Bandar, Barat, Kampar, Perak, Malaysia
| | - Poh Yin Wong
- Faculty of Art and Social Science (FAS), Department of Psychology and Counselling, Universiti Tunku Abdul Rahman (UTAR), Jalan Universiti, Bandar, Barat, Kampar, Perak, Malaysia
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98
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Yao M, Zhou Y, Li J, Gao X. Violent video games exposure and aggression: The role of moral disengagement, anger, hostility, and disinhibition. Aggress Behav 2019; 45:662-670. [PMID: 31436326 PMCID: PMC6790562 DOI: 10.1002/ab.21860] [Citation(s) in RCA: 18] [Impact Index Per Article: 3.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/16/2018] [Revised: 07/18/2019] [Accepted: 07/22/2019] [Indexed: 01/08/2023]
Abstract
Based on the General Aggression Model (GAM), the current study investigated the interactive effect of personal factors (e.g., sensation-seeking) and situational factors (e.g., violent video games exposure [VVGE]) on the trait aggressive behavior, and the mediating role of individual difference trait (e.g., moral disengagement, anger, and hostility). We recruited 547 undergraduates (48.45% male) from five Chinese universities. The results showed that VVGE was positively associated with moral disengagement, disinhibition, and the four aggressive traits (physical aggression, verbal aggression, anger, and hostility), which were positively associated with each other. Moral disengagement was positively associated with both the disinhibition and the four aggressive traits. Disinhibition was positively associated with the four aggressive traits as well. When controlled for gender, moral disengagement, anger, and hostility wholly mediated the relationship between VVGE and aggression, but the moderation effect of disinhibition was not significant. These findings support the framework of GAM and indicate that moral disengagement, anger, and hostility may be the factors that increase the risk of a higher level of aggression following repeated exposure to violent video games.
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Affiliation(s)
- Mengyun Yao
- Faculty of PsychologySouthwest University Chongqing China
- Key Laboratory of Cognition and Personality, Ministry of EducationSouthwest University Chongqing China
| | - Yuhong Zhou
- Faculty of PsychologySouthwest University Chongqing China
- Key Laboratory of Cognition and Personality, Ministry of EducationSouthwest University Chongqing China
| | - Jiayu Li
- Faculty of PsychologySouthwest University Chongqing China
- Key Laboratory of Cognition and Personality, Ministry of EducationSouthwest University Chongqing China
| | - Xuemei Gao
- Faculty of PsychologySouthwest University Chongqing China
- Key Laboratory of Cognition and Personality, Ministry of EducationSouthwest University Chongqing China
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99
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Coghlan S, Vetere F, Waycott J, Barbosa Neves B. Could Social Robots Make Us Kinder or Crueller to Humans and Animals? Int J Soc Robot 2019. [DOI: 10.1007/s12369-019-00583-2] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/25/2022]
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100
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The interaction of contextual realism and fantasy tendency on aggressive behavior following violent video game play: An indirect test of violent content effects. COMPUTERS IN HUMAN BEHAVIOR 2019. [DOI: 10.1016/j.chb.2019.04.006] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/21/2022]
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