101
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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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102
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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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103
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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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104
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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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105
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Gibbons JA, Bouldin B. Videogame play and events are related to unhealthy emotion regulation in the form of low fading affect bias in autobiographical memory. Conscious Cogn 2019; 74:102778. [DOI: 10.1016/j.concog.2019.102778] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/27/2018] [Revised: 05/23/2019] [Accepted: 06/24/2019] [Indexed: 11/29/2022]
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106
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von der Heiden JM, Braun B, Müller KW, Egloff B. The Association Between Video Gaming and Psychological Functioning. Front Psychol 2019; 10:1731. [PMID: 31402891 PMCID: PMC6676913 DOI: 10.3389/fpsyg.2019.01731] [Citation(s) in RCA: 53] [Impact Index Per Article: 10.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/14/2018] [Accepted: 07/11/2019] [Indexed: 11/25/2022] Open
Abstract
Video gaming is an extremely popular leisure-time activity with more than two billion users worldwide (Newzoo, 2017). However, the media as well as professionals have underscored the potential dangers of excessive video gaming. With the present research, we aimed to shed light on the relation between video gaming and gamers' psychological functioning. Questionnaires on personality and psychological health as well as video gaming habits were administered to 2,734 individuals (2,377 male, 357 female, M age = 23.06, SD age = 5.91). Results revealed a medium-sized negative correlation between problematic video gaming and psychological functioning with regard to psychological symptoms, affectivity, coping, and self-esteem. Moreover, gamers' reasons for playing and their preferred game genres were differentially related to psychological functioning with the most notable findings for distraction-motivated players as well as action game players. Future studies are needed to examine whether these psychological health risks reflect the causes or consequences of video gaming.
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Affiliation(s)
| | - Beate Braun
- Department of Psychosomatic Medicine, University Medical Center, Mainz, Germany
| | - Kai W. Müller
- Department of Psychosomatic Medicine, University Medical Center, Mainz, Germany
| | - Boris Egloff
- Department of Psychology, Johannes Gutenberg University Mainz, Mainz, Germany
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107
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van Tilburg WA, Igou ER, Maher PJ, Lennon J. Various forms of existential distress are associated with aggressive tendencies. PERSONALITY AND INDIVIDUAL DIFFERENCES 2019. [DOI: 10.1016/j.paid.2019.02.032] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/27/2022]
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108
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Cabras C, Cubadda ML, Sechi C. Relationships Among Violent and Non-Violent Video Games, Anxiety, Self-Esteem, and Aggression in Female and Male Gamers. INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS 2019. [DOI: 10.4018/ijgcms.2019070102] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
Abstract
This study examines the differences in anxiety, self-esteem, and aggression levels between players of violent and non-violent video game and its connection to gender and age. This survey-based research utilizes survey data from 851 video gamers. The study included 61% men and 39% women. The ages of the participants ranged from 18 to 45. Participants were administered an anonymous survey including demographics, a questionnaire for video game habits, Rosenberg's self-esteem scale, a state anxiety inventory (STAI-S), and the Buss-Perry Aggression Questionnaire (BPAQ). The results revealed significant differences between males and females, as well as between younger and older gamers. Despite the majority of research showing a positive relationship between violent video game exposure and aggression levels, the results suggest that of the preference for a violent video game over a non-violent one is not, in itself, a cause for increased anxiety, self-esteem, and aggression levels.
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109
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McCullough KM, Wong YJ, Stevenson NJ. Female Video Game Players and the Protective Effect of Feminist Identity Against Internalized Misogyny. SEX ROLES 2019. [DOI: 10.1007/s11199-019-01055-7] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/26/2022]
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110
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Abstract
Recent scholarship has suggested that the frequency of violence in PG-13 rated movies has increased in recent years. Although some scholars have expressed concern that such an increase may have public health implications, this has remained untested. In the current article, trends in PG-13 movie violence are tested against trends in violence in society, including both homicides and youth violence. Raw correlations suggest that PG-13 rated movie violence is inversely related to actual violence in society. However, controlling for autocorrelations suggests that the best interpretation is that PG-13 rated movie violence is unrelated to violence in society. Caution is advised for scholars to avoid implying that PG-13 rated movie violence may have a causal effect on crime in society.
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111
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Ferrari M, McIlwaine SV, Jordan G, Shah JL, Lal S, Iyer SN. Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games. JMIR Ment Health 2019; 6:e12418. [PMID: 31066703 PMCID: PMC6707601 DOI: 10.2196/12418] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/05/2018] [Revised: 01/25/2019] [Accepted: 01/29/2019] [Indexed: 11/23/2022] Open
Abstract
BACKGROUND Video game playing is a daily activity for many youths that replaces other media forms (eg, television); it serves as an important source of knowledge and can potentially impact their attitudes and behaviors. Researchers are, thus, concerned with the impact of video gaming on youth (eg, for promoting prosocial or antisocial behavior). Studies have also begun to explore players' experience of gameplay and video game messages about violence, sexism, and racism; however, little is known about the impact of commercial video games in the sharing and shaping of knowledge, and messages about mental illness. OBJECTIVE The aim of this review was to identify how mental illness, especially psychosis, is portrayed in commercial video games. METHODS We performed keyword searches on games made available between January 2016 and June 2017 on Steam (a popular personal computer gaming platform). A total of 789 games were identified and reviewed to assess whether their game content was related to mental illness. At the end of the screening phase, a total of 100 games were retained. RESULTS We used a game elements framework (characters, game environment/atmosphere, goals, etc) to describe and unpack messages about mental health and illness in video games. The majority of the games we reviewed (97%, 97/100) portrayed mental illness in negative, misleading, and problematic ways (associating it with violence, fear, insanity, hopelessness, etc). Furthermore, some games portrayed mental illness as manifestations or consequences of supernatural phenomena or paranormal experiences. Mental illness was associated with mystery, the unpredictable, and as an obscure illness; its treatment was also associated with uncertainties, as game characters with mental illness had to undergo experimental treatment to get better. Unfortunately, little or no hope for recovery was present in the identified video games, where mental illness was often presented as an ongoing struggle and an endless battle with the mind and oneself. CONCLUSIONS The game elements of the identified commercial video games included mental illness, about which many perpetuated well-known stereotypes and prejudices. We discuss the key findings in relation to current evidence on the impact of media portrayals of mental illness and stigma. Furthermore, we reflect on the ability of serious video games to promote alternative messages about mental illness and clinical practices. Future research is needed to investigate the impact that such messages have on players and to explore the role that video games can play in fostering alternative messages to reduce the stigma associated with mental illness.
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Affiliation(s)
- Manuela Ferrari
- Prevention and Early Intervention Program for Psychosis, Douglas Mental Health University Institute, Montreal, QC, Canada
| | - Sarah V McIlwaine
- Prevention and Early Intervention Program for Psychosis, Douglas Mental Health University Institute, Montreal, QC, Canada.,Department of Psychiatry, McGill University, Montreal, QC, Canada
| | - Gerald Jordan
- Yale Program for Recovery and Community Health, Yale University, New Haven, CT, United States
| | - Jai L Shah
- Prevention and Early Intervention Program for Psychosis, Douglas Mental Health University Institute, Montreal, QC, Canada.,Department of Psychiatry, McGill University, Montreal, QC, Canada
| | - Shalini Lal
- Prevention and Early Intervention Program for Psychosis, Douglas Mental Health University Institute, Montreal, QC, Canada.,Carrefour de l'innovation et de l'évaluation en santé, Centre de Recherche du Centre Hospitalier de l'Université de Montréal, Montreal, QC, Canada.,School of Rehabilitation, Faculty of Medicine, Université de Montréal, Montreal, QC, Canada
| | - Srividya N Iyer
- Prevention and Early Intervention Program for Psychosis, Douglas Mental Health University Institute, Montreal, QC, Canada.,Department of Psychiatry, McGill University, Montreal, QC, Canada
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112
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Yu Y, Wu D, Zhang JX, Fang P. Lyrics only or lyrics with music? The effect of different lyric conditions on prosocial-related outcomes. Psych J 2019; 8:503-512. [PMID: 31050205 DOI: 10.1002/pchj.269] [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: 04/26/2018] [Revised: 11/27/2018] [Accepted: 11/29/2018] [Indexed: 11/06/2022]
Abstract
Several studies have examined the effect of music on prosocial behavior. However, they have not been able to explain whether lyrics with music or lyrics alone influence prosocial behavior. We conducted two studies to investigate this issue. We first validated the influence of prosocial lyrics (relative to neutral lyrics) on prosocial cognition and prosocial emotion (Study 1). Next, we examined the influence of different types of lyrics on prosocial behavior (willingness to participate in unpaid experiments) among college students under different lyric conditions (Study 2). The results are partly consistent with previous findings, and further reveal that lyrics may have an effect on prosocial cognition and emotion, and that different lyric conditions have a significant influence on prosocial behavior. Overall, we used the short-term effect of the general learning model (GLM) to verify that prosocial lyrics in music can promote prosocial behavior among college students.
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Affiliation(s)
- Yue Yu
- Key Laboratory of Mental Health, Institute of Psychology, Chinese Academy of Sciences, Beijing, China.,Department of Psychology, Capital Normal University, Beijing, China
| | - Di Wu
- Department of Psychology, Capital Normal University, Beijing, China
| | - Jian-Xin Zhang
- Key Laboratory of Mental Health, Institute of Psychology, Chinese Academy of Sciences, Beijing, China
| | - Ping Fang
- Department of Psychology, Capital Normal University, Beijing, China
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113
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Smartphone and video game use and perceived effects in a community mental health service. Ir J Med Sci 2019; 188:1337-1341. [PMID: 31001790 DOI: 10.1007/s11845-019-02016-5] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/14/2018] [Accepted: 03/26/2019] [Indexed: 12/11/2022]
Abstract
BACKGROUND Gaming is a growing area and there are conflicting reports on its harms and benefits. There is also increasing interest in the use of gaming clinically. AIMS This research aims to enhance our understanding of video and smartphone game use, and perceptions, among outpatients attending an Irish general adult mental health service. METHODS An anonymised, opportunistic survey of outpatients attending an Irish general adult mental health service was completed. Respondents were self-selecting and self-administering of the survey. RESULTS The response rate was 13% (n = 93). Younger patients were significantly more likely to own a smartphone (p = 0.00). Those who played videogames were significantly younger than those who did not (p = 0.00). Younger age groups were significantly more likely to have heard of (p = 0.00), and used (p = 0.01), Pokémon GO. Over 19% (n = 18) of respondents played video games. Nearly 24% (n = 16) of those with a smartphone played games on it daily. No respondents reported specifically using games for health reasons. The two individuals who found Pokémon GO usage increased their exercise levels, also reported mental health benefits from it. Individuals' gaming use and age did not significantly impact on whether they were positive or negative in their opinions towards video and smartphone games. CONCLUSIONS There is an opportunity to deliver interventions to Irish mental health service outpatients through smartphone and video games. Our small study suggests this to be underutilised currently. As more frequent users, perhaps younger individuals would most benefit from gamification of interventions and the use of existing games that have possible physical and mental health benefits. This requires further research.
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114
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Mattar L, Farran N, Abi Kharma J, Zeeni N. Movie violence acutely affects food choices in young adults. Eat Behav 2019; 33:7-12. [PMID: 30771596 DOI: 10.1016/j.eatbeh.2019.02.002] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/13/2018] [Revised: 02/01/2019] [Accepted: 02/07/2019] [Indexed: 11/24/2022]
Abstract
BACKGROUND Extensive research has been conducted to investigate the effects of media violence on attitudes, behaviors, and cardiovascular health; however, only few studies have examined its effect on appetite, eating behavior and food preferences. Little attention has been given to understand how movie genre manipulates the physiology and the eating behavior of individuals. The present study aimed at investigating the acute effect of violence content in movies on appetite perception, heart rate and blood pressure, along with food preferences and intake in young individuals. METHODS Participants (n = 84) were randomly assigned to either watch a violent movie or a non-violent narrative movie. Measurements including anthropometry, heart rate, blood pressure and grip strength were taken and appetite as well as stress perception were assessed. Subjects were then provided with an individual snack tray containing various items to be consumed ad libitum. RESULTS Post intervention, the experimental group (EG) had a higher consumption of fatty (t (82) = 2.28, p = 0.025, d = 1.52) and salty (t (82) = 2.61, p = 0.01, d = 0.71) food items compared to the control group (CG). Out of the 42 participants in the EG 62% consumed >2 fatty items and 71.4% consumed >2 salty food items. No significant difference in the consumption of sugary items was observed between the two groups. CONCLUSION Movie violence affects eating behavior and may promote weight gain.
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Affiliation(s)
- L Mattar
- Nutrition Division, Department of Natural Sciences, School of Arts and Sciences, Lebanese American University, Lebanon.
| | - N Farran
- Rafic Hariri School of Nursing, Faculty of Medicine, American University of Beirut, Lebanon
| | - J Abi Kharma
- Nutrition Division, Department of Natural Sciences, School of Arts and Sciences, Lebanese American University, Lebanon
| | - N Zeeni
- Nutrition Division, Department of Natural Sciences, School of Arts and Sciences, Lebanese American University, Lebanon
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115
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Sun Y, Lu X, Williams M, Thompson WF. Implicit violent imagery processing among fans and non-fans of music with violent themes. ROYAL SOCIETY OPEN SCIENCE 2019; 6:181580. [PMID: 31032016 PMCID: PMC6458399 DOI: 10.1098/rsos.181580] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 09/19/2018] [Accepted: 02/12/2019] [Indexed: 06/09/2023]
Abstract
It is suggested that long-term exposure to violent media may decrease sensitivity to depictions of violence. However, it is unknown whether persistent exposure to music with violent themes affects implicit violent imagery processing. Using a binocular rivalry paradigm, we investigated whether the presence of violent music influences conscious awareness of violent imagery among fans and non-fans of such music. Thirty-two fans and 48 non-fans participated in the study. Violent and neutral pictures were simultaneously presented one to each eye, and participants indicated which picture they perceived (i.e. violent percept, neutral percept or blend of two) via key presses, while they heard Western popular music with lyrics that expressed happiness or Western extreme metal music with lyrics that expressed violence. We found both fans and non-fans of violent music exhibited a general negativity bias for violent imagery over neutral imagery regardless of the music genres. For non-fans, this bias was stronger while listening to music that expressed violence than while listening to music that expressed happiness. For fans of violent music, however, the bias was the same while listening to music that expressed either violence or happiness. We discussed these results in view of current debates on the impact of violent media.
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Affiliation(s)
- Yanan Sun
- Department of Psychology, Macquarie University, New South Wales 2109, Australia
- Department of Cognitive Science, Macquarie University, New South Wales 2109, Australia
- ARC Centre of Excellence in Cognition and Its Disorders, New South Wales 2109, Australia
| | - Xuejing Lu
- CAS Key Laboratory of Mental Health, Institute of Psychology, Beijing 100101, People's Republic of China
- Department of Psychology, University of Chinese Academy of Sciences, Beijing 100049, People's Republic of China
| | - Mark Williams
- Department of Cognitive Science, Macquarie University, New South Wales 2109, Australia
- ARC Centre of Excellence in Cognition and Its Disorders, New South Wales 2109, Australia
| | - William Forde Thompson
- Department of Psychology, Macquarie University, New South Wales 2109, Australia
- ARC Centre of Excellence in Cognition and Its Disorders, New South Wales 2109, Australia
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116
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Westbrook J, MacBean V. The influence of affective state on respiratory muscle activity. Clin Physiol Funct Imaging 2019; 39:291-295. [PMID: 30801915 DOI: 10.1111/cpf.12567] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/04/2018] [Accepted: 02/17/2019] [Indexed: 11/26/2022]
Abstract
Measures of neural respiratory drive through the use of electromyography of the parasternal intercostal muscles (EMGpara) are accurate markers of respiratory load and are reflective of pulmonary function. A previous observation of a significant reduction in EMGpara from a first to second measurement occasion was attributed to participants' acclimatization to the laboratory environment and a reduction in anxiety. This study therefore aimed to investigate whether manipulation of participants' affective state would influence EMGpara and related variables. Healthy adult participants underwent measurement of EMGpara and respiratory flow and volume during exposure to four conditions: no stimulus, music, and tense and calm videos. Respiratory rate (RR), raw neural respiratory drive index (rawNRDI, the product of EMGpara in microvolts and RR) and minute ventilation (VE) differed significantly across conditions: RR and VE were significantly higher in the tense condition than all other conditions (all P<0·05); rawNRDI was higher in the tense compared to the calm video condition (P = 0·03). There was also a significant relationship between EMGpara and subjective tension ratings (measured via visual analogue scale) in the tense condition (Spearman's rho = 0·508, P = 0·016), with multivariate modelling indicating significant interactions between rawNRDI and subjective ratings of both tension and calmness. This suggests that anxiety could contribute to elevated respiratory muscle activity and ventilation. Greater consideration should be given to the influence of anxiety when undertaking measurement of respiratory muscle activity to ensure data accurately represent underlying respiratory load.
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Affiliation(s)
| | - Victoria MacBean
- Centre for Human Performance, Exercise and Rehabilitation, Brunel University London, London, UK.,Centre for Human & Applied Physiological Sciences, School of Basic & Medical Biosciences, King's College London, London, UK
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117
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Shao R, Wang Y. The Relation of Violent Video Games to Adolescent Aggression: An Examination of Moderated Mediation Effect. Front Psychol 2019; 10:384. [PMID: 30846962 PMCID: PMC6394371 DOI: 10.3389/fpsyg.2019.00384] [Citation(s) in RCA: 17] [Impact Index Per Article: 3.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/25/2017] [Accepted: 02/07/2019] [Indexed: 11/13/2022] Open
Abstract
To assess the moderated mediation effect of normative beliefs about aggression and family environment on exposure to violent video games and adolescent aggression, the subjects self-reported their exposure to violent video games, family environment, normative beliefs about aggression, and aggressive behavior. The results showed that there was a significant positive correlation between exposure to violent video games and adolescent aggression; normative beliefs about aggression had a mediation effect on exposure to violent video games and adolescent aggression, while family environment moderated the first part of the mediation process. For individuals with a good family environment, exposure to violent video games had only a direct effect on aggression; however, for those with poor family environment, it had both direct and indirect effects mediated by normative beliefs about aggression. This moderated mediation model includes some notions of General Aggression Model (GAM) and Catalyst Model (CM), which helps shed light on the complex mechanism of violent video games influencing adolescent aggression.
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Affiliation(s)
- Rong Shao
- Research Institute of Moral Education, College of Psychology, Nanjing Normal University, Nanjing, China.,The Lab of Mental Health and Social Adaptation, Faculty of Psychology, Research Center for Mental Health Education, Southwest University, Chongqing, China
| | - Yunqiang Wang
- Research Institute of Moral Education, College of Psychology, Nanjing Normal University, Nanjing, China
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118
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Santos MF, Bastos AF, Oliveira JM, Figueira I, Gleiser S, Pereira MG, Volchan E, Erthal FS. Hands Up! Atypical Defensive Reactions in Heavy Players of Violent Video Games When Exposed to Gun-Attack Pictures. Front Psychol 2019; 10:191. [PMID: 30804849 PMCID: PMC6370668 DOI: 10.3389/fpsyg.2019.00191] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/08/2018] [Accepted: 01/21/2019] [Indexed: 11/13/2022] Open
Abstract
Threatening cues and surrounding contexts trigger specific defensive response patterns. Posturography, a technique for measuring postural strategies, has been used to evaluate motor defensive reactions in humans. When exposed to gun pointed pictures, humans were shown to exhibit an immobility reaction. Short and long-term exposure to violent video games was shown to be a causal risk factor for increased violent and aggressive behavior. Assaultive violence with a gun is a major trigger for motor defensive reactions, and post-traumatic stress disorder (PTSD) is the most characteristic psychiatric sequelae. Recent studies point to links between PTSD symptoms and emotional shortfalls in non-clinical trauma-exposed samples. The present study investigated defensive reactions to gun threat and PTSD symptoms in heavy players of violent video games compared to non-players. Male university students were screened according to use of violent video games and divided in three groups: non-players, moderate players, and heavy players. Stimuli were pictures depicting a man pointing a gun directed at the participant. In matched control pictures, non-lethal objects replaced the gun. Posturography was recorded and PTSD symptoms were assessed. When exposed to the threat pictures, non-players exhibited the expected reduction in amplitude of body sway (immobility), heavy players presented atypical augmented amplitude of body sway, and moderate players showed intermediate reactivity. Heavy players presented a significant distinct reaction compared to non-players. They also scored significantly higher in PTSD symptoms than non-players. Disadvantageous defensive reactions and higher vulnerability to PTSD symptoms, revealed in the present study, add to other shortcomings for heavy players.
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Affiliation(s)
- Maria Fernanda Santos
- Institute of Biophysics Carlos Chagas Filho, Universidade Federal do Rio de Janeiro, Rio de Janeiro, Brazil
| | - Aline F Bastos
- Institute of Biophysics Carlos Chagas Filho, Universidade Federal do Rio de Janeiro, Rio de Janeiro, Brazil
| | - Jose M Oliveira
- Institute of Biophysics Carlos Chagas Filho, Universidade Federal do Rio de Janeiro, Rio de Janeiro, Brazil
| | - Ivan Figueira
- Institute of Psychiatry, Universidade Federal do Rio de Janeiro, Rio de Janeiro, Brazil
| | - Sonia Gleiser
- Institute of Psychiatry, Universidade Federal do Rio de Janeiro, Rio de Janeiro, Brazil
| | - Mirtes G Pereira
- Biomedical Institute, Universidade Federal Fluminense, Niterói, Brazil
| | - Eliane Volchan
- Institute of Biophysics Carlos Chagas Filho, Universidade Federal do Rio de Janeiro, Rio de Janeiro, Brazil
| | - Fátima S Erthal
- Institute of Biophysics Carlos Chagas Filho, Universidade Federal do Rio de Janeiro, Rio de Janeiro, Brazil
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Sensation Seeking and Impulsivity Can Increase Exposure to Risky Media and Moderate Its Effects on Adolescent Risk Behaviors. PREVENTION SCIENCE : THE OFFICIAL JOURNAL OF THE SOCIETY FOR PREVENTION RESEARCH 2019; 20:776-787. [PMID: 30659453 DOI: 10.1007/s11121-019-0984-z] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/27/2022]
Abstract
Media exposure to risky behaviors (e.g., alcohol use, violence) has been associated with adolescent engagement in risk-taking behaviors, but not all adolescents are equally at risk. Here we focus on individual differences in impulsivity and sensation seeking and assess their effects on the relation between media risk exposure and adolescent risk behavior. Survey data from 1990 Black and White US adolescents (mean age = 15.6 ± 1.10 years; 48% female) and content analysis of top-grossing films and popular TV shows were analyzed using linear regression models. High levels of impulsivity and sensation seeking were associated with greater exposure to risky media content, and also operated as moderators, exacerbating the impact of media risk exposure on adolescent risk behaviors. Prevention efforts targeting negative effects of media on adolescent health should prioritize youth with high levels of impulsivity and sensation seeking.
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120
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Screen viewing behavior and sleep duration among children aged 2 and below. BMC Public Health 2019; 19:59. [PMID: 30642299 PMCID: PMC6332844 DOI: 10.1186/s12889-018-6385-6] [Citation(s) in RCA: 34] [Impact Index Per Article: 6.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/19/2018] [Accepted: 12/28/2018] [Indexed: 11/30/2022] Open
Abstract
Background Few studies have investigated the association between screen viewing (SV) and sleep duration among young children. This study aims to examine the association between total and device-specific SV and sleep duration among children aged 2 and below. Methods We conducted a cross-sectional study of 714 Singaporean children aged 2 years and below. Parents were recruited during routine well-child clinic visits from two national polyclinics. In Singapore, all parents visit well-child clinics with their children at regular intervals for routine check-ups and vaccinations. Socio-demographic characteristics, duration of total and device-specific SV, and sleep duration were reported by parents via interviewer-administered questionnaires. Multiple linear regression analysis was used to assess associations between various types of SV and sleep duration, adjusted for socio-demographic variables. Due to significant interaction between SV and age, stratified analyses for children aged less than 6 months and those aged 7–24 months were performed. Results The prevalence of daily SV among children was 53.1%; 28.3% in children up to 6 months and 73.8% in children aged 7 to 24 months. TV viewing was reported for 44.3% of all children and mobile device SV for 30.1%. Children’s average sleep duration was 13.9 (SD = 3.5) hours daily and younger children had longer sleep duration than older ones (up to 6 months: mean = 15.6 h, SD = 3.9; 7–24 months: mean = 12.4 h, SD = 2.2; P < 0.01). In the regression analysis among all children, each 1 h per day increment in total SV was significantly associated with 0.26 h shorter sleep duration with similar significant associations for TV (β = − 0.28 h, 95%CI: -0.50, − 0.06) and mobile devices (β = − 0.35 h, 95%CI: -0.61, − 0.09). Stratified analysis revealed significantly greater reductions in sleep with higher SV among children aged 6 months and below (β = − 0.73 h, 95%CI: -1.12, − 0.34), while associations were weaker in older children (β = − 0.13 h, 95% CI: -0.24, − 0.01). Conclusions This study provides evidence for a substantial association between longer SV and shorter sleep duration among very young children. These associations appeared stronger among children aged 6 months and below as compared with those aged 7 to 24 months. Further studies are warranted to confirm our findings. Electronic supplementary material The online version of this article (10.1186/s12889-018-6385-6) contains supplementary material, which is available to authorized users.
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Voracek M, Kossmeier M, Tran US. Which Data to Meta-Analyze, and How? ZEITSCHRIFT FUR PSYCHOLOGIE-JOURNAL OF PSYCHOLOGY 2019. [DOI: 10.1027/2151-2604/a000357] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/23/2022]
Abstract
Abstract. Which data to analyze, and how, are fundamental questions of all empirical research. As there are always numerous flexibilities in data-analytic decisions (a “garden of forking paths”), this poses perennial problems to all empirical research. Specification-curve analysis and multiverse analysis have recently been proposed as solutions to these issues. Building on the structural analogies between primary data analysis and meta-analysis, we transform and adapt these approaches to the meta-analytic level, in tandem with combinatorial meta-analysis. We explain the rationale of this idea, suggest descriptive and inferential statistical procedures, as well as graphical displays, provide code for meta-analytic practitioners to generate and use these, and present a fully worked real example from digit ratio (2D:4D) research, totaling 1,592 meta-analytic specifications. Specification-curve and multiverse meta-analysis holds promise to resolve conflicting meta-analyses, contested evidence, controversial empirical literatures, and polarized research, and to mitigate the associated detrimental effects of these phenomena on research progress.
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Affiliation(s)
- Martin Voracek
- Department of Basic Psychological Research and Research Methods, Faculty of Psychology, University of Vienna, Austria
| | - Michael Kossmeier
- Department of Basic Psychological Research and Research Methods, Faculty of Psychology, University of Vienna, Austria
| | - Ulrich S. Tran
- Department of Basic Psychological Research and Research Methods, Faculty of Psychology, University of Vienna, Austria
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122
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SHAO R, TENG Z, LIU Y. How violent video games affect prosocial outcomes: A meta-analysis. ACTA ACUST UNITED AC 2019. [DOI: 10.3724/sp.j.1042.2019.00453] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
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123
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Abstract
It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous experimental studies have focussed on short-term effects of violent video gameplay on aggression, yet there are reasons to believe that these effects are mostly the result of priming. In contrast, the present study is the first to investigate the effects of long-term violent video gameplay using a large battery of tests spanning questionnaires, behavioural measures of aggression, sexist attitudes, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), mental health (depressivity, anxiety) as well as executive control functions, before and after 2 months of gameplay. Our participants played the violent video game Grand Theft Auto V, the non-violent video game The Sims 3 or no game at all for 2 months on a daily basis. No significant changes were observed, neither when comparing the group playing a violent video game to a group playing a non-violent game, nor to a passive control group. Also, no effects were observed between baseline and posttest directly after the intervention, nor between baseline and a follow-up assessment 2 months after the intervention period had ended. The present results thus provide strong evidence against the frequently debated negative effects of playing violent video games in adults and will therefore help to communicate a more realistic scientific perspective on the effects of violent video gaming.
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124
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Jin M, Onie S, Curby KM, Most SB. Aversive images cause less perceptual interference among violent video game players: evidence from emotion-induced blindness. VISUAL COGNITION 2018. [DOI: 10.1080/13506285.2018.1553223] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/27/2022]
Affiliation(s)
- Myung Jin
- School of Psychology, UNSW Sydney, Sydney, NSW, Australia
| | - Sandersan Onie
- School of Psychology, UNSW Sydney, Sydney, NSW, Australia
| | - Kim M. Curby
- Department of Psychology, Macquarie University, Sydney, NSW, Australia
| | - Steven B. Most
- School of Psychology, UNSW Sydney, Sydney, NSW, Australia
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125
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Santos IS, Pimentel CE, Venâncio de Vasconcelos MH, Pereira da Silva Junior RP, Barros de Abreu A. Com Grandes Poderes Vem… O Que? Super-Heróis, Agressividade e Pró-Sociabilidade em Adolescentes. REVISTA DE PSICOLOGIA DA IMED 2018. [DOI: 10.18256/2175-5027.2018.v10i2.2866] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/24/2022] Open
Abstract
Os super-heróis são parte da cultura contemporânea, tendo cada vez mais destaque, especialmente entre os adolescentes. Nesse sentido, compreender a influência desse tipo de personagem é necessário para o contexto social e educacional. Assim, o objetivo deste estudo foi compreender as relações entre o contato com super-heróis, a agressividade e a pró-sociabilidade, considerando o impacto da personalidade e do gênero dos participantes. Ao todo, 240 estudantes de uma escola pública entre 12 e 18 anos, responderam aos seguintes instrumentos: Escala de Contato com Super-heróis, Questionário de Agressão, Escala de Pró-sociabilidade, Big Five Inventory-10 e perguntas sociodemográficas. Foram utilizadas análise fatorial, análises descritivas, correlações bivariada e parcial e regressão linear múltipla para analisar as informações. Os resultados indicaram diferenças na relação dos construtos em respondentes do gênero feminino (quando o contato com super-heróis se associou positivamente à pró-sociabilidade) e masculino (quando o contato associou-se negativamente à pró-sociabilidade e positivamente à raiva). Contudo, não foram observadas relações de predição em nenhum dos casos. Assim, existe a possibilidade de propor meios para a concepção de intervenções que utilizem super-heróis para discutir o que leva alguém a ser agressivo ou pró-social.
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126
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Myrseth H, Notelaers G. A Latent Class Approach for Classifying the Problem and Disordered Gamers in a Group of Adolescence. Front Psychol 2018; 9:2273. [PMID: 30542305 PMCID: PMC6277857 DOI: 10.3389/fpsyg.2018.02273] [Citation(s) in RCA: 18] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/10/2017] [Accepted: 11/01/2018] [Indexed: 11/23/2022] Open
Abstract
Gaming disorder is not yet recognized as a formal psychiatric disorder, and consensus is still lacking in the field concerning the definition of gaming disorder and what methods should be used to measure it. In order to deal with methodological challenges related to previously suggested approaches, the aim of the present study was to develop an alternative assessment procedure for gaming disorder using a latent class cluster approach, and to compare the criterion validity of this procedure with existing assessment procedures. A representative sample of 3,000 adolescents (n = 1,500 female) aged 17.5 years was drawn from the National Registry, and 2,055 participants responded (yielding a response rate of 70.3%). The Gaming Addiction Scale for Adolescents was used to measure gaming disorder and measures of loneliness, anxiety, depression, and aggression were used to test criterion validity. A model with five Latent Class Clusters represented the best fit [BIC(LL) = 21,253,7; L2 = 3,881,204; df = 1,978; Class. Err. = 0.1239]. The five different groups were labeled never symptoms (46.2%), rarely symptoms (22.3%), occasionally symptoms (23.5%), problem gamers (6.9%), and disordered gamers (1.2%). The groups displayed different probabilities of responses (never/rarely/sometimes/often/very often) to the seven Gaming Addiction Scale items. Regarding criterion validity, MANOVA revealed a significant overall main effect of latent classes [F(20, 6359) = 13.50, p < 0.001; Wilks Lambda = 0.871]. All dependent variables (loneliness, depression, anxiety, verbal, and physical aggression) reached statistical significance when results from the dependent variables were considered separately. Comparing the present approach with previous suggested classifications of gaming addiction offered by Lemmens et al. and Charlton and Danforth, the present approach showed greater specificity in terms of number of classes identified. We conclude that the Latent Class approach identifying five different groups of gamers offers a more refined view on addiction compared to previous assessment procedures.
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Affiliation(s)
- Helga Myrseth
- Department of Psychosocial Science, University of Bergen, Bergen, Norway
| | - Guy Notelaers
- Department of Psychosocial Science, University of Bergen, Bergen, Norway
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Hisam A, Mashhadi SF, Faheem M, Sohail M, Ikhlaq B, Iqbal I. Does playing video games effect cognitive abilities in Pakistani children? Pak J Med Sci 2018; 34:1507-1511. [PMID: 30559813 PMCID: PMC6290198 DOI: 10.12669/pjms.346.15532] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/30/2022] Open
Abstract
Objective: To find out the effect of playing video games on cognitive abilities among teenagers. Methods: A comparative cross sectional study was conducted at two schools in Rawalpindi from August 2014 till February 2015. A sample size of 171 was calculated by using WHO sample size calculator using non-probability convenient sampling technique. A mixed questionnaire was used as a data collection tool and two groups were defined as video gamers and non-video gamers. Video gamers were those students who were using video games for two hours or more. Cognitive ability of the students were assess by standardized questionnaire named Wonderlic Cognitive Ability Test Questionnaire. Data were entered and analyzed in SPSS version 20. Results: There were 93 (54.4%) gamers whereas 78(45.4%) were non-gamers. Mean age of the participants was 18.86+1.46 years. Gamers with correct answers to knowledge, analogy, processing speed, deductive reasoning, mathematical intelligence were 57(61.3%), 67(72%), 68 (73%), 58 (62.4%) and 73(78.5%) respectively. Significant association was found between gamer status and gender (p=0.023), analogy (p=0.049), processing speed (p<0.001), deductive reasoning (p=0.003) and mathematical intelligence (p<0.001). There was no significant association of gamer status with knowledge (p=0.188). Conclusion: Gamers exhibit better range of cognitive abilities specifically involving analogy, processing speed, deductive reasoning and mathematical intelligence. In this study, those who play video games on long term basis, showed improvement in cognitive abilities, in comparison to those who do not indulge in gaming activities.
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Affiliation(s)
- Aliya Hisam
- Dr. Aliya Hisam, MBBS, MPH, FCPS (Community Medicine). Associate Professor, Department of Community Medicine, Army Medical College, National University of Medical Sciences, Rawalpindi, Pakistan
| | - Syed Fawad Mashhadi
- Dr. Syed Fawad Mashhadi, MBBS, MPH, MPhil. Assistant Professor, Department of Community Medicine, Army Medical College, National University of Medical Sciences, Rawalpindi, Pakistan
| | - Mahum Faheem
- Dr. Mahum Faheem, MBBS. House Officers, Combined Military Hospital, Rawalpindi, Pakistan
| | - Mahrukh Sohail
- Dr. Mahrukh Sohail, MBBS. House Officers, Combined Military Hospital, Rawalpindi, Pakistan
| | - Bilal Ikhlaq
- Dr. Bilal Ikhlaq, MBBS. House Officers, Combined Military Hospital, Rawalpindi, Pakistan
| | - Irfan Iqbal
- Irfan Iqbal, MBBS. House Officers, Combined Military Hospital, Rawalpindi, Pakistan
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128
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Madrigal-Pana J, Gómez-Figueroa J, Moncada-Jiménez J. Adult Perception Toward Videogames and Physical Activity Using Pokémon Go. Games Health J 2018; 8:227-235. [PMID: 30339063 DOI: 10.1089/g4h.2018.0100] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
Objective: The purpose of the study was to determine perception of videogames and the use Pokémon Go in Costa Rica. Materials and Methods: A national representative sample (n = 1059) of adults aged 18 years and older was chosen to complete a face-to-face survey on videogame perceptions and the use of Pokémon Go. Statistical analyses included 95% confidence intervals (95% CI) around the estimate, multiple regression, cluster, and factor analysis. Results: The 85.2% of the population (n = 866) were familiar with videogames, especially those in the 18- to 29-year age group (96.3%) and college education (94.8%). Perceptions about videogames were negative (Addictive = 89.6%, Violence = 75.5%, Bad for health = 51.3%) and positive (Stimulate mental abilities = 59.6%, Relaxing = 55.2%, Improve family communication = 49.4%); and 28.4% perceived that people without responsibilities played videogames. Perceptions were different by age group and educational level. Age and gender were significant predictors of attitudes toward videogame playing. Pokémon Go was played by 3.9% of those respondents who knew or had heard about videogames, who reported spending 6.7 h/week (95% CI = 3.9-9.5) playing the game, walking 24.7 km (95% CI = 12.5-36.9), and covering 70.4 km (95% CI = 45.3-95.5) by other transportation means. Conclusions: Positive and negative perceptions toward videogames mediated by age and education level were found in a Costa Rican sample. Age and gender predicted attitudes toward videogame playing. A small number of participants played Pokémon Go, which might suggest that this videogame was not engaging in this population.
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Affiliation(s)
| | | | - José Moncada-Jiménez
- 3 School of Physical Education and Sports, University of Costa Rica, San José, Costa Rica
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129
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Abstract
The diagnosis of attention-deficit/hyperactivity disorder (ADHD) among children and adolescents has increased considerably over the past decades. Scholars and health professionals alike have expressed concern about the role of screen media in the rise in ADHD diagnosis. However, the extent to which screen media use and ADHD are linked remains a point of debate. To understand the current state of the field and, ultimately, move the field forward, we provide a systematic review of the literature on the relationship between children and adolescents' screen media use and ADHD-related behaviors (i.e., attention problems, hyperactivity, and impulsivity). Using the Differential Susceptibility to Media effects Model as a theoretical lens, we systematically organize the existing literature, identify potential shortcomings in this literature, and provide directions for future research. The available evidence suggests a statistically small relationship between media and ADHD-related behaviors. Evidence also suggests that individual child differences, such as gender and trait aggression, may moderate this relationship. There is a clear need for future research that investigates causality, underlying mechanisms, and differential susceptibility to the effects of screen media use on ADHD-related behaviors. It is only through a richer empirical body that we will be able to fully understand the media-ADHD relationship.
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130
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Spiegel JS. The Ethics of Virtual Reality Technology: Social Hazards and Public Policy Recommendations. SCIENCE AND ENGINEERING ETHICS 2018; 24:1537-1550. [PMID: 28942536 DOI: 10.1007/s11948-017-9979-y] [Citation(s) in RCA: 32] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/06/2017] [Accepted: 09/08/2017] [Indexed: 06/07/2023]
Abstract
This article explores four major areas of moral concern regarding virtual reality (VR) technologies. First, VR poses potential mental health risks, including Depersonalization/Derealization Disorder. Second, VR technology raises serious concerns related to personal neglect of users' own actual bodies and real physical environments. Third, VR technologies may be used to record personal data which could be deployed in ways that threaten personal privacy and present a danger related to manipulation of users' beliefs, emotions, and behaviors. Finally, there are other moral and social risks associated with the way VR blurs the distinction between the real and illusory. These concerns regarding VR naturally raise questions about public policy. The article makes several recommendations for legal regulations of VR that together address each of the above concerns. It is argued that these regulations would not seriously threaten personal liberty but rather would protect and enhance the autonomy of VR consumers.
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Affiliation(s)
- James S Spiegel
- Taylor University, 236 West Reade Ave., Upland, IN, 46989, USA.
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131
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Li Y, Zhang L, Long K, Gong H, Lei H. Real-time monitoring prefrontal activities during online video game playing by functional near-infrared spectroscopy. JOURNAL OF BIOPHOTONICS 2018; 11:e201700308. [PMID: 29451742 DOI: 10.1002/jbio.201700308] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/17/2017] [Accepted: 02/14/2018] [Indexed: 06/08/2023]
Abstract
A growing body of literature has suggested that video game playing can induce functional and structural plasticity of the brain. The underlying mechanisms, however, remain poorly understood. In this study, functional near-infrared spectroscopy (fNIRS) was used to record prefrontal activities in 24 experienced game players when they played a massively multiplayer online battle arena video game, League of Legends (LOL), under naturalistic conditions. It was observed that game onset was associated with significant activations in the ventrolateral prefrontal cortex (VLPFC) and concomitant deactivations in the dorsolateral prefrontal cortex (DLPFC) and frontal pole area (FPA). Game events, such as slaying an enemy and being slain by an enemy evoked region-specific time-locked hemodynamic/oxygenation responses in the prefrontal cortex (PFC). It was proposed that the VLPFC activities during LOL playing are likely responses to visuo-motor task load of the game, while the DLPFC/FPA activities may be involved in the constant shifts of attentional states and allocation of cognitive resources required by game playing. The present study demonstrated that it is feasible to use fNIRS to monitor real-time prefrontal activity during online video game playing.
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Affiliation(s)
- Yue Li
- Wuhan National Laboratory for Optoelectronics, Huazhong University of Science and Technology, Wuhan 430074, China
- National Center for Magnetic Resonance in Wuhan, State Key Laboratory of Magnetic Resonance and Atomic and Molecular Physics, Wuhan Institute of Physics and Mathematics, Wuhan 430071, China
| | - Lei Zhang
- Wuhan National Laboratory for Optoelectronics, Huazhong University of Science and Technology, Wuhan 430074, China
| | - Kehong Long
- National Center for Magnetic Resonance in Wuhan, State Key Laboratory of Magnetic Resonance and Atomic and Molecular Physics, Wuhan Institute of Physics and Mathematics, Wuhan 430071, China
| | - Hui Gong
- Wuhan National Laboratory for Optoelectronics, Huazhong University of Science and Technology, Wuhan 430074, China
| | - Hao Lei
- Wuhan National Laboratory for Optoelectronics, Huazhong University of Science and Technology, Wuhan 430074, China
- National Center for Magnetic Resonance in Wuhan, State Key Laboratory of Magnetic Resonance and Atomic and Molecular Physics, Wuhan Institute of Physics and Mathematics, Wuhan 430071, China
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132
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Daniel TA, Townsend KM, Wang Y, Martin DS, Katz JS, Deshpande G. North American Football Fans Show Neurofunctional Differences in Response to Violence: Implications for Public Health and Policy. Front Public Health 2018; 6:177. [PMID: 30035105 PMCID: PMC6043673 DOI: 10.3389/fpubh.2018.00177] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/25/2018] [Accepted: 05/29/2018] [Indexed: 11/18/2022] Open
Abstract
While social and behavioral effects of violence in the media have been studied extensively, much less is known about how sports affect perceptions of violence. The current study examined neurofunctional differences between fans and non-fans of North American football (a contact sport) while viewing violent imagery. Participants viewed images of violence in both football and non-football settings while high-resolution functional magnetic resonance imaging (fMRI) data were acquired from their brains. Neurological activation was compared between these violence types and between groups. Fans of football show diminished activation in brain regions involved in pain perception and empathy such as the anterior cingulate cortex, fusiform gyrus, insula, and temporal pole when viewing violence in the context of football compared to more broadly violent images. Non-fans of football showed no such effect for the types of violent imagery and had higher activation levels than fans of football for the specified brain regions. These differences show that fans of football may perceive violence differently when it is in the context of football. These fan attitudes have potential policy implications for addressing the issue of concussions in North American football.
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Affiliation(s)
- Thomas A Daniel
- AU MRI Research Center, Department of Electrical and Computer Engineering, Auburn University, Auburn, AL, United States.,Department of Psychology, Westfield State University, Westfield, MA, United States.,Department of Psychology, Auburn University, Auburn, AL, United States
| | - Kyle M Townsend
- Cecil B. Day School of Hospitality Administration, Robinson College of Business, Georgia State University, Atlanta, GA, United States
| | - Yun Wang
- AU MRI Research Center, Department of Electrical and Computer Engineering, Auburn University, Auburn, AL, United States.,Department of Psychiatry, Columbia University, New York, NY, United States
| | - David S Martin
- Department of Nutrition, Dietetics, and Hospitality Management, Auburn University, Auburn, AL, United States
| | - Jeffrey S Katz
- AU MRI Research Center, Department of Electrical and Computer Engineering, Auburn University, Auburn, AL, United States.,Department of Psychology, Auburn University, Auburn, AL, United States.,Center for Neuroscience, Auburn University, Auburn, AL, United States
| | - Gopikrishna Deshpande
- AU MRI Research Center, Department of Electrical and Computer Engineering, Auburn University, Auburn, AL, United States.,Department of Psychology, Auburn University, Auburn, AL, United States.,Center for Neuroscience, Auburn University, Auburn, AL, United States.,Center for Health Ecology and Equity Research, Auburn University, Auburn, AL, United States
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133
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Al-Ali NM, Yaghy HS, Shattnawi KK, Al-Shdayfat NM. Parents' Knowledge and Beliefs about the Impact of Exposure to Media Violence on Children's Aggression. Issues Ment Health Nurs 2018; 39:592-599. [PMID: 29446662 DOI: 10.1080/01612840.2017.1422201] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
Abstract
The current study aimed to assess Jordanian parents' knowledge and beliefs about the effects of violent media on children's aggressive behavior. A sample of 262 parents of children aged 6-11 years completed a Media Quotient questionnaire about children's media habits, media effects, and children's aggressive behavior. Parents reported that their children spend an average of 4.83 h (SD = 2.12) watching TV, 3.20 h (SD = 2.29) playing video games, 1.07 h (SD = 0.88) listening to music, and only 0.52 min (SD = 0.67) reading for pleasure per day. Parents have a moderate level of knowledge about the media effect (M = 15.49, SD = 3.439). Children of parents who have adequate knowledge about the media effect, spend less time watching TV (r = -.355, p < .001), playing video games (r = -.265, p < .001), and listening to music (r = -.347, p < .001). Ninety-two percent (n = 241) of parents were concerned about the amount of sexual and of violent content their children see in movies or on TV. Children who spend more time playing video games (r = -.201, p = .004) show aggressive relational behavior. This study suggests that increasing parents' knowledge of media of evidence-based programs may have a protective effect on children's behavior.
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Affiliation(s)
- Nahla Mansour Al-Ali
- a Jordan University of Science and Technology, Community and Mental Health Department , Faculty of Nursing , Irbid , Jordan
| | | | - Khulood K Shattnawi
- c Jordan University of Science and Technology , Maternal and Child Health Department, Faculty of Nursing , Irbid , Jordan
| | - Noha M Al-Shdayfat
- d Al al-Bayt University, Princess Salma Faculty of Nursing , Mafraq , Jordan
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134
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Kimmig ACS, Andringa G, Derntl B. Potential Adverse Effects of Violent Video Gaming: Interpersonal- Affective Traits Are Rather Impaired Than Disinhibition in Young Adults. Front Psychol 2018; 9:736. [PMID: 29867689 PMCID: PMC5964217 DOI: 10.3389/fpsyg.2018.00736] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/06/2018] [Accepted: 04/26/2018] [Indexed: 11/13/2022] Open
Abstract
The increasing trend of mass shootings, which were associated with excessive use of violent video games, fueled the debate of possible effects violent video games may have on adolescents and young adults. The aim of this study was to investigate the possible link between violent video gaming effects and the disposition of adverse behavior traits such as interpersonal-affective deficits and disinhibition. Data of 167 young adults, collected by an online questionnaire battery, were analyzed for lifetime video game exposure differences (i.e., non-gamers, non-violent video gamers, stopped violent video game users, and ongoing violent video game users) as well as for recent exposure effects on adverse behavior traits (Levenson’s Psychopathy Scale), while controlling for other potentially confounding lifestyle factors. While interpersonal-affective deficits were significantly higher in participants with ongoing violent video game exposure compared to non-gamers and non-violent video gamers, disinhibition was significantly higher in both – stopped and ongoing – violent video game exposure groups compared to non-gamers. Recent violent video game exposure was a stronger predictor for interpersonal-affective deficits, but was also significant for disinhibition. Considering that we observed small to medium effects in a sample of young adults with little to moderate use of violent video games highlights the importance of further investigating the potential adverse effects of violent video games on quality of social relationships.
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Affiliation(s)
- Ann-Christin S Kimmig
- Innovative Neuroimaging, Department of Psychiatry and Psychotherapy, University of Tübingen, Tübingen, Germany.,International Max Planck Research School for Cognitive and Systems Neuroscience, University of Tübingen, Tübingen, Germany
| | - Gerda Andringa
- Department of Science, University College Roosevelt, Middelburg, Netherlands
| | - Birgit Derntl
- Innovative Neuroimaging, Department of Psychiatry and Psychotherapy, University of Tübingen, Tübingen, Germany.,Werner Reichardt Center for Integrative Neuroscience, University of Tübingen, Tübingen, Germany.,LEAD Graduate School and Research Network, University of Tübingen, Tübingen, Germany
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135
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A house divided: Parental disparity and conflict over media rules predict children's outcomes. COMPUTERS IN HUMAN BEHAVIOR 2018. [DOI: 10.1016/j.chb.2017.12.009] [Citation(s) in RCA: 21] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/20/2022]
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136
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Do enhanced states exist? Boosting cognitive capacities through an action video-game. Cognition 2018; 173:93-105. [DOI: 10.1016/j.cognition.2018.01.006] [Citation(s) in RCA: 19] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/13/2017] [Revised: 01/12/2018] [Accepted: 01/14/2018] [Indexed: 11/24/2022]
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137
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Müller CR, Pfetsch J, Schultze-Krumbholz A, Ittel A. Does media use lead to cyberbullying or vice versa? Testing longitudinal associations using a latent cross-lagged panel design. COMPUTERS IN HUMAN BEHAVIOR 2018. [DOI: 10.1016/j.chb.2017.12.007] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
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138
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Jabr MM, Denke G, Rawls E, Lamm C. The roles of selective attention and desensitization in the association between video gameplay and aggression: An ERP investigation. Neuropsychologia 2018; 112:50-57. [PMID: 29501791 DOI: 10.1016/j.neuropsychologia.2018.02.026] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/24/2017] [Revised: 02/23/2018] [Accepted: 02/24/2018] [Indexed: 12/01/2022]
Abstract
A number of studies have indicated that violent video gameplay is associated with higher levels of aggression and that desensitization and selective attention to violent content may contribute to this association. Utilizing an emotionally-charged rapid serial visual presentation (RSVP) task, the current study used two event-related potentials (ERPs) - the N1 and P3 - that have been associated with selective attention and desensitization as neurocognitive mechanisms potentially underlying the connection between gameplay and higher levels of aggression. Results indicated that video game players and non-players differed in N1 and P3 activation when engaged with emotionally-charged imagery. Additionally, P3 amplitudes moderated the association between video gameplay and aggression, indicating that players who display small P3 amplitudes also showed heightened levels of aggression. Follow-up moderational analyses revealed that individuals who play games for many hours and show more negative N1 amplitudes show smaller P3 activation. Together, our results suggest that selective attention to violent content and desensitization both play key roles in the association between video gameplay and aggression.
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Affiliation(s)
- Mejdy M Jabr
- Department of Psychological Science, J. William Fulbright College of Arts & Sciences, University of Arkansas, Fayetteville, AR, United States.
| | - Greg Denke
- School of Social and Behavioral Sciences, Casper College, Casper, WY, United States
| | - Eric Rawls
- Department of Psychological Science, J. William Fulbright College of Arts & Sciences, University of Arkansas, Fayetteville, AR, United States
| | - Connie Lamm
- Department of Psychological Science, J. William Fulbright College of Arts & Sciences, University of Arkansas, Fayetteville, AR, United States
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139
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Keipi T, Räsänen P, Oksanen A, Hawdon J, Näsi M. Exposure to online hate material and subjective well-being. ONLINE INFORMATION REVIEW 2018. [DOI: 10.1108/oir-05-2016-0133] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Purpose
The purpose of this paper is to explore the relationship between subjective well-being (SWB) and exposure to online hate material using samples of Finnish and American youth and young adults. The authors aim to identify socio-demographic determinants of SWB and the social ties prevalent both online and offline that may be relevant to the discussion of how hate material associates with well-being.
Design/methodology/approach
The data are derived from online survey responses from both Finnish (n=555) and American (n=1,014) young people aged 15-30. The authors control for the possible effects of social trust, offline friendships, online victimisation and economic status, which have been found to associate with SWB in earlier studies.
Findings
The findings show a clear association that highlights the uniformity in how negatively intended material online affects young people, despite the inclusion of a cross-national comparison. The study confirms previous work concerning happiness and life satisfaction.
Research limitations/implications
The survey used was not designed solely to address issues of SWB and as such a more targeted set of questions may have resulted in more in-depth data. Also, structural determinants of SWB, social spheres, and tie strength were analysed through proxy measures.
Practical implications
The findings concerning new variables linked to well-being and victimization in the cross-national context provide a new point of reference in terms of online hate being associated with happiness.
Originality/value
The authors consider a number of descriptive characteristics, determining the relationship between these variables and participants’ happiness. Through this cross-national data set, new comparisons were made possible between internet users of both countries. The study combines many earlier findings with new variables and theoretical frameworks to add new perspectives to the understanding of how well-being is affected online among young people.
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140
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Sanchez-Ruiz MJ, Baaklini A. Individual and social correlates of aggressive behavior in Lebanese undergraduates: The role of trait emotional intelligence. The Journal of Social Psychology 2018; 158:350-360. [PMID: 28799889 DOI: 10.1080/00224545.2017.1353476] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
Abstract
This study investigates the relationship between Aggressive Behavior and individual factors, namely trait Emotional Intelligence, personality dimensions, emotion regulation and self-worth, as well as social factors, namely accepting/rejecting parenting styles and exposure to violence. The sample consisted of 252 university students in Lebanon (154 females), from 16 to 30 years old. Results from hierarchical regression analyses (controlling for age and gender and in the presence of social and individual predictors) showed that the Self-control and Emotionality factors of trait Emotional Intelligence were significant negative predictors of Aggressive Behavior while controlling for age and gender and in the presence of social and individual predictors). Exposure to violence and openness to experience also predicted Aggressive Behavior. Implications for future research and limitations of the present study are discussed.
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141
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Pan W, Gao X, Shi S, Liu F, Li C. Spontaneous Brain Activity Did Not Show the Effect of Violent Video Games on Aggression: A Resting-State fMRI Study. Front Psychol 2018; 8:2219. [PMID: 29375416 PMCID: PMC5770362 DOI: 10.3389/fpsyg.2017.02219] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/16/2016] [Accepted: 12/07/2017] [Indexed: 11/13/2022] Open
Abstract
A great many of empirical researches have proved that longtime exposure to violent video game can lead to a series of negative effects. Although research has focused on the neural basis of the correlation between violent video game and aggression, little is known whether the spontaneous brain activity is associated with violent video game exposure. To address this question, we measured the spontaneous brain activity using resting-state functional magnetic resonance imaging (fMRI). We used the amplitude of low-frequency fluctuations (ALFF) and fractional ALFF (fALFF) to quantify spontaneous brain activity. The results showed there is no significant difference in ALFF, or fALFF, between violent video game group and the control part, indicating that long time exposure to violent video games won't significantly influence spontaneous brain activity, especially the core brain regions such as execution control, moral judgment and short-term memory. This implies the adverse impact of violent video games is exaggerated.
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Affiliation(s)
- Wei Pan
- Faculty of Psychology, Southwest University, Chongqing, China
- Institute of Psychology, Chinese Academy of Sciences, Beijing, China
- Department of Psychology, University of Chinese Academy of Sciences, Beijing, China
| | - Xuemei Gao
- Faculty of Psychology, Southwest University, Chongqing, China
| | - Shuo Shi
- Faculty of Psychology, Southwest University, Chongqing, China
| | - Fuqu Liu
- Faculty of Psychology, Southwest University, Chongqing, China
| | - Chao Li
- Faculty of Psychology, Southwest University, Chongqing, China
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142
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Peracchia S, Curcio G. Exposure to video games: effects on sleep and on post-sleep cognitive abilities. A sistematic review of experimental evidences. ACTA ACUST UNITED AC 2018; 11:302-314. [PMID: 30746049 PMCID: PMC6361300 DOI: 10.5935/1984-0063.20180046] [Citation(s) in RCA: 29] [Impact Index Per Article: 4.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/03/2022]
Abstract
The public opinion is ever more interested and worried about possible effects of
exposure to VGs (video games) on human life and well-being. Scientific
literature shows several evidences highlighting negative outcomes on
behavioural, emotive, cognitive and physical health spheres. All these aspects
are intrinsically linked to sleep quality and quantity and to date very few
studies directly investigated the effects of videogame (VG) exposure on sleep
and post-sleep cognitive status. The aim of the present systematic review is to
examine the impact that the exposure to VGs can produce on sleep pattern and the
consequent post-sleep cognitive abilities. To this extent, only studies directly
investigating the effects of VGs on sleep features and post-sleep cognitive
abilities have been selected and discussed. Data currently present in literature
show the alteration of sleep pattern after exposure to VGs. The analysis
indicated a reduction of Total Sleep Time (TST) and an increase of Sleep Onset
Latency (SOL), modifications of the REM sleep and Slow Wave Sleep (SWS), and
increased sleepiness and self-perceived fatigue. Moreover, post-sleep sustained
attention and verbal memory also appear to be impaired. It can be concluded that
playing VGs for long periods, particularly in the evening, is a significant,
common and probable cause of sleep problems: evening exposure to VGs, in fact,
can bring to insufficient and low quality sleep, with possible effects on
cognition in the subsequent waking days. Potential methodological flaws and
limitations of these studies have also been described and discussed. Because of
the very limited number of available study on this topic further research is
strongly needed.
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Affiliation(s)
- Sara Peracchia
- University of L'Aquila, Department of Life, Health and Environmental Sciences - L'Aquila - Italy - Italy
| | - Giuseppe Curcio
- University of L'Aquila, Department of Biotechnological and Applied Clinical Sciences - L'Aquila - Italy - Italy
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143
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Myrseth H, Olsen OK, Strand LÅ, Borud EK. Gaming Behavior Among Conscripts: The Role of Lower Psychosocial Well-Being Factors in Explaining Gaming Addiction. MILITARY PSYCHOLOGY 2017. [DOI: 10.1037/mil0000148] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Affiliation(s)
- Helga Myrseth
- Department of Psychosocial Science, University of Bergen
| | - Olav Kjellevold Olsen
- Department of Leadership Development, The Royal Norwegian Naval Academy, Bergen, Norway, and Department of Psychosocial Science, University of Bergen
| | - Leif Åge Strand
- Norwegian Armed Forces Medical Services, Sessvollmoen, Norway, and Cancer Registry of Norway, Oslo, Norway
| | - Einar Kristian Borud
- Norwegian Armed Forces Medical Services, Sessvollmoen, Norway, and Institute of Community Medicine, University of Tromsø–The Arctic University of Norway
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144
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Teng Z, Nie Q, Guo C, Liu Y. Violent video game exposure and moral disengagement in early adolescence: The moderating effect of moral identity. COMPUTERS IN HUMAN BEHAVIOR 2017. [DOI: 10.1016/j.chb.2017.08.031] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/08/2023]
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145
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Lee HH, Sung JH, Lee JY, Lee JE. Differences by Sex in Association of Mental Health With Video Gaming or Other Nonacademic Computer Use Among US Adolescents. Prev Chronic Dis 2017; 14:E117. [PMID: 29166250 PMCID: PMC5703649 DOI: 10.5888/pcd14.170151] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022] Open
Abstract
Introduction Although numerous studies have examined the association between playing video games and cognitive skills, aggression, and depression, few studies have examined how these associations differ by sex. The objective of our study was to determine differences by sex in association between video gaming or other nonacademic computer use and depressive symptoms, suicidal behavior, and being bullied among adolescents in the United States. Methods We used data from the 2015 Youth Risk Behavior Survey on 15,624 US high school students. Rao–Scott χ2 tests, which were adjusted for the complex sampling design, were conducted to assess differences by sex in the association of mental health with video gaming or other nonacademic computer use. Results Approximately one-fifth (19.4%) of adolescents spent 5 or more hours daily on video gaming or other nonacademic computer use, and 17.9% did not spend any time in those activities. A greater percentage of female adolescents than male adolescents reported spending no time (22.1% and 14.0%, respectively) or 5 hours or more (21.3% and 17.5%, respectively) in gaming and other nonacademic computer use (P < .001). The association between mental problems and video gaming or other nonacademic computer use differed by sex. Among female adolescents, prevalence of mental problems increased steadily in association with increased time spent, whereas the pattern for male adolescents followed a J-shaped curve, decreasing initially, increasing slowly, and then increasing rapidly beginning at 4 hours or more. Conclusion Female adolescents were more likely to have all 3 mental health problems than male adolescents were. Spending no time or 5 hours or more daily on video gaming or other nonacademic computer use was associated with increased mental problems among both sexes. As suggested by the J-shaped relationship, 1 hour or less spent on video gaming or other nonacademic computer use may reduce depressive symptoms, suicidal behavior, and being bullied compared with no use or excessive use.
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Affiliation(s)
- Hogan H Lee
- Madison Central High School, Madison, Mississippi.,651 Highleadon Pl, Madison, MS 39110.
| | | | - Ji-Young Lee
- University of Miami Miller School of Medicine, Miami, Florida
| | - Jae Eun Lee
- Jackson State University, Jackson, Mississippi
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146
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Yang X, Chen Z, Wang Z, Zhu L. The Relations between Television Exposure and Executive Function in Chinese Preschoolers: The Moderated Role of Parental Mediation Behaviors. Front Psychol 2017; 8:1833. [PMID: 29089912 PMCID: PMC5651076 DOI: 10.3389/fpsyg.2017.01833] [Citation(s) in RCA: 20] [Impact Index Per Article: 2.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/11/2017] [Accepted: 10/02/2017] [Indexed: 11/13/2022] Open
Abstract
The present study examined the relations between preschoolers’ television exposure and executive functions (EF). One hundred and nineteen 3- to 6-year-old children and their parents participated. Parents filled in a questionnaire regarding children’s television viewing time, television content and parental mediation behaviors about their child’s television viewing. The children were asked to finish six EF tasks, including the backward digit span task, the spatial span task, the boy–girl Stroop, the Simon task, the flanker task and the Tower of Hanoi task that assessed working memory, inhibition and planning, respectively. Children’s vocabulary was tested using Peabody Picture Vocabulary Test, and included as control variables in addition to socioeconomic status of the participated families. The results showed that television viewing time and child-directed educational programs were positively associated with EF. In addition, television content fully mediated the effect of television viewing time on EF and parental restrictive approach strategies moderated the effect of television viewing time on EF.
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Affiliation(s)
- Xiaohui Yang
- CAS Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences, Beijing, China.,School of Psychology, Shaanxi Normal University, Xi'an, China
| | - Zhe Chen
- Department of Human Ecology, University of California, Davis, Davis, CA, United States
| | - Zhenhong Wang
- School of Psychology, Shaanxi Normal University, Xi'an, China
| | - Liqi Zhu
- CAS Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences, Beijing, China
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147
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Kwak M, Oh I. Comparison of psychological and social characteristics among traditional, cyber, combined bullies, and non-involved. SCHOOL PSYCHOLOGY INTERNATIONAL 2017. [DOI: 10.1177/0143034317729424] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
This study analysed the psychological and social characteristics of bullies involved in traditional and cyberbullying. The responses of 11,117 Korean elementary, middle, and high school students were analysed. Results indicate that the rate of traditional bullying was higher than the rate of cyberbullying. The four groups (traditional bullies, cyberbullies, combined bullies, and non-involved) showed significant differences in the degree of aggression, self-control, violence exposure, and social support. Compared to the non-involved group, violence exposure significantly predicted traditional, cyber, and combined bullying. High aggression and low self-control significantly predicted both traditional and combined bullying, while low social support significantly predicted only cyberbullying.
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Affiliation(s)
- Misung Kwak
- Harmonia Counseling Center, SK Innovation, Korea
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148
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Anderson RA, Masicampo EJ. Protecting the Innocence of Youth: Moral Sanctity Values Underlie Censorship From Young Children. PERSONALITY AND SOCIAL PSYCHOLOGY BULLETIN 2017; 43:1503-1518. [DOI: 10.1177/0146167217722557] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/03/2023]
Abstract
Three studies examined the relationship between people’s moral values (drawing on moral foundations theory) and their willingness to censor immoral acts from children. Results revealed that diverse moral values did not predict censorship judgments. It was not the case that participants who valued loyalty and authority, respectively, sought to censor depictions of disloyal and disobedient acts. Rather, censorship intentions were predicted by a single moral value—sanctity. The more people valued sanctity, the more willing they were to censor from children, regardless of the types of violations depicted (impurity, disloyalty, disobedience, etc.). Furthermore, people who valued sanctity objected to indecent exposure only to apparently innocent and pure children—those who were relatively young and who had not been previously exposed to immoral acts. These data suggest that sanctity, purity, and the preservation of innocence underlie intentions to censor from young children.
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149
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Mundy LK, Canterford L, Olds T, Allen NB, Patton GC. The Association Between Electronic Media and Emotional and Behavioral Problems in Late Childhood. Acad Pediatr 2017; 17:620-624. [PMID: 28043935 DOI: 10.1016/j.acap.2016.12.014] [Citation(s) in RCA: 17] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/25/2016] [Revised: 12/12/2016] [Accepted: 12/22/2016] [Indexed: 11/19/2022]
Abstract
OBJECTIVE There is growing concern that rising rates of electronic media use might be harmful. However, the extent to which different types of electronic media use might be associated with emotional and behavioral problems is unclear. In this study we examined associations between emotional and behavioral problems and electronic media use during late childhood, in a large community sample. METHODS Participants were 876 8- to 9-year-old children taking part in the Childhood to Adolescence Transition Study in Australia. Parents reported on their child's emotional and behavioral problems using the Strengths and Difficulties Questionnaire and on their child's duration of electronic media use (in hours: television, video games, general computer use). RESULTS Logistic regression analyses were conducted with adjustments for age, socioeconomic status, and body mass index z score, separately for male and female participants. Boys who played more video games had significantly greater odds of scoring borderline/abnormal on conduct (odds ratio [OR], 1.07; 95% confidence interval [CI], 1.02-1.12) and emotional problems (OR, 1.07; 95% CI, 1.04-1.11) for each additional hour of weekly use. This equates to 2.58-fold greater odds for a boy who plays on average 2 hours per day per week. Television viewing was associated with greater odds of hyperactivity/inattention in boys (OR, 1.04; 95% CI, 1.00-1.07). There were no significant relationships for girls. CONCLUSIONS Because of the increasing rates of electronic media use in children, these results might have important implications for child mental health. Future interventions might be more effective if they are targeted at specific types of electronic media use.
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Affiliation(s)
- Lisa K Mundy
- Murdoch Childrens Research Institute, Melbourne, Victoria, Australia; Centre for Adolescent Health, The Royal Children's Hospital, Melbourne, Victoria, Australia; Department of Paediatrics, The University of Melbourne, Melbourne, Victoria, Australia.
| | - Louise Canterford
- Murdoch Childrens Research Institute, Melbourne, Victoria, Australia; Centre for Adolescent Health, The Royal Children's Hospital, Melbourne, Victoria, Australia
| | - Timothy Olds
- Alliance for Research in Exercise, Nutrition and Activity (ARENA), University of South Australia, Adelaide, South Australia, Australia
| | | | - George C Patton
- Murdoch Childrens Research Institute, Melbourne, Victoria, Australia; Centre for Adolescent Health, The Royal Children's Hospital, Melbourne, Victoria, Australia; Department of Paediatrics, The University of Melbourne, Melbourne, Victoria, Australia
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150
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Deng M, Chan AH, Wu F, Liu S. Effects of the Contextual Variables of Racing Games on Risky Driving Behavior. Games Health J 2017; 6:249-254. [DOI: 10.1089/g4h.2016.0103] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Affiliation(s)
- Mingming Deng
- School of Management, Xi'an Jiaotong University, Xi'an, China
- School of Mechanical and Electrical Engineering, Shaanxi University of Science and Technology, Xi'an, China
| | - Alan H.S. Chan
- Department of Systems Engineering and Engineering Management, City University of Hong Kong, Kowloon Tong, Hong Kong
| | - Feng Wu
- School of Management, Xi'an Jiaotong University, Xi'an, China
| | - Shulin Liu
- School of Management, Xi'an Jiaotong University, Xi'an, China
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