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Mitchell SM, Jahn DR, Guidry ET, Cukrowicz KC. The Relationship Between Video Game Play and the Acquired Capability for Suicide: An Examination of Differences by Category of Video Game and Gender. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2015; 18:757-62. [DOI: 10.1089/cyber.2015.0171] [Citation(s) in RCA: 13] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Affiliation(s)
- Sean M. Mitchell
- Department of Psychological Sciences, Texas Tech University, Lubbock, Texas
| | - Danielle R. Jahn
- Department of Psychological Sciences, Texas Tech University, Lubbock, Texas
| | - Evan T. Guidry
- Department of Psychological Sciences, Texas Tech University, Lubbock, Texas
| | - Kelly C. Cukrowicz
- Department of Psychological Sciences, Texas Tech University, Lubbock, Texas
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202
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Karimpur H, Hamburger K. The Future of Action Video Games in Psychological Research and Application. Front Psychol 2015; 6:1747. [PMID: 26635661 PMCID: PMC4649035 DOI: 10.3389/fpsyg.2015.01747] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/28/2015] [Accepted: 10/31/2015] [Indexed: 11/29/2022] Open
Affiliation(s)
- Harun Karimpur
- Department of Psychology, Experimental Psychology and Cognitive Science, Justus Liebig University Giessen, Germany
| | - Kai Hamburger
- Department of Psychology, Experimental Psychology and Cognitive Science, Justus Liebig University Giessen, Germany
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203
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Carrier LM, Spradlin A, Bunce JP, Rosen LD. Virtual empathy: Positive and negative impacts of going online upon empathy in young adults. COMPUTERS IN HUMAN BEHAVIOR 2015. [DOI: 10.1016/j.chb.2015.05.026] [Citation(s) in RCA: 51] [Impact Index Per Article: 5.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/30/2022]
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204
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Externalizing symptoms, effortful control, and intrusive parenting: A test of bidirectional longitudinal relations during early childhood. Dev Psychopathol 2015; 27:953-68. [DOI: 10.1017/s0954579415000620] [Citation(s) in RCA: 72] [Impact Index Per Article: 8.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/07/2022]
Abstract
AbstractAt approximately 30, 42, and 54 months of age (N = 231), the relations among children's externalizing symptoms, intrusive maternal parenting, and children's effortful control (EC) were examined. Both intrusive parenting and low EC have been related to psychopathology, but children's externalizing problems and low EC might affect the quality of parenting and one another. Mothers’ intrusive behavior with their children was assessed with observations, children's EC was measured with mothers’ and caregivers’ reports, and children's externalizing symptoms were assessed with mothers’, fathers’, and caregivers’ reports. In a structural equation panel model, bidirectional relations between intrusive parenting and EC were found: EC at 30 and 42 months predicted low levels of intrusive parenting a year later, controlling for prior levels of parenting and vice versa. Moreover, high levels of children's externalizing problems at both 30 and 42 months negatively predicted EC a year later, controlling for prior levels of EC. Although externalizing problems positively predicted high EC over time, this appeared to be a suppression effect because these variables had a strong negative pattern in the zero-order correlations. Moreover, when controlling for the stability of intrusive parenting, EC, and externalizing (all exhibited significant stability across time) and the aforementioned cross-lagged predictive paths, EC and externalizing problems were still negatively related within the 54-month assessment. The findings are consistent with the view that children's externalizing behavior undermines their EC and contributes to intrusive mothering and that relations between intrusive parenting and EC are bidirectional across time. Thus, interventions that focus on modifying children's externalizing problems (as well as the quality of parenting) might affect the quality of parenting they receive and, hence, subsequent problems with adjustment.
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205
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Ortiz de Gortari AB, Griffiths MD. Game Transfer Phenomena and its associated factors: An exploratory empirical online survey study. COMPUTERS IN HUMAN BEHAVIOR 2015. [DOI: 10.1016/j.chb.2015.04.060] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/23/2022]
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206
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Abstract
BACKGROUND Insufficient sleep among school-aged children is a growing concern, as numerous studies have shown that chronic short sleep duration increases the risk of poor academic performance and specific adverse health outcomes. We examined the association between weekday nighttime sleep duration and 3 types of screen exposure: television, computer use, and video gaming. METHODS We used age 9 data from an ethnically diverse national birth cohort study, the Fragile Families and Child Wellbeing Study, to assess the association between screen time and sleep duration among 9-year-olds, using screen time data reported by both the child (n = 3269) and by the child's primary caregiver (n= 2770). RESULTS Within the child-reported models, children who watched more than 2 hours of television per day had shorter sleep duration by approximately 11 minutes per night compared to those who watched less than 2 hours of television (β = -0.18; P < .001). Using the caregiver-reported models, both television and computer use were associated with reduced sleep duration. For both child- and parent-reported screen time measures, we did not find statistically significant differences in effect size across various types of screen time. CONCLUSIONS Screen time from televisions and computers is associated with reduced sleep duration among 9-year-olds, using 2 sources of estimates of screen time exposure (child and parent reports). No specific type or use of screen time resulted in significantly shorter sleep duration than another, suggesting that caution should be advised against excessive use of all screens.
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207
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Triberti S, Villani D, Riva G. Moral positioning in video games and its relation with dispositional traits: The emergence of a social dimension. COMPUTERS IN HUMAN BEHAVIOR 2015. [DOI: 10.1016/j.chb.2015.03.069] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/23/2022]
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208
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Abstract
This review analyzes trends and commonalities among prominent theories of media effects. On the basis of exemplary meta-analyses of media effects and bibliometric studies of well-cited theories, we identify and discuss five features of media effects theories as well as their empirical support. Each of these features specifies the conditions under which media may produce effects on certain types of individuals. Our review ends with a discussion of media effects in newer media environments. This includes theories of computer-mediated communication, the development of which appears to share a similar pattern of reformulation from unidirectional, receiver-oriented views, to theories that recognize the transactional nature of communication. We conclude by outlining challenges and promising avenues for future research.
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Affiliation(s)
- Patti M Valkenburg
- Amsterdam School of Communication Research, University of Amsterdam, Amsterdam 1012 WX, The Netherlands; ,
| | - Jochen Peter
- Amsterdam School of Communication Research, University of Amsterdam, Amsterdam 1012 WX, The Netherlands; ,
| | - Joseph B Walther
- Wee Kim Wee School of Communication and Information, Nanyang Technological University, 637718 Singapore;
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209
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Tang TY, Winoto P. I should not recommend it to you even if you will like it: the ethics of recommender systems. NEW REV HYPERMEDIA M 2015. [DOI: 10.1080/13614568.2015.1052099] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/23/2022]
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210
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Liu Y, Teng Z, Lan H, Zhang X, Yao D. Short-term effects of prosocial video games on aggression: an event-related potential study. Front Behav Neurosci 2015; 9:193. [PMID: 26257620 PMCID: PMC4513560 DOI: 10.3389/fnbeh.2015.00193] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/30/2014] [Accepted: 07/09/2015] [Indexed: 11/29/2022] Open
Abstract
Previous research has shown that exposure to violent video games increases aggression, whereas exposure to prosocial video games can reduce aggressive behavior. However, little is known about the neural correlates of these behavioral effects. This work is the first to investigate the electrophysiological features of the relationship between playing a prosocial video game and inhibition of aggressive behavior. Forty-nine subjects played either a prosocial or a neutral video game for 20 min, then participated in an event-related potential (ERP) experiment based on an oddball paradigm and designed to test electrophysiological responses to prosocial and violent words. Finally, subjects completed a competitive reaction time task (CRTT) which based on Taylor's Aggression Paradigm and contains reaction time and noise intensity chosen as a measure of aggressive behavior. The results show that the prosocial video game group (compared to the neutral video game group) displayed smaller P300 amplitudes, were more accurate in distinguishing violent words, and were less aggressive as evaluated by the CRTT of noise intensity chosen. A mediation analysis shows that the P300 amplitude evoked by violent words partially mediates the relationship between type of video game and subsequent aggressive behavior. The results support theories based on the General Learning Model. We provide converging behavioral and neural evidence that exposure to prosocial media may reduce aggression.
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Affiliation(s)
- Yanling Liu
- The Lab of Mental Health and Social Adaptation, Faculty of Psychology, Research Center of Mental Health Education, Southwest University Chongqing, China ; Key Laboratory for NeuroInformation of Ministry of Education, School of Life Science and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China Chengdu, China
| | - Zhaojun Teng
- The Lab of Mental Health and Social Adaptation, Faculty of Psychology, Research Center of Mental Health Education, Southwest University Chongqing, China
| | - Haiying Lan
- The Lab of Mental Health and Social Adaptation, Faculty of Psychology, Research Center of Mental Health Education, Southwest University Chongqing, China
| | - Xin Zhang
- The Lab of Mental Health and Social Adaptation, Faculty of Psychology, Research Center of Mental Health Education, Southwest University Chongqing, China
| | - Dezhong Yao
- Key Laboratory for NeuroInformation of Ministry of Education, School of Life Science and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China Chengdu, China
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211
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Okdie BM, Ewoldsen DR, Muscanell NL, Guadagno RE, Eno CA, Velez JA, Dunn RA, O'Mally J, Smith LR. Missed Programs (You Can't TiVo This One): Why Psychologists Should Study Media. PERSPECTIVES ON PSYCHOLOGICAL SCIENCE 2015; 9:180-95. [PMID: 26173252 DOI: 10.1177/1745691614521243] [Citation(s) in RCA: 27] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Media psychology involves the scientific examination of the cognitive processes and behavior involved in the selection, use, interpretation, and effects of communication across a variety of media (e.g., via the Internet, television, telephone, film). Media are central to people's lives, with projections indicating that an average person spent over 3,515 hours using media in 2012. New technologies are increasing the importance of media. Data from two content analyses demonstrate the underrepresentation of media psychology in mainstream psychological literature and in undergraduate and graduate psychology course offerings. We argue for the importance of a psychological approach to the study of media because of its presence in people's lives and because psychologists use it in their research and their choices may affect the external validity of their findings. We provide a useful framework from which psychologists can approach the study of media, and we conclude with recommendations for further areas of scientific inquiry relevant to psychological science.
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Affiliation(s)
- Bradley M Okdie
- Department of Psychology, The Ohio State University at Newark
| | | | - Nicole L Muscanell
- Department of Psychology, Knowledge Media Research Center, Tübingen, Germany
| | | | - Cassie A Eno
- Center for Academic Excellence, Bellevue University
| | - John A Velez
- School of Communication, The Ohio State University
| | - Robert A Dunn
- Department of Communications, East Tennessee State University
| | - Jamie O'Mally
- National Research and Training Center on Blindness and Low Vision, Mississippi State University
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212
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Virtual shopping and unconscious persuasion: The priming effects of avatar age and consumers’ age discrimination on purchasing and prosocial behaviors. COMPUTERS IN HUMAN BEHAVIOR 2015. [DOI: 10.1016/j.chb.2015.01.042] [Citation(s) in RCA: 23] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/18/2022]
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213
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214
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Reactions to ingroup and outgroup deviants: an experimental group paradigm for black sheep effect. PLoS One 2015; 10:e0125605. [PMID: 25946148 PMCID: PMC4422727 DOI: 10.1371/journal.pone.0125605] [Citation(s) in RCA: 13] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/16/2015] [Accepted: 03/24/2015] [Indexed: 11/19/2022] Open
Abstract
In the classic black sheep effect (BSE) an ingroup deviant member is usually evaluated more negatively than the corresponding outgroup deviant. This effect is usually obtained by using scenarios and asking people to imagine the situation as vividly as possible. The present study proposes a new method to investigate the BSE by considering the behavioral and physiological reactions to unfair behavior (aggressive game behavior) in a realistic experimental group-setting. The study involved 52 university students in a minimal group setting who performed a modified version of the competitive reaction time (CRT) task adapted to be played in groups of four people. The classic BSE was replicated for evaluation but not for the behavioral reactions (retaliate to aggression) to deviants. More interestingly, a negative relationship emerged in the ingroup deviant condition between the level of behavioral derogation and the systolic blood pressure level.
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215
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van der Vijgh B, Beun RJ, Van Rood M, Werkhoven P. Meta-analysis of digital game and study characteristics eliciting physiological stress responses. Psychophysiology 2015; 52:1080-98. [PMID: 25950613 DOI: 10.1111/psyp.12431] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/03/2014] [Accepted: 02/26/2015] [Indexed: 11/29/2022]
Abstract
Digital games have been used as stressors in a range of disciplines for decades. Nonetheless, the underlying characteristics of these stressors and the study in which the stressor was applied are generally not recognized for their moderating effect on the measured physiological stress responses. We have therefore conducted a meta-analysis that analyzes the effects of characteristics of digital game stressors and study design on heart rate, systolic and diastolic blood pressure, in studies carried out from 1976 to 2012. In order to assess the differing quality between study designs, a new scale is developed and presented, coined reliability of effect size. The results show specific and consistent moderating functions of both game and study characteristics, on average accounting for around 43%, and in certain cases up to 57% of the variance found in physiological stress responses. Possible cognitive and physiological processes underlying these moderating functions are discussed, and a new model integrating these processes with the moderating functions is presented. These findings indicate that a digital game stressor does not act as a stressor by virtue of being a game, but rather derives its stressor function from its characteristics and the methodology in which it is used. This finding, together with the size of the associated moderations, indicates the need for a standardization of digital game stressors.
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Affiliation(s)
- Benny van der Vijgh
- Buys Ballot Laboratory, Department of Information and Computing Sciences, Utrecht University, Utrecht, The Netherlands.,Stratenum, Department of Neurology & Neurosurgery, University Medical Center Utrecht, Utrecht, The Netherlands
| | - Robbert-Jan Beun
- Buys Ballot Laboratory, Department of Information and Computing Sciences, Utrecht University, Utrecht, The Netherlands
| | - Maarten Van Rood
- Buys Ballot Laboratory, Department of Information and Computing Sciences, Utrecht University, Utrecht, The Netherlands.,Stratenum, Department of Neurology & Neurosurgery, University Medical Center Utrecht, Utrecht, The Netherlands
| | - Peter Werkhoven
- Buys Ballot Laboratory, Department of Information and Computing Sciences, Utrecht University, Utrecht, The Netherlands
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216
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Hull JG, Brunelle TJ, Prescott AT, Sargent JD. A longitudinal study of risk-glorifying video games and behavioral deviance. J Pers Soc Psychol 2015; 107:300-25. [PMID: 25090130 DOI: 10.1037/a0036058] [Citation(s) in RCA: 48] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
Character-based video games do more than allow one to practice various kinds of behaviors in a virtual environment; they allow one to practice being a different kind of person. As such, we propose that games can alter self-perceptions of personal characteristics, attitudes, and values with broad consequences for behavior. In a multiwave, longitudinal study of adolescents, we examined the extent to which play of mature-rated, risk-glorifying (MRRG) games was associated with increases in alcohol use, cigarette smoking, aggression, delinquency, and risky sex as a consequence of its effects on personality, attitudes, and affiliations indicative of increased tolerance of deviance. Participants were selected with random-digit-dial procedures and followed for 4 years. Data were analyzed with linear mixed modeling to assess change over time and structural equation modeling with latent variables to test hypothesized mediational processes. Among those who play video games, playing MRRG games was associated with increases in all measures of behavioral deviance. Mediational models support the hypothesis that these effects are in part a consequence of the effects of such gameplay on sensation seeking and rebelliousness, attitudes toward deviant behavior in oneself and others, and affiliation with deviant peers. Effects were similar for males and females and were strongest for those who reported heavy play of mature-rated games and games that involved protagonists who represent nonnormative and antisocial values. In sum, the current research supports the perspective that MRRG gameplay can have consequences for deviant behavior broadly defined by affecting the personality, attitudes, and values of the player.
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Affiliation(s)
- Jay G Hull
- Department of Psychological and Brain Sciences, Dartmouth College
| | | | - Anna T Prescott
- Department of Psychological and Brain Sciences, Dartmouth College
| | - James D Sargent
- Norris Cotton Cancer Center, Geisel School of Medicine at Dartmouth
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217
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218
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Ellithorpe ME, Cruz C, Velez JA, Ewoldsen DR, Bogert AK. Moral license in video games: when being right can mean doing wrong. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2015; 18:203-7. [PMID: 25803312 DOI: 10.1089/cyber.2014.0599] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Abstract
Research on video game violence has found largely consistent evidence that violence in video games tends to be associated with an increase in antisocial behavior. However, this body of work has mostly ignored one prominent feature of many violent games: moral decision making. It is possible that the influence of video game violence could change when moral decisions are brought into the context. One way video games change behavior is through changes in players' self-perceptions, a process called identity simulation. In addition, a perspective called moral license predicts that these effects should not necessarily be consistent across behaviors, in that people should try to balance selfishness with keeping the moral high ground across many behaviors. Therefore, moral choices (or immoral choices) in a video game may predict less moral (or more moral) behaviors right after the game. However, later behavior may revert yet again, creating a cycle of pro- and antisocial behaviors. The present experiment asks participants to make moral choices in a video game, and then measures their behavior on two subsequent tasks. Results indicate that taking what participants perceive to be the more moral mind-set in the video game predicts more antisocial behavior on the first task, but more pro-social behavior on the next task. These results support identity simulation and moral license processes in a video game and moral behavior context, and indicate that there may be greater complexity in video game violence effects than previously understood.
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219
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Kalmoe NP. Trait aggression in two representative U.S. surveys: Testing the generalizability of college samples. Aggress Behav 2015; 41:171-88. [PMID: 24990688 DOI: 10.1002/ab.21547] [Citation(s) in RCA: 27] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/26/2013] [Revised: 05/12/2014] [Accepted: 05/19/2014] [Indexed: 11/07/2022]
Abstract
Aggression research often relies upon convenient samples with unknown generalizability to populations of interest, potentially threatening external validity. This article details the measurement properties of the Buss-Perry Aggression Questionnaire Short Form (BPAQ-SF) and its subscales in two nationally representative U.S. samples (N = 924) and a concurrent study with U.S. college students (N = 384). The results provide useful benchmarks for generalizing BPAQ-SF results from convenient samples to U.S. adults, including distributions, reliability, and factor structure. The results also confirm basic relationships between trait aggression and key social and demographic variables such as sex, age, and socioeconomic status while establishing convergent validity with violent political attitudes. Results from the national studies closely align with those from the student sample, providing reasonable support for generalizing trait aggression elements to U.S. adults. Aggr. Behav. Aggr. Behav. 42:171-188, 2015. © 2014 Wiley Periodicals, Inc.
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220
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Porges EC, Smith KE, Decety J. Individual differences in vagal regulation are related to testosterone responses to observed violence. Front Psychol 2015; 6:19. [PMID: 25759673 PMCID: PMC4338751 DOI: 10.3389/fpsyg.2015.00019] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/17/2014] [Accepted: 01/07/2015] [Indexed: 11/30/2022] Open
Abstract
Observing violent content has been hypothesized to facilitate antisocial behaviors including interpersonal violence. Testosterone is released in response to perceived challenges of social status, often followed by an increase in aggressive behaviors and physiological activation. Prior investigations evaluating the impact of observing violence on autonomic function have focused on sympathetic measures of arousal. Measurement of parasympathetic nervous system (PNS) activity has been neglected, although reduced PNS activity has been associated with antisocial behavior. Consistent with a hierarchical model of the autonomic nervous system (i.e., polyvagal theory), individual differences in PNS activity reflected in respiratory sinus arrhythmia (RSA) were hypothesized to have an inhibitory impact on sympathetic and hormonal reactivity in subjects who were observing a violent video. Autonomic data (i.e., electrodermal activity (EDA), heart rate, and RSA) were collected from forty adult males prior to and while viewing violent sports or a control video. Pre- and post-video saliva samples were assayed for cortisol and testosterone. Participants who viewed the violent video showed increased sympathetic activity compared to controls. In contrast to the sympathetic reactivity to the violent video, there were no significant RSA changes in response to the stimuli, suggesting that viewing violent sports selectively increases sympathetic activity without eliciting PNS withdrawal. However, within the group viewing the violent video, participants with lower RSA during baseline and the observation of violent videos, responded with greater increases in salivary testosterone, suggesting that high parasympathetic tone dampens testosterone reactivity. These individual differences in response to observed violence, associated with higher RSA, may account for some of the improved health, growth, and restoration outcomes across the lifespan, that this segment of the population benefits from.
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Affiliation(s)
- Eric C Porges
- Institute of Aging, Cognitive Aging and Memory Clinical Translational Research Program, University of Florida , Gainesville, FL, USA
| | - Karen E Smith
- Department of Psychology, University of Chicago , Chicago, IL, USA
| | - Jean Decety
- Department of Psychology, University of Chicago , Chicago, IL, USA ; Department of Psychiatry and Behavioral Neuroscience, University of Chicago , Chicago, IL, USA
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222
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Marker AM, Staiano AE. Better Together: Outcomes of Cooperation Versus Competition in Social Exergaming. Games Health J 2015; 4:25-30. [PMID: 26181677 PMCID: PMC4532894 DOI: 10.1089/g4h.2014.0066] [Citation(s) in RCA: 68] [Impact Index Per Article: 7.6] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
Children and adolescents most often play active videogames, or exergames, in a social environment. Social play may enhance the potential benefits of an exergaming experience, much like group exercise and team sports are observed to improve physical activity-related outcomes above those of solitary exercise. Two ubiquitous elements of exergames are cooperation and competition. Previous literature suggests that cooperative and competitive aspects of exergames may affect physiological and psychosocial changes. Competitive play has been found to increase energy expenditure and aggression in short bouts of exergaming. Cooperative exergaming has been found to increase motivation, promote continued play, enhance self-efficacy, and increase pro-social behaviors. In one study, a cooperative exergaming condition also resulted in significant weight loss for overweight and obese adolescents. Individual player differences such as individual preferences, competitiveness, weight status, age, gender, and ethnicity may moderate effects. Although the current volume of literature on competition and cooperation in exergaming is small, social exergames hold promise as an engaging alternative to traditional physical activity interventions and may promote a broad range of positive outcomes for children and adolescents. Principles of cooperation and competition are applicable for developers of health-promoting games. Future research is needed to further understand the mechanisms of how competition and cooperation in social exergaming impact physiological and psychosocial outcomes.
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Affiliation(s)
- Arwen M Marker
- Pennington Biomedical Research Center, Louisiana State University , Baton Rouge, Louisiana
| | - Amanda E Staiano
- Pennington Biomedical Research Center, Louisiana State University , Baton Rouge, Louisiana
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223
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Lo CB, Waring ME, Pagoto SL, Lemon SC. A television in the bedroom is associated with higher weekday screen time among youth with attention deficit hyperactivity disorder (ADD/ADHD). Prev Med Rep 2015; 2:1-3. [PMID: 25599016 PMCID: PMC4292909 DOI: 10.1016/j.pmedr.2014.11.001] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022] Open
Abstract
OBJECTIVE A TV in the bedroom has been associated with screen time in youth. Youth with attention deficit hyperactivity disorder (ADD/ADHD) have higher rates of screen time, but associations with bedroom TVs are unknown in this population. We examined the association of having a bedroom TV with screen time among youth with ADD/ADHD. METHODS Data were from the 2007 National Survey of Children's Health. Youth 6-17 years whose parent/guardian reported a physician's diagnosis of ADD/ADHD (n = 7,024) were included in the analysis. Parents/guardians reported the presence of a bedroom TV and average weekday TV screen time. Multivariate linear and logistic regression models assessed the effects of a bedroom on screen time. RESULTS Youth with ADD/ADHD engaged in screen time an average of 149.1 minutes/weekday and 59% had a TV in their bedroom. Adjusting for child and family characteristics, having a TV in the bedroom was associated with 25 minutes higher daily screen time (95% CI: 12.8-37.4 min/day). A bedroom TV was associated with 32% higher odds of engaging in screen time for over 2 hours/day (OR=1.3; 95% CI: 1.0-1.7). CONCLUSION Future research should explore whether removing TVs from bedrooms reduces screen time among youth with ADD/ADHD.
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Affiliation(s)
- Charmaine B. Lo
- Clinical and Population Health Research Program, Department of Quantitative Health Sciences, University of Massachusetts Medical School, Worcester, MA, USA
- Department of Clinical Epidemiology and Biostatistics, Blue Cross Blue Shield of Michigan, Ann Arbor, MI, USA
| | - Molly E. Waring
- Division of Epidemiology of Chronic Diseases and Vulnerable Populations, Department of Quantitative Health Sciences, University of Massachusetts Medical School, Worcester, MA, USA
| | - Sherry L. Pagoto
- Department of Medicine, Division of Preventive and Behavioral Medicine, University of Massachusetts Medical School, Worcester, MA, USA
| | - Stephenie C. Lemon
- Department of Medicine, Division of Preventive and Behavioral Medicine, University of Massachusetts Medical School, Worcester, MA, USA
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224
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Virtually compliant: Immersive video gaming increases conformity to false computer judgments. Psychon Bull Rev 2015; 22:1111-6. [PMID: 25585527 DOI: 10.3758/s13423-014-0778-z] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
Real-life encounters with face-to-face contact are on the decline in a world in which many routine tasks are delegated to virtual characters-a development that bears both opportunities and risks. Interacting with such virtual-reality beings is particularly common during role-playing videogames, in which we incarnate into the virtual reality of an avatar. Video gaming is known to lead to the training and development of real-life skills and behaviors; hence, in the present study we sought to explore whether role-playing video gaming primes individuals' identification with a computer enough to increase computer-related social conformity. Following immersive video gaming, individuals were indeed more likely to give up their own best judgment and to follow the vote of computers, especially when the stimulus context was ambiguous. Implications for human-computer interactions and for our understanding of the formation of identity and self-concept are discussed.
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225
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Ybarra ML, Boyd D. Can clans protect adolescent players of massively multiplayer online games from violent behaviors? Int J Public Health 2015; 60:267-76. [PMID: 25586815 DOI: 10.1007/s00038-014-0637-8] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/21/2014] [Revised: 12/09/2014] [Accepted: 12/13/2014] [Indexed: 11/26/2022] Open
Abstract
OBJECTIVES To examine whether clan membership mediates observed associations between violent game content and externalizing behaviors among youth who play massively multiplayer online games (MMOGs). METHODS Responses from 486 11- to 18-year-olds who: live in the United States, read English, have been online at least once in the past 6 months, and have played MMOGs in the past year were examined. Generalized estimating equations were used to estimate the population-averaged incident rate ratio of aggressive, delinquent, and seriously violent behaviors among MMOG players given one's self-reported exposure to in-game content depicting violence. RESULTS Twenty-nine percent of all youth respondents played MMOGs in the past year. Rates of aggressive, IRR: 1.59, 95% CI [1.11, 2.26], and delinquent, IRR: 1.44, 95% CI [0.99, 2.08], behaviors were significantly higher for MMOG players who were in clans versus not in clans. For females, clan membership attenuated but did not eliminate the observed relation between exposure to in-game violent content and both aggressive and seriously violent behavior (16% and 10% reductions in IRR, respectively); whereas for males, clan membership was largely uninfluential (i.e., less than 2% change). CONCLUSIONS Clan membership is neither associated with lower rates of externalizing behaviors for youth, nor does it affect the likelihood of reporting externalizing behaviors among male players. There is some suggestion that clan membership may attenuate the concurrent association between in-game violent content and some externalizing behaviors for females.
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Affiliation(s)
- Michele L Ybarra
- Center for Innovative Public Health Research, 555 El Camino Real A347, San Clemente, CA, 92672, USA,
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Coker TR, Elliott MN, Schwebel DC, Windle M, Toomey SL, Tortolero SR, Hertz MF, Peskin MF, Schuster MA. Media violence exposure and physical aggression in fifth-grade children. Acad Pediatr 2015; 15:82-8. [PMID: 25441652 PMCID: PMC10683669 DOI: 10.1016/j.acap.2014.09.008] [Citation(s) in RCA: 24] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/11/2014] [Revised: 09/09/2014] [Accepted: 09/12/2014] [Indexed: 10/24/2022]
Abstract
OBJECTIVE To examine the association of media violence exposure and physical aggression in fifth graders across 3 media types. METHODS We analyzed data from a population-based, cross-sectional survey of 5,147 fifth graders and their parents in 3 US metropolitan areas. We used multivariable linear regression and report partial correlation coefficients to examine associations between children's exposure to violence in television/film, video games, and music (reported time spent consuming media and reported frequency of violent content: physical fighting, hurting, shooting, or killing) and the Problem Behavior Frequency Scale. RESULTS Child-reported media violence exposure was associated with physical aggression after multivariable adjustment for sociodemographics, family and community violence, and child mental health symptoms (partial correlation coefficients: TV, 0.17; video games, 0.15; music, 0.14). This association was significant and independent for television, video games, and music violence exposure in a model including all 3 media types (partial correlation coefficients: TV, 0.11; video games, 0.09; music, 0.09). There was a significant positive interaction between media time and media violence for video games and music but not for television. Effect sizes for the association of media violence exposure and physical aggression were greater in magnitude than for most of the other examined variables. CONCLUSIONS The association between physical aggression and media violence exposure is robust and persistent; the strength of this association of media violence may be at least as important as that of other factors with physical aggression in children, such as neighborhood violence, home violence, child mental health, and male gender.
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Affiliation(s)
- Tumaini R Coker
- Department of Pediatrics, Mattel Children's Hospital, David Geffen School of Medicine at UCLA, Los Angeles, Calif; RAND, Santa Monica, Calif.
| | | | - David C Schwebel
- Department of Psychology, University of Alabama at Birmingham, Birmingham, Ala
| | - Michael Windle
- Department of Behavioral Sciences and Health Education, Emory University, Atlanta, Ga
| | - Sara L Toomey
- Division of General Pediatrics, Boston Children's Hospital and Department of Pediatrics, Harvard Medical School, Boston, MA
| | - Susan R Tortolero
- Center for Health Promotion and Prevention Research, University of Texas-Houston, School of Public Health, Houston, Tex
| | - Marci F Hertz
- Centers for Disease Control and Prevention, Atlanta, Ga
| | - Melissa F Peskin
- Center for Health Promotion and Prevention Research, University of Texas-Houston, School of Public Health, Houston, Tex
| | - Mark A Schuster
- Division of General Pediatrics, Boston Children's Hospital and Department of Pediatrics, Harvard Medical School, Boston, MA
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228
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Klaassen MJE, Peter J. Gender (In)equality in Internet Pornography: A Content Analysis of Popular Pornographic Internet Videos. JOURNAL OF SEX RESEARCH 2015; 52:721-35. [PMID: 25420868 DOI: 10.1080/00224499.2014.976781] [Citation(s) in RCA: 95] [Impact Index Per Article: 10.6] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/10/2023]
Abstract
Although Internet pornography is widely consumed and researchers have started to investigate its effects, we still know little about its content. This has resulted in contrasting claims about whether Internet pornography depicts gender (in)equality and whether this depiction differs between amateur and professional pornography. We conducted a content analysis of three main dimensions of gender (in)equality (i.e., objectification, power, and violence) in 400 popular pornographic Internet videos from the most visited pornographic Web sites. Objectification was depicted more often for women through instrumentality, but men were more frequently objectified through dehumanization. Regarding power, men and women did not differ in social or professional status, but men were more often shown as dominant and women as submissive during sexual activities. Except for spanking and gagging, violence occurred rather infrequently. Nonconsensual sex was also relatively rare. Overall, amateur pornography contained more gender inequality at the expense of women than professional pornography did.
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229
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Deng M, Chan AHS, Wu F, Wang J. Effects of racing games on risky driving behaviour, and the significance of personality and physiological data. Inj Prev 2014; 21:238-44. [PMID: 25540062 DOI: 10.1136/injuryprev-2014-041328] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/09/2014] [Accepted: 12/08/2014] [Indexed: 11/04/2022]
Abstract
BACKGROUND Racing games have emerged as top-selling products in the video and computer game industry. The effect of playing racing games on the inclination of gamers to take risks has been investigated. METHOD Two experiments were conducted. In experiment 1, the impact of personality traits on the effects of playing racing games on risk-taking inclination was examined. The Vienna Test System, which includes the Eysenck Personality Profile Test and the Vienna Risk-Taking Test, was used to measure risk-taking inclination and risk-taking while driving. Experiment 2 was designed and conducted to analyse the effects of different intensity levels of car racing games on risk-taking inclination, and to study the relationship between physiological data and risk-taking inclination. Physiological data on skin conductance, heart rate and blood pressure were measured with the NeuroDyne System. RESULTS Participants playing a racing game were more inclined to take risks in critical road traffic situations than those playing a neutral game. The adventurousness dimension of the Eysenck Personality Profile Test correlated significantly positively with risk-taking inclination. More importantly, the effect of the intensity level of a racing game on risk-taking inclination was significant. The higher the intensity level of the racing game, the higher the risk-taking inclination while driving. The effect of intensity level of the racing game on skin conductance was significantly positive. Skin conductance correlated significantly positively with risk-taking inclination. CONCLUSIONS The effect of playing racing games on risk-taking inclination is linked to personality and physiological data. Some recommendations are proposed as a result of this study for racing game management.
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Affiliation(s)
- Mingming Deng
- School of Management, Xi'an Jiaotong University, Xi'an, Shaanxi, 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, KowloonTong, Hong Kong
| | - Feng Wu
- School of Management, Xi'an Jiaotong University, Xi'an, Shaanxi, China
| | - Jun Wang
- School of Information, Xi'an University of Finance and Economics, Xi'an, China
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230
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Näsi M, Räsänen P, Oksanen A, Hawdon J, Keipi T, Holkeri E. Association between online harassment and exposure to harmful online content: A cross-national comparison between the United States and Finland. COMPUTERS IN HUMAN BEHAVIOR 2014. [DOI: 10.1016/j.chb.2014.09.019] [Citation(s) in RCA: 23] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/24/2022]
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231
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McBean AL, Montgomery-Downs HE. What are postpartum women doing while the rest of the world is asleep? J Sleep Res 2014; 24:270-8. [PMID: 25431167 DOI: 10.1111/jsr.12265] [Citation(s) in RCA: 7] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/09/2014] [Accepted: 10/25/2014] [Indexed: 11/28/2022]
Affiliation(s)
- Amanda L. McBean
- Department of Psychology; West Virginia University; Morgantown WV USA
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Hollingdale J, Greitemeyer T. The effect of online violent video games on levels of aggression. PLoS One 2014; 9:e111790. [PMID: 25391143 PMCID: PMC4229070 DOI: 10.1371/journal.pone.0111790] [Citation(s) in RCA: 25] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/05/2014] [Accepted: 09/21/2014] [Indexed: 11/19/2022] Open
Abstract
BACKGROUND In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online. METHODS/PRINCIPAL FINDINGS Participants (N = 101) were randomly assigned to one of four experimental conditions; neutral video game--offline, neutral video game--online, violent video game--offline and violent video game--online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online. CONCLUSIONS/SIGNIFICANCE These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.
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Affiliation(s)
- Jack Hollingdale
- School of Psychology, University of Sussex, Brighton, United Kingdom
- * E-mail:
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233
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Exelmans L, Van den Bulck J. Sleep quality is negatively related to video gaming volume in adults. J Sleep Res 2014; 24:189-96. [PMID: 25358428 DOI: 10.1111/jsr.12255] [Citation(s) in RCA: 34] [Impact Index Per Article: 3.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/03/2014] [Accepted: 09/21/2014] [Indexed: 11/29/2022]
Abstract
Most literature on the relationship between video gaming and sleep disturbances has looked at children and adolescents. There is little research on such a relationship in adult samples. The aim of the current study was to investigate the association of video game volume with sleep quality in adults via face-to-face interviews using standardized questionnaires. Adults (n = 844, 56.2% women), aged 18-94 years old, participated in the study. Sleep quality was measured using the Pittsburgh Sleep Quality Index, and gaming volume was assessed by asking the hours of gaming on a regular weekday (Mon-Thurs), Friday and weekend day (Sat-Sun). Adjusting for gender, age, educational level, exercise and perceived stress, results of hierarchical regression analyses indicated that video gaming volume was a significant predictor of sleep quality (β = 0.145), fatigue (β = 0.109), insomnia (β = 0.120), bedtime (β = 0.100) and rise time (β = 0.168). Each additional hour of video gaming per day delayed bedtime by 6.9 min (95% confidence interval 2.0-11.9 min) and rise time by 13.8 min (95% confidence interval 7.8-19.7 min). Attributable risk for having poor sleep quality (Pittsburgh Sleep Quality Index > 5) due to gaming >1 h day was 30%. When examining the components of the Pittsburgh Sleep Quality Index using multinomial regression analysis (odds ratios with 95% confidence intervals), gaming volume significantly predicted sleep latency, sleep efficiency and use of sleep medication. In general, findings support the conclusion that gaming volume is negatively related to the overall sleep quality of adults, which might be due to underlying mechanisms of screen exposure and arousal.
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Affiliation(s)
- Liese Exelmans
- School for Mass Communication Research, KU Leuven, Belgium
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Cornwell JFM, Franks B, Higgins ET. Truth, control, and value motivations: the "what," "how," and "why" of approach and avoidance. Front Syst Neurosci 2014; 8:194. [PMID: 25352788 PMCID: PMC4196471 DOI: 10.3389/fnsys.2014.00194] [Citation(s) in RCA: 13] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/20/2014] [Accepted: 09/22/2014] [Indexed: 11/13/2022] Open
Abstract
The hedonic principle—the desire to approach pleasure and avoid pain—is frequently presumed to be the fundamental principle upon which motivation is built. In the past few decades, researchers have enriched our understanding of how approaching pleasure and avoiding pain differ from each other. However, more recent empirical and theoretical work delineating the principles of motivation in humans and non-human animals has shown that not only can approach/avoidance motivations themselves be further distinguished into promotion approach/avoidance and prevention approach/avoidance, but that approaching pleasure and avoiding pain requires the functioning of additional distinct motivations—the motivation to establish what is real (truth) and the motivation to manage what happens (control). Considering these additional motivations in the context of moral psychology and animal welfare science suggests that these less-examined motives may themselves be fundamental to a comprehensive understanding of motivation, with major implications for the study of the “what,” “how,” and “why” of human and non-human approach and avoidance behavior.
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Affiliation(s)
| | - Becca Franks
- Animal Welfare Program, University of British Columbia Vancouver, BC, Canada
| | - E Tory Higgins
- Department of Psychology, Columbia University New York, NY, USA
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Rajasakran T, Wong AK, Sinnappan S, Kumarasuriar V, Pangiras G, Koran S. Aggressor Games: Of Violent Video Games and Aggression among Higher-income Group Schoolchildren in Malaysia. SCIENCE TECHNOLOGY AND SOCIETY 2014. [DOI: 10.1177/0971721814548113] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
Violent video games have been linked to being one of the causes for increased aggressive behaviour and juvenile crimes in many developed and developing societies. This exploratory study investigates the effects of high income and gender on playing violent video games in Malaysia, and how it results in poor academic performance amongst secondary school children. This is a case study for other middle income nations in Southeast Asia, which also have strong Eastern cultural and religious beliefs. Contrary to earlier findings, the results indicated that boys from higher income backgrounds had a higher propensity for playing violent video games than adolescents from lower income backgrounds. The same effect though, is not manifested on adolescent girls. Nevertheless, playing violent video games was positively related to trait aggressive and negatively to academic performance in both the sexes. Our findings shed new light on socio-economic and demographic factors influencing violent video gaming, offering insights to both policy-makers and theoreticians in researching gaming effects.
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Affiliation(s)
- Thanaseelen Rajasakran
- Thanaseelen Rajasakran (corresponding author), PhD Candidate, School of Communication, Hong Kong Baptist University/Universiti Tunku Abdul Rahman, Communication and Visual Arts Building, 5, Hereford Road, Kowloon Tong, Kowloon, Hong Kong
| | - Andy K.C. Wong
- Andy K.C. Wong, Assistant Dean (Undergraduate Studies), CUHK Business School, Chinese University, Cheng Yu Tung Building, No. 12 Chak Cheung Street, Shatin, N.T., Hong Kong
| | - Santhidran Sinnappan
- Santhidran Sinnappan, Assistant Professor, Universiti Tunku Abdul Rahman, Multimedia & Communication Department, Faculty of Creative Industries, Universiti Tunku Abdul Rahman, No 3 Jalan 13/6, 46200, Petaling Jaya Selangor, Malaysia
| | - Vashnarekha Kumarasuriar
- Vashnarekha Kumarasuriar, Lecturer, Universiti Tunku Abdul Rahman, Multimedia & Communication Department, Faculty of Creative Industries, Universiti Tunku Abdul Rahman, No 3 Jalan 13/6, 46200, Petaling Jaya Selangor, Malaysia
| | - Geraldine Pangiras
- Geraldine Pangiras, Lecturer, Universiti Tunku Abdul Rahman, Multimedia & Communication Department, Faculty of Creative Industries, Universiti Tunku Abdul Rahman, No 3 Jalan 13/6, 46200, Petaling Jaya Selangor, Malaysia
| | - Sivan Koran
- Sivan Koran, Lecturer, Universiti Tunku Abdul Rahman, Multimedia & Communication Department, Faculty of Creative Industries, Universiti Tunku Abdul Rahman, No 3 Jalan 13/6, 46200, Petaling Jaya Selangor, Malaysia
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Fox J, Ralston RA, Cooper CK, Jones KA. Sexualized Avatars Lead to Women’s Self-Objectification and Acceptance of Rape Myths. PSYCHOLOGY OF WOMEN QUARTERLY 2014. [DOI: 10.1177/0361684314553578] [Citation(s) in RCA: 42] [Impact Index Per Article: 4.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Research has indicated that many video games and virtual worlds are populated by unrealistic, hypersexualized representations of women, but the effects of using these representations remain understudied. Objectification theory suggests that women’s exposure to sexualized media representations leads to self-objectification. Further, we anticipated this process would lead to increases in rape myth acceptance (RMA). Two experiments (Study 1, N = 87; Study 2, N = 81) examined the effects of avatar features on women’s experiences of self-objectification. In both studies, college women exposed to sexualized avatars experienced higher levels of self-objectification after the virtual experience than those exposed to nonsexualized avatars. Furthermore, in Study 2, self-objectification mediated the relationship between controlling a sexualized avatar and subsequent levels of RMA. We discuss the implications of women using sexualized avatars in video games and virtual environments, which may lead to negative attitudes about the self and other women off-line due to heightened self-objectification. Additional online materials for this article are available to PWQ subscribers on PWQ's website at http://pwq.sagepub.com/supplemental .
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Affiliation(s)
- Jesse Fox
- School of Communication, The Ohio State University, Columbus, OH, USA
| | - Rachel A. Ralston
- School of Communication, The Ohio State University, Columbus, OH, USA
| | - Cody K. Cooper
- School of Communication, The Ohio State University, Columbus, OH, USA
| | - Kaitlyn A. Jones
- School of Communication, The Ohio State University, Columbus, OH, USA
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Abstract
PURPOSE OF REVIEW Within the past 20 years, there have been profound advances in personal technology. Although adolescents have embraced the Internet, video games and smart phones, with their extraordinary potential for education, entertainment and connecting with peers, respectively, there is a 'dark side' to these new age technologies. This article identifies many of the adverse physical, psychological, developmental and emotional consequences of our new age technologies. RECENT FINDINGS As Internet access has become easier, faster and more ubiquitous, there is increased evidence of its potential for direct and indirect harm to teens. Sexually explicit material is now indiscriminately available to youth, and studies have linked pornography with a number of negative health effects. Internet addiction is a problem even among teenagers who do not view pornography online. The rise of the Internet and social media sites now makes it easier for a student to bully a peer, and adolescents represent the majority of cyberbullying victims These technologies not only carry increased morbidity but also mortality, with increased suicides due to cyberbullying and motor vehicle deaths due to texting while driving. SUMMARY Paediatricians play a critical role in educating adolescents and their parents about the risks associated with new age technologies.
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Gvirsman SD, Huesmann LR, Dubow EF, Landau SF, Shikaki K, Boxer P. The Effects of Mediated Exposure to Ethnic-Political Violence on Middle East Youth's Subsequent Post-Traumatic Stress Symptoms and Aggressive Behavior. COMMUNICATION RESEARCH 2014; 41:961-990. [PMID: 26456988 PMCID: PMC4596244 DOI: 10.1177/0093650213510941] [Citation(s) in RCA: 8] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/23/2023]
Abstract
This study introduces the concept of chronic (i.e., repeated and cumulative) mediated exposure to political violence and investigates its effects on aggressive behavior and post-traumatic stress (PTS) symptoms in young viewers. Embracing the risk-matrix approach, these effects are studied alongside other childhood risk factors that influence maladjustment. A longitudinal study was conducted on a sample of youth who experience the Israeli-Palestinian conflict firsthand (N = 1,207). As hypothesized, higher levels of chronic mediated exposure were longitudinally related to higher levels of PTS symptoms and aggression at peers independently of exposure to violence in other contexts. In the case of aggressive behavior, structural equation analysis (SEM) analyses suggest that, while it is likely there are causal effects in both directions, the bigger effect is probably for exposure to violence stimulating aggression than for aggression stimulating exposure to violence. Both the longitudinal effects on aggression and PTS symptoms were especially strong among youth who demonstrated initially higher levels of the same type of maladjustment. These results support the conceptualization of the relation between media violence and behaviors as "reciprocally determined" or "downward spirals" and highlight the contribution of the risk-matrix approach to the analysis of childhood maladjustment.
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Affiliation(s)
| | | | - Eric F. Dubow
- University of Michigan, Ann Arbor, USA
- Bowling Green State University, OH, USA
| | - Simha F. Landau
- Academic College of Emek Yezreel, Israel
- Hebrew University of Jerusalem, Israel
| | | | - Paul Boxer
- University of Michigan, Ann Arbor, USA
- Rutgers University, New Brunswick, NJ, USA
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Cela D, Kuneshka L, Pulluqi P. Lifestyle and Health Risk Behaviours among Elbasan Students. Open Access Maced J Med Sci 2014. [DOI: 10.3889/oamjms.2014.092] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/05/2022] Open
Abstract
AIM: The purpose of this study is: (1) to help monitor the Albanian students’ lifestyle, the way they spend their free time, the weight that studying, networks, screens and sports have in their life; (2) to assess their health risk behaviours, such as tobacco and drug use, weapon carrying and sports betting; (3) to identify differences in behaviour by gender, grade, socioeconomic and demographic status; (4) to understand the influence of parents on their children.METHOD: The study was conducted in May 2013, as a classroom survey of students in urban and rural schools of Elbasan. A questionnaire was distributed to the 8th  to 12th grade students to be completed by them anonymously.RESULT: There are a low number of the students that are interested to books and study and meantime, a large number of them spend their free time in front of a screen or hanging out in bars with friends. Moreover, a considerable number of them are engaged in health risk behaviours.CONCLUSION: In students’ lifestyle exist serious problems and these data also provide inside into ways to shape a public health response. We need to change the way society views and treats these problems.
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240
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Tortolero SR, Peskin MF, Baumler ER, Cuccaro PM, Elliott MN, Davies SL, Lewis TH, Banspach SW, Kanouse DE, Schuster MA. Daily violent video game playing and depression in preadolescent youth. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2014; 17:609-15. [PMID: 25007237 PMCID: PMC4227415 DOI: 10.1089/cyber.2014.0091] [Citation(s) in RCA: 26] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/20/2022]
Abstract
Most studies on the impact of playing violent video games on mental health have focused on aggression. Relatively few studies have examined the relationship between playing violent video games and depression, especially among preadolescent youth. In this study, we investigated whether daily violent video game playing over the past year is associated with a greater number of depressive symptoms among preadolescent youth, after controlling for several well-known correlates of depression among youth. We analyzed cross-sectional data collected from 5,147 fifth-grade students and their primary caregivers who participated in Wave I (2004-2006) of Healthy Passages, a community-based longitudinal study conducted in three U.S. cities. Linear regression was conducted to determine the association between violent video game exposure and number of depressive symptoms, while controlling for gender, race/ethnicity, peer victimization, witnessing violence, being threatened with violence, aggression, family structure, and household income level. We found that students who reported playing high-violence video games for ≥2 hours per day had significantly more depressive symptoms than those who reported playing low-violence video games for <2 hours per day (p<0.001). The magnitude of this association was small (Cohen's d=0.16), but this association was consistent across all racial/ethnic subgroups and among boys (Cohen's d values ranged from 0.12 to 0.25). Our findings indicate that there is an association between daily exposure to violent video games and number of depressive symptoms among preadolescent youth. More research is needed to examine this association and, if confirmed, to investigate its causality, persistence over time, underlying mechanisms, and clinical implications.
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Affiliation(s)
- Susan R. Tortolero
- Center for Health Promotion and Prevention Research, The University of Texas Health Science Center at Houston (UTHealth) School of Public Health, Houston, Texas
| | - Melissa F. Peskin
- Center for Health Promotion and Prevention Research, The University of Texas Health Science Center at Houston (UTHealth) School of Public Health, Houston, Texas
| | - Elizabeth R. Baumler
- Center for Health Promotion and Prevention Research, The University of Texas Health Science Center at Houston (UTHealth) School of Public Health, Houston, Texas
| | - Paula M. Cuccaro
- Center for Health Promotion and Prevention Research, The University of Texas Health Science Center at Houston (UTHealth) School of Public Health, Houston, Texas
| | | | - Susan L. Davies
- Department of Health Behavior, School of Public Health, The University of Alabama at Birmingham, Birmingham, Alabama
| | - Terri H. Lewis
- Department of Health Behavior, School of Public Health, The University of Alabama at Birmingham, Birmingham, Alabama
| | - Stephen W. Banspach
- Division of Adolescent and School Health, National Center for HIV/AIDS, Viral Hepatitis, STD, and TB Prevention, Centers for Disease Control and Prevention, Atlanta, Georgia
| | | | - Mark A. Schuster
- RAND Corporation, Santa Monica, California
- Division of General Pediatrics, Department of Medicine, Boston Children's Hospital, Boston, Massachusetts
- Department of Pediatrics, Harvard Medical School, Boston, Massachusetts
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Hale L, Guan S. Screen time and sleep among school-aged children and adolescents: a systematic literature review. Sleep Med Rev 2014; 21:50-8. [PMID: 25193149 DOI: 10.1016/j.smrv.2014.07.007] [Citation(s) in RCA: 676] [Impact Index Per Article: 67.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/11/2014] [Revised: 07/20/2014] [Accepted: 07/29/2014] [Indexed: 01/08/2023]
Abstract
We systematically examined and updated the scientific literature on the association between screen time (e.g., television, computers, video games, and mobile devices) and sleep outcomes among school-aged children and adolescents. We reviewed 67 studies published from 1999 to early 2014. We found that screen time is adversely associated with sleep outcomes (primarily shortened duration and delayed timing) in 90% of studies. Some of the results varied by type of screen exposure, age of participant, gender, and day of the week. While the evidence regarding the association between screen time and sleep is consistent, we discuss limitations of the current studies: 1) causal association not confirmed; 2) measurement error (of both screen time exposure and sleep measures); 3) limited data on simultaneous use of multiple screens, characteristics and content of screens used. Youth should be advised to limit or reduce screen time exposure, especially before or during bedtime hours to minimize any harmful effects of screen time on sleep and well-being. Future research should better account for the methodological limitations of the extant studies, and seek to better understand the magnitude and mechanisms of the association. These steps will help the development and implementation of policies or interventions related to screen time among youth.
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Affiliation(s)
- Lauren Hale
- Health Sciences Center, Level 3, Room 071, Stony Brook University, Stony Brook, NY 11794-8338, USA.
| | - Stanford Guan
- Health Sciences Center, Level 3, Room 071, Stony Brook University, Stony Brook, NY 11794-8338, USA
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Dale A, Murkar A, Miller N, Black J. Comparing the Effects of Real Versus Simulated Violence on Dream Imagery. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2014; 17:536-41. [DOI: 10.1089/cyber.2013.0494] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Affiliation(s)
- Allyson Dale
- School of Psychology, University of Ottawa, Ontario, Canada
| | - Anthony Murkar
- School of Psychology, University of Ottawa, Ontario, Canada
| | - Nicolle Miller
- Department of Psychology, Trent University, Peterborough, Ontario, Canada
| | - Joshua Black
- Department of Psychology, Trent University, Peterborough, Ontario, Canada
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243
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Playing a puzzle video game with changing requirements improves executive functions. COMPUTERS IN HUMAN BEHAVIOR 2014. [DOI: 10.1016/j.chb.2014.04.046] [Citation(s) in RCA: 45] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
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244
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Ybarra ML, Huesmann LR, Korchmaros JD, Reisner SL. Cross-sectional associations between violent video and computer game playing and weapon carrying in a national cohort of children. Aggress Behav 2014; 40:345-58. [PMID: 24464267 DOI: 10.1002/ab.21526] [Citation(s) in RCA: 35] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/04/2013] [Accepted: 12/03/2013] [Indexed: 11/06/2022]
Abstract
Data were collected from 9 to 18 year olds surveyed nationally in a three-wave longitudinal survey. The population-average (generalized estimating equation, GEE) odds of carrying a weapon to school in the last month were estimated as a function of past-year exposure to violent content in video, computer, and Internet games, as well as peer aggression and biological sex. The sample included youth who were at risk for both the exposure (i.e., game play) and the outcome (i.e., who attended public or private school). 3,397 observations from 1,489 youth were included in analyses. 1.4% of youth reported carrying a weapon to school in the last month and 69% reported that at least some of the games they played depicted violence. After adjusting for other potentially influential characteristics (e.g., aggressive behavior), playing at least some violent games in the past year was associated with a fourfold increase in odds of also reporting carrying a weapon to school in the last month. Although youth who reported frequent and intense peer victimization in the past year were more likely to report carrying a weapon to school in the last month, this relation was explained by other influential characteristics. Consistent with the predictions of social-cognitive, observational learning theory, this study supports the hypothesis that carrying weapons to school is associated with violent game play. As one of the first studies of its kind, findings should be interpreted cautiously and need to be replicated.
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Affiliation(s)
- Michele L. Ybarra
- Center for Innovative Public Health Research; San Clemente California
| | | | | | - Sari L. Reisner
- Center for Innovative Public Health Research; San Clemente California
- Harvard School of Public Health; Boston Massachusetts
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245
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Romero-Martínez A, Nunes-Costa R, Lila M, González-Bono E, Moya-Albiol L. Cardiovascular reactivity to a marital conflict version of the Trier social stress test in intimate partner violence perpetrators. Stress 2014; 17:321-7. [PMID: 24766372 DOI: 10.3109/10253890.2014.919448] [Citation(s) in RCA: 15] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
Intimate partner violence (IPV) perpetrators have been categorized into two groups based on their heart rate (HR) reactivity to stress following Gottman's studies. Overall, type I perpetrators tend to show autonomic underarousal, whereas type II or reactive perpetrators present a hyper-reactivity in anticipation of stress. In this study, changes in HR, pre-ejection period (PEP), vagal ratio as well as psychological state variables (anxiety and anger) in response to stress were assessed, comparing a group of type II IPV perpetrators (based on violence reports and psychological assessment; n = 17; mean age = 37) with non-violent controls (n = 17; mean age = 35) using modified version of the Trier Social Stress Test. IPV perpetrators had higher HRs and lower vagal ratios than controls, particularly during the recovery period. Moreover, the former presented shorter PEPs than controls. There were no differences between groups in the magnitude of response of the HR, PEP or vagal ratio. High baseline anxiety and anger were associated with an HR increase during the preparation time in IPV perpetrators but not in controls. These findings indicate a different cardiovascular pattern of response to psychosocial stress in IPV perpetrators, especially during recovery. Thus, they contribute to understanding the biological functioning of violence sub-types, supporting the validity of cardiovascular measures as diagnostic indicators for IPV classification.
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246
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Reer F, Krämer NC. Underlying factors of social capital acquisition in the context of online-gaming: Comparing World of Warcraft and Counter-Strike. COMPUTERS IN HUMAN BEHAVIOR 2014. [DOI: 10.1016/j.chb.2014.03.057] [Citation(s) in RCA: 20] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/25/2022]
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247
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Abstract
In this paper, the authors examine digital environments as a learning spaces and site of extended cognition by demonstrating the presence of active learning in both video games and their linked online collaborative communities. The authors use Shaun Gallagher's theory of extended mind to posit the notion that the shared cognitive space created in the game between creator and player can be extend to include many others through the digital communities of those players though gaming literacy. The authors conducted a think-aloud protocol with participants playing Yume Nikki, a minimalist Japanese indie game, then reading materials on hikikomori, a condition the creator is believed to have. They conclude from their results that active and creative learning of human communities should not be undervalued when designing virtual environments even when the environment is single-player.
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248
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RETRACTED: The effects of viewing violent movie via computer on aggressiveness among college students. COMPUTERS IN HUMAN BEHAVIOR 2014. [DOI: 10.1016/j.chb.2014.03.008] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/23/2022]
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249
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Gauthier JM, Zuromski KL, Gitter SA, Witte TK, Cero IJ, Gordon KH, Ribeiro J, Anestis M, Joiner T. The Interpersonal-Psychological Theory of Suicide and Exposure to Video Game Violence. JOURNAL OF SOCIAL AND CLINICAL PSYCHOLOGY 2014. [DOI: 10.1521/jscp.2014.33.6.512] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/20/2022]
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250
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Peng W, Pfeiffer K, Winn B. An Exploratory Study of the Impact of Contextual Cues of Violence in an Active Videogame. Games Health J 2014. [DOI: 10.1089/g4h.2013.0056] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Affiliation(s)
- Wei Peng
- Department of Telecommunication, Information Studies, and Media, Michigan State University, East Lansing, Michigan
| | - Karin Pfeiffer
- Department of Kinesiology, Michigan State University, East Lansing, Michigan
| | - Brian Winn
- Department of Telecommunication, Information Studies, and Media, Michigan State University, East Lansing, Michigan
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