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Wagener GL, Schulz A, Melzer A. A Plague(d) Tale: Are violent video games effective in reducing stress levels? Int J Psychophysiol 2025; 209:112518. [PMID: 39855306 DOI: 10.1016/j.ijpsycho.2025.112518] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/10/2024] [Revised: 01/19/2025] [Accepted: 01/20/2025] [Indexed: 01/27/2025]
Abstract
Stress relief is often cited as the main motive for playing video games. However, the effectiveness of video games in coping with stress, especially when comparing violent and non-violent genres, remains uncertain. In the present lab experiment with N = 82 participants, we assessed acute stress reduction after playing a violent vs. non-violent video game that followed stress induction using the Socially Evaluated Cold Pressor Test. We hypothesized that playing video games causes physiological (i.e., an increase in heart rate variability and a decrease in cortisol) and self-reported effects of stress relief, and a reduction in aggression levels, leading to restoration. Aggressive behavior was measured as self-reports and seconds in the Cold Pressor Test allocated to the next participant. In line with previous studies, participants playing a violent passage of a game reported feeling more stressed and aggressive, while those playing a non-violent passage of the same game felt less stressed and more relaxed. In contrast, however, we found an increase in heart rate variability as well as a decrease in heart rate and cortisol regardless of playing group, which indicates relaxation. This dissociation between self-reported and physiological stress results indicates that the own state of arousal is incorrectly assessed. This may be due to a different cognitive assessment of the characteristics of the respective game groups, as the violent game sequence was judged to be more difficult and challenging. However, the observed physiological relaxation effect might also suggest the potential of video game engagement for stress interventions.
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Affiliation(s)
- Gary L Wagener
- University of Luxembourg, Department of Behavioural and Cognitive Sciences, 11 Porte des Sciences, 4366 Esch-sur-Alzette, Luxembourg.
| | - André Schulz
- University of Luxembourg, Department of Behavioural and Cognitive Sciences, 11 Porte des Sciences, 4366 Esch-sur-Alzette, Luxembourg
| | - André Melzer
- University of Luxembourg, Department of Behavioural and Cognitive Sciences, 11 Porte des Sciences, 4366 Esch-sur-Alzette, Luxembourg
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2
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Wagener GL, Melzer A. Self-reported and physiological stress indicators and the moderating role of the Dark Tetrad in violent and non-violent gaming. Physiol Behav 2024; 288:114724. [PMID: 39481507 DOI: 10.1016/j.physbeh.2024.114724] [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: 03/12/2024] [Revised: 10/28/2024] [Accepted: 10/28/2024] [Indexed: 11/02/2024]
Abstract
Playing non-violent video games has been shown to reduce perceived levels of stress (Pallavicini et al., 2021). Does this effect also apply to violent game content? As findings suggest a particular preference for such games among people with certain personality traits, such as the Dark Tetrad (i.e., Machiavellianism, everyday sadism, subclinical psychopathy, and narcissism; e.g., Bonfá-Araujo et al., 2022; Greitemeyer, 2015; Greitemeyer & Sagioglou, 2017) do these traits influence the stress they feel? In the present lab experiment, potential stress-reducing effects of violent and non-violent video games were compared to a control condition (solving a jigsaw puzzle). Cortisol levels, heart rate variability (HRV), and self-reported stress levels were assessed before, during, and after gameplay. Irrespective of game condition, playing video game passages decreased cortisol levels, a typical indicator of stress. In addition, playing violent games led to a significant decrease in certain HRV indicators (i.e., ratio of low frequency power to high-frequency power), thus providing additional support for stress relief. In contrast, trying to solve a jigsaw puzzle did not result in stress reduction. Most results involving the Dark Tetrad traits showed null findings. However, participants with greater Dark Tetrad expressions experienced more relaxation after violent gameplay while showing greater stress reaction after trying to solve a jigsaw puzzle. The present results indicate that playing violent or non-violent video games can lead to physiological relaxation-an important finding for future research on the potential of video games for stress relief interventions.
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Affiliation(s)
- Gary L Wagener
- University of Luxembourg, Department of Behavioural and Cognitive Sciences, 11 Porte des Sciences, Esch-sur-Alzette L-4366, Luxembourg.
| | - André Melzer
- University of Luxembourg, Department of Behavioural and Cognitive Sciences, 11 Porte des Sciences, Esch-sur-Alzette L-4366, Luxembourg
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3
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Egami H, Rahman MS, Yamamoto T, Egami C, Wakabayashi T. Causal effect of video gaming on mental well-being in Japan 2020-2022. Nat Hum Behav 2024; 8:1943-1956. [PMID: 39160286 PMCID: PMC11493677 DOI: 10.1038/s41562-024-01948-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/22/2023] [Accepted: 07/05/2024] [Indexed: 08/21/2024]
Abstract
The widespread use of video games has raised concerns about their potential negative impact on mental well-being. Nevertheless, the empirical evidence supporting this notion is largely based on correlational studies, warranting further investigation into the causal relationship. Here we identify the causal effect of video gaming on mental well-being in Japan (2020-2022) using game console lotteries as a natural experiment. Employing approaches designed for causal inference on survey data (n = 97,602), we found that game console ownership, along with increased game play, improved mental well-being. The console ownership reduced psychological distress and improved life satisfaction by 0.1-0.6 standard deviations. Furthermore, a causal forest machine learning algorithm revealed divergent impacts between different types of console, with one showing smaller benefits for adolescents and females while the other showed larger benefits for adolescents. These findings highlight the complex impact of digital media on mental well-being and the importance of considering differential screen time effects.
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Affiliation(s)
- Hiroyuki Egami
- Research Institute of Economic Science, Nihon University, Tokyo, Japan.
- Ritsumeikan Center for Game Studies, Ritsumeikan University, Kyoto, Japan.
| | - Md Shafiur Rahman
- Research Center for Child Mental Development, Hamamatsu University School of Medicine, Hamamatsu, Japan
- United Graduate School of Child Development, Osaka University, Kanazawa University, Hamamatsu University School of Medicine, Chiba University, and University of Fukui, Suita, Japan
| | - Tsuyoshi Yamamoto
- Department of Policy Studies, National Graduate Institute for Policy Studies, Tokyo, Japan
| | - Chihiro Egami
- Office of Audit Support and Innovations, Board of Audit of Japan, Tokyo, Japan
| | - Takahisa Wakabayashi
- Faculty of Regional Policy, Takasaki City University of Economics, Takasaki, Japan
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4
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Kruithof ES, Klaus J, Schutter DJLG. Cerebellar Asymmetry of Motivational Direction: Anger-Dependent Effects of Cerebellar Transcranial Direct Current Stimulation on Aggression in Healthy Volunteers. CEREBELLUM (LONDON, ENGLAND) 2024; 23:1426-1434. [PMID: 38172315 PMCID: PMC11269334 DOI: 10.1007/s12311-023-01644-z] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Accepted: 11/30/2023] [Indexed: 01/05/2024]
Abstract
It has recently been theorized that the frontal asymmetry of approach- and avoidance-related motivation is mirrored in the posterolateral cerebellum. Accordingly, left-to-right dominant cerebellar activity is associated with avoidance-related motivation, whereas right-to-left dominant cerebellar activity is associated with approach-related motivation. The aim of this study was to examine the cerebellar asymmetry of motivational direction in approach-related behavior in the context of aggression. In this randomized double-blind sham-controlled crossover study, thirty healthy right-handed adult volunteers received 2 mA active or sham left cathodal-right anodal transcranial direct current stimulation (tDCS) to the cerebellum on two separate occasions while engaging in the Point Subtraction Aggression Paradigm (PSAP) task to measure aggressive behavior. Self-reported state anger was assessed before, halfway and immediately after the task, and heart rate and heart rate variability (HRV) were measured during the task. No main effects of tDCS on aggressive behavior, heart rate and HRV were found. Higher state anger before and during the PSAP task was associated with increased aggressive behavior in the active compared to sham tDCS condition. Aggressive behavior was positively correlated with heart rate during active tDCS, while an inverse association was observed during sham tDCS. Results provide support for the cerebellar asymmetry of motivational direction in approach-related behavior and illustrate the importance of affective state-dependency in tDCS-related effects.
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Affiliation(s)
- Eline S Kruithof
- Department of Experimental Psychology, Helmholtz Institute, Utrecht University, Heidelberglaan 1, 3584 CS, Utrecht, The Netherlands.
| | - Jana Klaus
- Department of Experimental Psychology, Helmholtz Institute, Utrecht University, Heidelberglaan 1, 3584 CS, Utrecht, The Netherlands
| | - Dennis J L G Schutter
- Department of Experimental Psychology, Helmholtz Institute, Utrecht University, Heidelberglaan 1, 3584 CS, Utrecht, The Netherlands
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Farmer G, Lloyd J. Two Sides of the Same Virtual Coin: Investigating Psychosocial Effects of Video Game Play, including Stress Relief Motivations as a Gateway to Problematic Video Game Usage. Healthcare (Basel) 2024; 12:772. [PMID: 38610194 PMCID: PMC11011277 DOI: 10.3390/healthcare12070772] [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: 01/23/2024] [Revised: 03/26/2024] [Accepted: 03/27/2024] [Indexed: 04/14/2024] Open
Abstract
Video gamers can play to negate the psychological impact of stress, which may become problematic when users over-rely on the stress relief potential of gaming. This study used a repeated measures experimental design to investigate the relationships between stress, video gaming, and problematic video gaming behaviours in a convenience sample of 40 students at a UK university. The results indicated that positive affect increased and negative affect decreased, whilst a biological stress measure (instantaneous pulse rate) also decreased after a short video gaming session (t(36) = 4.82, p < 0.001, d = 0.79). The results also suggested that video gaming can act as a short-term buffer against the physiological impact of stress. Further research should focus on testing individuals who have been tested for gaming disorder, as opposed to the general population. Research could also utilise variations of the methodological framework used in this study to examine the intensity of a stress relief effect under different social situations. The study's findings in relation to published works are also discussed.
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Affiliation(s)
- George Farmer
- Westminster Centre for Psychological Sciences, University of Westminster, London W1W 6UW, UK
| | - Joanne Lloyd
- Cyberpsychology Research—University of Wolverhampton, School of Psychology, Faculty of Education, Health and Wellbeing, University of Wolverhampton, Wolverhampton WV1 1LY, UK;
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Kim KW, Wallander JL, Kim B. Associations of Broader Parental Factors with Children's Happiness and Weight Status through Child Food Intake, Physical Activity, and Screen Time: A Longitudinal Modeling Analysis of South Korean Families. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2024; 21:176. [PMID: 38397667 PMCID: PMC10888306 DOI: 10.3390/ijerph21020176] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/30/2023] [Revised: 01/30/2024] [Accepted: 02/01/2024] [Indexed: 02/25/2024]
Abstract
This study investigated how broader parental factors including parental happiness, parental play engagement, and parenting stress are related to Korean children's happiness and weight status across three years via indirect pathways through the children's energy-related behaviors of healthy and unhealthy food intake, physical activity, and screen time. Data from 1551 Korean parent pairs and 7-year-old children in the Panel Study on Korean Children were analyzed. A path analysis and gender-based multi-group analysis were conducted. Maternal happiness was negatively related to child screen time. Maternal play engagement showed positive concurrent associations with child healthy food intake and physical activity and negative associations with screen time. Maternal parenting stress was negatively related to child healthy eating. There was one significant finding related to fathers' role on children's energy-related behaviors, happiness, and weight status: the positive association between parental happiness and boys' unhealthy food intake. Child screen time was positively related to child weight status and negatively to child happiness at each age. Broader maternal parenting factors can serve as a protective factor for childhood happiness and weight status in 7-to-9-year-olds through being associated with a reduction in child screen time.
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Affiliation(s)
- Kay W. Kim
- School of Social Sciences, Humanities and Arts, University of California, Merced, CA 95343, USA;
| | - Jan L. Wallander
- School of Social Sciences, Humanities and Arts, University of California, Merced, CA 95343, USA;
| | - Bokyung Kim
- Simple Steps Community Connection, Palo Alto, CA 94303, USA
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7
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Chabbouh A, Hallit S, Farah N, Youssef C, Hankache A, Fekih-Romdhane F, Bitar Z, Obeid S. Examining correlates of aggression and mediating effect of psychological distress between exposure to media violence and aggression in lebanese adults. BMC Psychol 2023; 11:191. [PMID: 37386511 DOI: 10.1186/s40359-023-01232-0] [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: 04/05/2023] [Accepted: 06/21/2023] [Indexed: 07/01/2023] Open
Abstract
BACKGROUND Violent media is the most consumed type of media in Lebanon. Many studies have linked exposure to media violence to increased aggression and psychological distress. As Lebanon is going through socio-political turmoil, we aimed to [1] explore the correlates of aggression (i.e., sociodemographic factors, BMI, loneliness, social competence, and psychological distress) in a sample of Lebanese adults from the general population, and [2] to examine the mediating effect of psychological distress in the association between exposure to media violence and aggression in this sample. METHODOLOGY Adults were recruited through online convenience sampling. We employed scales to assess content-based media exposure (C-ME), aggression (BPAQ-SF), psychological distress (DASS-8), loneliness (JGLS), and perceived social competence (PSCS). RESULTS Exposure to media violence was associated with all four aggression subtypes (verbal, physical, hostility, and anger). Psychological distress partially mediated all these associations; higher exposure to media violence was significantly associated with more psychological distress, which was significantly associated with higher levels of all types of aggression. Moreover, higher exposure to media violence was significantly associated with higher levels of all types of aggression. CONCLUSION In the sociopolitical context of Lebanon, violent media could be considered a public hazard. Psychological distress likely potentiates the association between exposure to violent media and aggression. Future research should focus on determining what components of psychological distress underpin this mediation.
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Affiliation(s)
- Alfred Chabbouh
- Faculty of Medical Sciences, Lebanese University, Beirut, Lebanon
| | - Souheil Hallit
- School of Medicine and Medical Sciences, Holy Spirit University of Kaslik, Jounieh, P.O. Box 446, Lebanon.
- Applied Science Research Center, Applied Science Private University, Amman, Jordan.
- Research Department, Psychiatric Hospital of the Cross, Jal Eddib, Lebanon.
| | - Nour Farah
- Research Department, Psychiatric Hospital of the Cross, Jal Eddib, Lebanon
| | - Christina Youssef
- School of Medicine and Medical Sciences, Holy Spirit University of Kaslik, Jounieh, P.O. Box 446, Lebanon
| | - Abdo Hankache
- School of Medicine and Medical Sciences, Holy Spirit University of Kaslik, Jounieh, P.O. Box 446, Lebanon
| | - Feten Fekih-Romdhane
- The Tunisian Center of Early Intervention in Psychosis, Department of Psychiatry "Ibn Omrane", Razi Hospital, Manouba, 2010, Tunisia
- Faculty of Medicine of Tunis, Tunis El Manar University, Tunis, Tunisia
| | - Zeinab Bitar
- Faculty of Medicine, Paris-Saclay University, Le Kremlin-Bicêtre, France
| | - Sahar Obeid
- Social and Education Sciences Department, School of Arts and Sciences, Lebanese American University, Jbeil, Lebanon
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8
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Wang GY, Simkute D, Griskova-Bulanova I. Neurobiological Link between Stress and Gaming: A Scoping Review. J Clin Med 2023; 12:3113. [PMID: 37176554 PMCID: PMC10179187 DOI: 10.3390/jcm12093113] [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: 02/06/2023] [Revised: 04/14/2023] [Accepted: 04/19/2023] [Indexed: 05/15/2023] Open
Abstract
Research on video gaming has been challenged by the way to properly measure individual play experience as a continuum, and current research primarily focuses on persons with gaming disorder based on the diagnostic criteria established in relation to substance use and gambling. To better capture the complexity and dynamic experience of gaming, an understanding of brain functional changes related to gaming is necessary. Based on the proinflammatory hypothesis of addiction, this scoping review was aiming to (1) survey the literature published since 2012 to determine how data pertinent to the measurement of stress response had been reported in video gaming studies and (2) clarify the link between gaming and stress response. Eleven studies were included in this review, and the results suggest that gaming could stimulate a stress-like physiological response, and the direction of this response is influenced by an individual's biological profile, history of gaming, and gaming content. Our findings highlight the need for future investigation of the stress-behaviour correlation in the context of gaming, and this will assist in understanding the biological mechanisms underlying game addiction and inform the potential targets for addiction-related proinflammatory research.
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Affiliation(s)
- Grace Y. Wang
- School of Psychology and Wellbeing, University of Southern Queensland, Toowoomba, QLD 4350, Australia
- Centre of Health Research, University of Southern Queensland, Toowoomba, QLD 4350, Australia
| | - Dovile Simkute
- Institute of Biosciences, Life Sciences Centre, Vilnius University, 10257 Vilnius, Lithuania
| | - Inga Griskova-Bulanova
- Institute of Biosciences, Life Sciences Centre, Vilnius University, 10257 Vilnius, Lithuania
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9
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Shen Y, Cicchella A. Health Consequences of Intensive E-Gaming: A Systematic Review. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2023; 20:1968. [PMID: 36767334 PMCID: PMC9915906 DOI: 10.3390/ijerph20031968] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 11/29/2022] [Revised: 01/18/2023] [Accepted: 01/19/2023] [Indexed: 06/18/2023]
Abstract
The aim of this review is to examine the links among the different factors that determine harmful or even deadly events in professional and semiprofessional intensive Esports players. Cases of serious injuries or even death in young (<35 years old) male professional Esports players are reported every year. Fatalities and injuries in professional Esports players (PEGS) have only affected male players, and these events have mostly been concentrated in Asia. Studies in the literature have reported several causes and mechanisms of injuries. Links between injuries and previous comorbidities have emerged from the extant literature; obesity and/or metabolic disorders, seizures (associated with overstimulation of the eyes), heart malfunctions, high basal and abrupt increases in systolic blood pressure (SBP), prolonged stress, and poor posture have been associated with injuries. Several clinical signs have been identified and the question emerges whether or not self-regulation by Esports associations or public health authorities is necessary.
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Affiliation(s)
- Yinhao Shen
- International College of Football, Tongji University, Shanghai 200092, China
| | - Antonio Cicchella
- International College of Football, Tongji University, Shanghai 200092, China
- Department for Quality-of-Life Studies, University of Bologna, 47921 Rimini, Italy
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10
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Internet and Video Games: Causes of Behavioral Disorders in Children and Teenagers. CHILDREN (BASEL, SWITZERLAND) 2022; 10:children10010086. [PMID: 36670637 PMCID: PMC9856521 DOI: 10.3390/children10010086] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 11/30/2022] [Revised: 12/24/2022] [Accepted: 12/27/2022] [Indexed: 01/03/2023]
Abstract
Even though video games have been present among children for many years, children are using them more continuously and in an abusive and indiscriminate way nowadays because of the "technological boom". It is affecting the behavior of children and adolescents. This is the reason why we are carrying out this systematic review. The main objective of this article is to investigate literature that directly connects the continuous and undifferentiated use of video games with the emergence of behavioral disorders in children and young people. The PRISMA statement was followed in the process of this article. We used SCOPUS, Web of Science and PubMed as databases, moreover, we searched studies with a scoping review. The results indisputably supported six out of seven of our hypotheses. We find that the excessive use of video games causes addiction to technology, aggressive behaviors, sleep disorders, and poor school performance. In addition, it hinders social relationships and the development of emotional intelligence. To conclude, it is necessary to correctly use video games in particular, and technologies in general, adapting their content to children's age, as well as the amount of time that they dedicate to use them.
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11
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Porter CL, Stockdale LA, Reschke P, Booth M, Memmott-Elison MK, Coyne SM. "Katerina gets mad": Infants' physiological and behavioral responses to co-viewing educational, self-regulatory media. Dev Psychobiol 2022; 64:e22337. [PMID: 36426789 DOI: 10.1002/dev.22337] [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: 05/16/2022] [Revised: 08/16/2022] [Accepted: 09/19/2022] [Indexed: 01/27/2023]
Abstract
A growing body of research has focused on the physiological impact of media on older children and adolescents. Less research has been focused on the potential physiological impact of media on infants and younger children, especially media designed to be age appropriate and educational in content. In this study, we examined respiratory sinus arrhythmia (RSA) in infants (N = 269, Mage = 17.13 months) while they co-viewed an educational video clip that modeled emotion regulation and contrasted their physiological response to an unoccupied baseline and a frustration paradigm (arm-restraint). Given parent reports showing the calming effect of educational media viewing in young children, we anticipated that a similar pattern of calming would be observed physiologically in infants. Results showed that relative to baseline, most infants demonstrated an increase in RSA while co-viewing, suggesting greater parasympathetic (regulatory) activation consistent with behavioral calming. However, infants who demonstrated vagal withdrawal during co-viewing (decrease in RSA) were more likely to have parents who used a tablet to help infants go to sleep at night. Vagal withdrawal was also associated with increased levels of negative affect observed during the co-viewing task. Findings are discussed in relation to the contextual effect of co-viewing age-appropriate, educational media on children's physiological responses.
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Affiliation(s)
- Chris L Porter
- School of Family Life, Brigham Young University, Provo, Utah, USA
| | | | - Peter Reschke
- School of Family Life, Brigham Young University, Provo, Utah, USA
| | - McCall Booth
- The Media School, Indiana University Bloomington, Bloomington, Indiana, USA
| | - Madison K Memmott-Elison
- Department of Human Development and Family Science, University of Missouri, Columbia, Missouri, USA
| | - Sarah M Coyne
- School of Family Life, Brigham Young University, Provo, Utah, USA
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12
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Iancarelli A, Denson TF, Chou CA, Satpute AB. Using citation network analysis to enhance scholarship in psychological science: A case study of the human aggression literature. PLoS One 2022; 17:e0266513. [PMID: 35446862 PMCID: PMC9022888 DOI: 10.1371/journal.pone.0266513] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/23/2021] [Accepted: 03/22/2022] [Indexed: 12/02/2022] Open
Abstract
Researchers cannot keep up with the volume of articles being published each year. In order to develop adequate expertise in a given field of study, students and early career scientists must be strategic in what they decide to read. Here we propose using citation network analysis to characterize the literature topology of a given area. We used the human aggression literature as our example. Our citation network analysis identified 15 research communities on aggression. The five largest communities were: "media and video games", "stress, traits and aggression", "rumination and displaced aggression", "role of testosterone", and "social aggression". We examined the growth of these research communities over time, and we used graph theoretic approaches to identify the most influential papers within each community and the "bridging" articles that linked distinct communities to one another. Finally, we also examined whether our citation network analysis would help mitigate gender bias relative to focusing on total citation counts. The percentage of articles with women first authors doubled when identifying influential articles by community structure versus citation count. Our approach of characterizing literature topologies using citation network analysis may provide a valuable resource for psychological scientists by outlining research communities and their growth over time, identifying influential papers within each community (including bridging papers), and providing opportunities to increase gender equity in the field.
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Affiliation(s)
- Alessia Iancarelli
- Department of Psychology, Northeastern University, Boston, MA, United States of America
| | - Thomas F. Denson
- School of Psychology , University of New South Wales, Sydney, NSW, AUS
| | - Chun-An Chou
- Mechanical Industrial Engineering, Northeastern University, Boston, MA, United States of America
| | - Ajay B. Satpute
- Department of Psychology, Northeastern University, Boston, MA, United States of America
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13
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Stress-Relieving Video Game and Its Effects: A POMS Case Study. COMPUTATIONAL INTELLIGENCE AND NEUROSCIENCE 2022; 2022:4239536. [PMID: 35498201 PMCID: PMC9045975 DOI: 10.1155/2022/4239536] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/09/2021] [Revised: 03/01/2022] [Accepted: 03/11/2022] [Indexed: 11/17/2022]
Abstract
Stress is the response or a change in our bodies to environmental factors like challenges or demands that are physical and emotional. The main cause of stress is illnesses and it is gaining more interest, a hot topic for many researchers. Stress can be brought about by a wide range of normal life occasions that are hard to avoid. Stress generally refers to two things: first, the psychological perception of pressure and the body’s response to it. On the other hand, it involves multiple systems, from metabolism to muscles to memory. Many methods and tools are being developed to reduce stress in humans. Stress can be a short-term issue or a long-term problem, depending on what changes in your life. The emphasis of this article is to reduce the effects of stress by developing a stress-releasing game and verifying its results through the Profile of Mood States (POMS) and POMS-2 survey. Games are associated with stress levels; hence, parameters like sounds, visuals, and colors associated with reducing stress are used to develop a game for the stress reduction in the players. The survey research aims to determine that the purpose-built game will affect the player's stress level using a reliable psychological survey paper. The survey collected a variety of information from its participants over six months. Different aspects of a person’s psychology and reactions are recorded in this scenario by calculating the mean, standard deviation, degree of freedom, zero-error, and probability-value%. The POMS and POMS-2 results are obtained from the custom-built game, and these are found to be effective in reducing stress.
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14
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A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic. PLoS One 2021; 16:e0261328. [PMID: 34914782 PMCID: PMC8675663 DOI: 10.1371/journal.pone.0261328] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/09/2021] [Accepted: 11/30/2021] [Indexed: 11/19/2022] Open
Abstract
The COVID-19 pandemic has been a major source of stress for a majority of people that might have negative long-term effects on mental health and well-being. In recent years, video games and their potential positive effects on stress relief have been researched and "relaxation" has been an important keyword in marketing a certain kind of video game. In a quasi-experimental design, this study investigated the increase of average daily player peak (ADPPs) for the COVID period compared to the pre-COVID period and if this increase was significantly larger for relaxing games in contrast to non-relaxing games. Results showed a medium-sized increase of ADPPs over all types of games but no difference between relaxing games and non-relaxing games. These results are discussed in regards to their potential of presenting gaps between the current theoretical models of the influence of video games on mental health and actual observed player behaviour.
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15
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de Looff PC, Cornet LJM, de Kogel CH, Fernández-Castilla B, Embregts PJCM, Didden R, Nijman HLI. Heart Rate and Skin Conductance Associations with Physical Aggression, Psychopathy, Antisocial Personality Disorder and Conduct Disorder: An Updated Meta-Analysis. Neurosci Biobehav Rev 2021; 132:553-582. [PMID: 34774587 DOI: 10.1016/j.neubiorev.2021.11.003] [Citation(s) in RCA: 25] [Impact Index Per Article: 6.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/06/2021] [Revised: 10/14/2021] [Accepted: 11/03/2021] [Indexed: 01/06/2023]
Abstract
The associations between physiological measures (i.e., heart rate and skin conductance) of autonomic nervous system (ANS) activity and severe antisocial spectrum behavior (AB) were meta-analyzed. We used an exhaustive partitioning of variables relevant to the ANS-AB association and investigated four highly relevant questions (on declining effect sizes, psychopathy subscales, moderators, and ANS measures) that are thought to be transformative for future research on AB. We investigated a broad spectrum of physiological measures (e.g., heart rate (variability), pre-ejection period) in relation to AB. The search date for the current meta-analysis was on January 1st, 2020, includes 101 studies and 769 effect sizes. Results indicate that effect sizes are heterogeneous and bidirectional. The careful partitioning of variables sheds light on the complex associations that were obscured in previous meta-analyses. Effects are largest for the most violent offenders and for psychopathy and are dependent on the experimental tasks used, parameters calculated, and analyses run. Understanding the specificity of physiological reactions may be expedient for differentiating between (and within) types of AB.
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Affiliation(s)
- Peter C de Looff
- Behavioural Science Institute, Radboud University, Nijmegen, the Netherlands; Fivoor, Science and Treatment Innovation, Den Dolder, the Netherlands; Expertcentre "De Borg", Den Dolder, the Netherlands.
| | - Liza J M Cornet
- Institute of Education and Child Studies, Leiden University, Leiden, the Netherlands
| | - Catharina H de Kogel
- Research and Documentation Centre (WODC), Ministry of Justice and Security, The Hague, the Netherlands
| | | | - Petri J C M Embregts
- Department of Tranzo, Tilburg School of Social and Behavioral Sciences, Tilburg University, Tilburg, the Netherlands
| | - Robert Didden
- Behavioural Science Institute, Radboud University, Nijmegen, the Netherlands; Expertcentre "De Borg", Den Dolder, the Netherlands; Trajectum, Specialized and Forensic Care, Zwolle, the Netherlands
| | - Henk L I Nijman
- Behavioural Science Institute, Radboud University, Nijmegen, the Netherlands; Fivoor, Science and Treatment Innovation, Den Dolder, the Netherlands; Expertcentre "De Borg", Den Dolder, the Netherlands
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16
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Hartanto A, Lua VY, Quek FY, Yong JC, Ng MH. A critical review on the moderating role of contextual factors in the associations between video gaming and well-being. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2021. [DOI: 10.1016/j.chbr.2021.100135] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022] Open
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17
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Hasan Y, Mohammed Al-Hajri S. “Your taste in fashion is bad”: The role of state of anger in aggressive behavior using the hot sauce paradigm. COGENT PSYCHOLOGY 2020. [DOI: 10.1080/23311908.2020.1826091] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/23/2022] Open
Affiliation(s)
- Youssef Hasan
- Social Sciences Department , Qatar University, Doha, Qatar
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18
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Medeiros BGD, Pimentel CE, Sarmet MM, Mariano TE. “Brutal Kill!” Violent video games as a predictor of aggression. PSICO-USF 2020. [DOI: 10.1590/1413-82712020250205] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/22/2022] Open
Abstract
Abstract In recent years, many international studies have investigated the relationship between violent games and violence, aggressiveness and delinquent behavior, but there are scarce studies in Brazil on the subject. The aim of this research was to investigate the relationship between dispositional behavior and antisocial behavior correlated with the playing of violent content video games. A total of 249 high school students participated in the study, of which 154 were women and 95 were men, aged 13-20 years (M = 15.4, DP = 1.12), who responded the following scales: Big Five Inventory, Buss and Perry Aggression Questionnaire, Antisocial and Criminal Behaviors Questionnaire and a new Scale of Video Games Violence. The regressions performed indicated that the violent games, antisocial behavior, anger and sex were predictors for physical aggression. In conclusion, the study confirms the hypothesis of the General Aggression Model on human aggression in which violent games are associated with aggressive behavior.
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19
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Milani L, Camisasca E, Ionio C, Miragoli S, Di Blasio P. Video games use in childhood and adolescence: Social phobia and differential susceptibility to media effects. Clin Child Psychol Psychiatry 2020; 25:456-470. [PMID: 31674805 DOI: 10.1177/1359104519882754] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Literature established a correlation between heavy exposure with video games (VGs) and withdrawal, loneliness, worse social skills, and social phobia. The present study hypothesizes that children with social phobia are more vulnerable to higher exposure in video gaming. Moreover, it hypothesizes that children with social phobia and higher exposure with VGs will be more at risk of developing negative outcomes such as externalizing problems. A survey measuring VG use habits, social phobia, and clinical outcomes was administered to 359 children and adolescents attending primary, secondary, and high schools in Northern Italy (aged 6-18 years old; M = 12.81, standard deviation (SD) = 3.16). Results show that participants with both social phobia and higher exposure in video gaming habits display worse developmental outcomes. Results are discussed in the light of the existing literature.
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Affiliation(s)
- Luca Milani
- Centro di ricerca sulle Dinamiche evolutive ed educative (CRIdee), Department of Psychology, Catholic University of Milan, Italy
| | | | - Chiara Ionio
- Centro di ricerca sulle Dinamiche evolutive ed educative (CRIdee), Department of Psychology, Catholic University of Milan, Italy
| | - Sarah Miragoli
- Centro di ricerca sulle Dinamiche evolutive ed educative (CRIdee), Department of Psychology, Catholic University of Milan, Italy
| | - Paola Di Blasio
- Centro di ricerca sulle Dinamiche evolutive ed educative (CRIdee), Department of Psychology, Catholic University of Milan, Italy
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20
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T’ng ST, Pau K. Identification of Avatar Mediates the Associations Between Motivations of Gaming and Internet Gaming Disorder Among the Malaysian Youth. Int J Ment Health Addict 2020. [DOI: 10.1007/s11469-020-00229-9] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 02/07/2023] Open
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21
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Chen CM, Anastasova S, Zhang K, Rosa BG, Lo BPL, Assender HE, Yang GZ. Towards Wearable and Flexible Sensors and Circuits Integration for Stress Monitoring. IEEE J Biomed Health Inform 2019; 24:2208-2215. [PMID: 31804946 DOI: 10.1109/jbhi.2019.2957444] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/05/2022]
Abstract
Excessive stress is one of the main causes of mental illness. Long-term exposure of stress could affect one's physiological wellbeing (such as hypertension) and psychological condition (such as depression). Multisensory information such as heart rate variability (HRV) and pH can provide suitable information about mental and physical stress. This paper proposes a novel approach for stress condition monitoring using disposable flexible sensors. By integrating flexible amplifiers with a commercially available flexible polyvinylidene difluoride (PVDF) mechanical deformation sensor and a pH-type chemical sensor, the proposed system can detect arterial pulses from the neck and pH levels from sweat located in the back of the body. The system uses organic thin film transistor (OTFT)-based signal amplification front-end circuits with modifications to accommodate the dynamic signal ranges obtained from the sensors. The OTFTs were manufactured on a low-cost flexible polyethylene naphthalate (PEN) substrate using a coater capable of Roll-to-Roll (R2R) deposition. The proposed system can capture physiological indicators with data interrogated by Near Field Communication (NFC). The device has been successfully tested with healthy subjects, demonstrating its feasibility for real-time stress monitoring.
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22
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Gampell AV, Gaillard JC, Parsons M. On the use of participatory methodologies for video game research: Exploring disaster risk reduction in video games. METHODOLOGICAL INNOVATIONS 2019. [DOI: 10.1177/2059799119884277] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Video game scholars examining the shortcomings of previous video game research reference the need for new and innovative methodologies. Existing video game research seemingly inhibits organic learning experiences by setting specific research targets or providing players with gameplay instructions, hence utilising methodological approaches that study the learning process from the outside. With the increasing popularity of both serious and mainstream disaster video games, a necessity exists for innovative research to explore how video games can be used as learning tools. Based upon the researchers’ own enquiry, this article demonstrates the potential use, benefits and challenges of participatory methodologies for the conduct of video game research. This article pushes back upon traditional video game research methods, reviewing the methodological approaches of existing video game literature and demonstrates how participatory methodologies are currently being used for disaster video game research. An examination of participatory methodologies, being used in disaster video game research, reviews the strengths and challenges of each research approach. Rationalising the potential of participatory methodologies, in the context of constructivist learning theory and active participation, to foster the learning process and explore learning from the inside. As such this article provides an innovative methodological framework, which can be used as a template when considering future video game research.
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Affiliation(s)
| | - JC Gaillard
- School of Environment, The University of Auckland, Auckland, New Zealand
| | - Meg Parsons
- School of Environment, The University of Auckland, Auckland, New Zealand
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23
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Porter AM, Goolkasian P. Video Games and Stress: How Stress Appraisals and Game Content Affect Cardiovascular and Emotion Outcomes. Front Psychol 2019; 10:967. [PMID: 31133924 PMCID: PMC6524699 DOI: 10.3389/fpsyg.2019.00967] [Citation(s) in RCA: 27] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/30/2018] [Accepted: 04/11/2019] [Indexed: 11/13/2022] Open
Abstract
Although previous studies have found that video games induce stress, studies have not typically measured all salient indicators of stress responses including stress appraisals, cardiovascular indicators, and emotion outcomes. The current study used the Biopsychosocial Model of Challenge and Threat (Blascovich and Tomaka, 1996) to determine if video games induce a cardiovascular stress response by comparing the effects of threat and challenge appraisals across two types of video games that have shown different cardiovascular outcomes. Participants received challenge or threat appraisal instructions, and played a fighting game (Mortal Kombat) or a puzzle game (Tetris). Study outcomes were heart rate variability, systolic and diastolic blood pressure, and positive and negative emotion ratings measured before, during and after gameplay. Results indicated that threat appraisal instructions increased negative emotion ratings and decreased heart rate variability, but not blood pressure, which is an essential marker for cardiovascular stress responses. Increased blood pressure and decreased heart rate variability was associated with fighting game players when compared with the puzzle game players, indicating a cardiovascular stress response; however, fighting game players also reported higher positive emotion ratings. Based on the study findings, video games do not induce stress responses like mental stressors used in previous research, demonstrating that the interactive player experience in video gaming may have more complex effects on stress outcomes. Future research should comprehensively measure biopsychosocial stress indicators and multiple emotional states over time to fully examine the relationship between video games and stress.
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Affiliation(s)
- Anne Marie Porter
- Department of Psychological Science, The University of North Carolina at Charlotte, Charlotte, NC, United States
| | - Paula Goolkasian
- Department of Psychological Science, The University of North Carolina at Charlotte, Charlotte, NC, United States
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24
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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: 0.8] [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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25
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Impact of video games on plasticity of the hippocampus. Mol Psychiatry 2018; 23:1566-1574. [PMID: 28785110 DOI: 10.1038/mp.2017.155] [Citation(s) in RCA: 71] [Impact Index Per Article: 10.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/09/2017] [Revised: 06/05/2017] [Accepted: 06/07/2017] [Indexed: 01/18/2023]
Abstract
The hippocampus is critical to healthy cognition, yet results in the current study show that action video game players have reduced grey matter within the hippocampus. A subsequent randomised longitudinal training experiment demonstrated that first-person shooting games reduce grey matter within the hippocampus in participants using non-spatial memory strategies. Conversely, participants who use hippocampus-dependent spatial strategies showed increased grey matter in the hippocampus after training. A control group that trained on 3D-platform games displayed growth in either the hippocampus or the functionally connected entorhinal cortex. A third study replicated the effect of action video game training on grey matter in the hippocampus. These results show that video games can be beneficial or detrimental to the hippocampal system depending on the navigation strategy that a person employs and the genre of the game.
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26
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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: 1.1] [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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27
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West GL, Konishi K, Bohbot VD. Video Games and Hippocampus-Dependent Learning. CURRENT DIRECTIONS IN PSYCHOLOGICAL SCIENCE 2017. [DOI: 10.1177/0963721416687342] [Citation(s) in RCA: 45] [Impact Index Per Article: 5.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/03/2023]
Abstract
Research examining the impact of video games on neural systems has largely focused on visual attention and motor control. Recent evidence now shows that video games can also impact the hippocampal memory system. Further, action and 3D-platform video-game genres are thought to have differential impacts on this system. In this review, we examine the specific design elements unique to either action or 3D-platform video games and break down how they could either favor or discourage use of the hippocampal memory system during gameplay. Analysis is based on well-established principles of hippocampus-dependent and non-hippocampus-dependent forms of learning from the human and rodent literature.
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Affiliation(s)
- Greg L. West
- Centre de Recherche en Neuropsychologie et Cognition, University of Montreal
| | - Kyoko Konishi
- Douglas Hospital Research Centre, Montreal, Canada
- Department of Psychiatry, McGill University
| | - Veronique D. Bohbot
- Douglas Hospital Research Centre, Montreal, Canada
- Department of Psychiatry, McGill University
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28
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Sharpe D, Whelton WJ. Frightened by an Old Scarecrow: The Remarkable Resilience of Demand Characteristics. REVIEW OF GENERAL PSYCHOLOGY 2016. [DOI: 10.1037/gpr0000087] [Citation(s) in RCA: 13] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
More than 50 years ago, the idea of demand characteristics was introduced by Martin Orne in a widely cited American Psychologist article. Through the 1960s and the mid-1970s, numerous studies were conducted investigating the role of demand characteristics in a variety of research areas. Demand characteristics faded from researchers’ attention in the late 1970s, relegated to brief descriptions in research methods textbooks. The present article traces the origins of and battles fought over demand characteristics during its heyday. Evidence is provided that suggests demand characteristics experienced a rebirth in the 1980s and it remains a widely referenced idea up to today. Demand characteristics reflect perennial concerns about the difficulties of and limitations to doing research with humans, concerns that often surface in the periodic crises that confront psychology. The types of problems that animated the crisis of confidence associated with demand characteristics in the 1970s form one dimension of the current replication crisis. Reinterpretation of this current replication crisis and a new direction for experimental research with human subjects are derived from this review of demand characteristics.
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29
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Read GL, Ballard M, Emery LJ, Bazzini DG. Examining desensitization using facial electromyography:Violent videogames, gender, and affective responding. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2016.03.074] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
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30
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Roy A, Ferguson CJ. Competitively versus cooperatively? An analysis of the effect of game play on levels of stress. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2015.11.020] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/22/2023]
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31
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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: 1.3] [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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32
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Lange R, Bowman ND, Banks J, Lange A. Grand Theft Auto(mation). INTERNATIONAL JOURNAL OF TECHNOLOGY AND HUMAN INTERACTION 2015. [DOI: 10.4018/ijthi.2015070103] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
Abstract
A growing area of video game research considers factors external to games that might predict both observed in-game and physical world decisions. One factor may be an individual's habitual behaviors, such as their physical activity routines. Because the authors tend to automate behaviors that they repeat in stable circumstances or contexts, virtual re-creations of those stimuli should prompt the same behavior in the game environment. Moreover, as virtual worlds become more similar to the physical world, behaviors the authors learn in physical reality might influence virtual behaviors. The authors ask two research questions: (RQ1) Is there an association between real-world habits and in-game decisions? (RQ2) Does the nature of the in-game task influence any relationship between real-world habits and in-game decisions? A quasi-experiment of 110 students at a large, mid-Atlantic university demonstrated that physical activity routines bias in-game transportation decisions, particularly when prompted to pursue a specific goal over a free exploration task.
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Affiliation(s)
| | | | - Jaime Banks
- West Virginia University, Morgantown, WV, USA
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33
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McCraty R, Zayas MA. Cardiac coherence, self-regulation, autonomic stability, and psychosocial well-being. Front Psychol 2014; 5:1090. [PMID: 25324802 PMCID: PMC4179616 DOI: 10.3389/fpsyg.2014.01090] [Citation(s) in RCA: 119] [Impact Index Per Article: 10.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/05/2014] [Accepted: 09/09/2014] [Indexed: 01/03/2023] Open
Abstract
The ability to alter one’s emotional responses is central to overall well-being and to effectively meeting the demands of life. One of the chief symptoms of events such as trauma, that overwhelm our capacities to successfully handle and adapt to them, is a shift in our internal baseline reference such that there ensues a repetitive activation of the traumatic event. This can result in high vigilance and over-sensitivity to environmental signals which are reflected in inappropriate emotional responses and autonomic nervous system dynamics. In this article we discuss the perspective that one’s ability to self-regulate the quality of feeling and emotion of one’s moment-to-moment experience is intimately tied to our physiology, and the reciprocal interactions among physiological, cognitive, and emotional systems. These interactions form the basis of information processing networks in which communication between systems occurs through the generation and transmission of rhythms and patterns of activity. Our discussion emphasizes the communication pathways between the heart and brain, as well as how these are related to cognitive and emotional function and self-regulatory capacity. We discuss the hypothesis that self-induced positive emotions increase the coherence in bodily processes, which is reflected in the pattern of the heart’s rhythm. This shift in the heart rhythm in turn plays an important role in facilitating higher cognitive functions, creating emotional stability and facilitating states of calm. Over time, this establishes a new inner-baseline reference, a type of implicit memory that organizes perception, feelings, and behavior. Without establishing a new baseline reference, people are at risk of getting “stuck” in familiar, yet unhealthy emotional and behavioral patterns and living their lives through the automatic filters of past familiar or traumatic experience.
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Affiliation(s)
| | - Maria A Zayas
- Department of Psychology, Brenau University Gainesville, GA, USA
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34
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Buruck G, Wendsche J, Melzer M, Strobel A, Dörfel D. Acute psychosocial stress and emotion regulation skills modulate empathic reactions to pain in others. Front Psychol 2014; 5:517. [PMID: 24910626 PMCID: PMC4039014 DOI: 10.3389/fpsyg.2014.00517] [Citation(s) in RCA: 23] [Impact Index Per Article: 2.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/15/2013] [Accepted: 05/11/2014] [Indexed: 12/15/2022] Open
Abstract
Psychosocial stress affects resources for adequate coping with environmental demands. A crucial question in this context is the extent to which acute psychosocial stressors impact empathy and emotion regulation. In the present study, 120 participants were randomly assigned to a control group vs. a group confronted with the Trier Social Stress Test (TSST), an established paradigm for the induction of acute psychosocial stress. Empathy for pain as a specific subgroup of empathy was assessed via pain intensity ratings during a pain-picture task. Self-reported emotion regulation skills were measured as predictors using an established questionnaire. Stressed individuals scored significantly lower on the appraisal of pain pictures. A regression model was chosen to find variables that further predict the pain ratings. These findings implicate that acute psychosocial stress might impair empathic processes to observed pain in another person and the ability to accept one's emotion additionally predicts the empathic reaction. Furthermore, the ability to tolerate negative emotions modulated the relation between stress and pain judgments, and thus influenced core cognitive-affective functions relevant for coping with environmental challenges. In conclusion, our study emphasizes the necessity of reducing negative emotions in terms of empathic distress when confronted with pain of another person under psychosocial stress, in order to be able to retain pro-social behavior.
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Affiliation(s)
- Gabriele Buruck
- Work and Organizational Psychology, Department of Psychology, Technische Universität Dresden Dresden, Germany
| | - Johannes Wendsche
- Work and Organizational Psychology, Department of Psychology, Technische Universität Dresden Dresden, Germany
| | - Marlen Melzer
- Work and Organizational Psychology, Department of Psychology, Technische Universität Dresden Dresden, Germany
| | - Alexander Strobel
- Neurogenetics and Individual Differences, Department of Psychology, Technische Universität Dresden Dresden, Germany
| | - Denise Dörfel
- Work and Organizational Psychology, Department of Psychology, Technische Universität Dresden Dresden, Germany ; Division of Mind and Brain Research, Department of Psychiatry and Psychotherapy, Charité Medical University Berlin Berlin, Germany
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35
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Greitemeyer T, Mügge DO. Video games do affect social outcomes: a meta-analytic review of the effects of violent and prosocial video game play. PERSONALITY AND SOCIAL PSYCHOLOGY BULLETIN 2014; 40:578-89. [PMID: 24458215 DOI: 10.1177/0146167213520459] [Citation(s) in RCA: 233] [Impact Index Per Article: 21.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Whether video game play affects social behavior is a topic of debate. Many argue that aggression and helping are affected by video game play, whereas this stance is disputed by others. The present research provides a meta-analytical test of the idea that depending on their content, video games do affect social outcomes. Data from 98 independent studies with 36,965 participants revealed that for both violent video games and prosocial video games, there was a significant association with social outcomes. Whereas violent video games increase aggression and aggression-related variables and decrease prosocial outcomes, prosocial video games have the opposite effects. These effects were reliable across experimental, correlational, and longitudinal studies, indicating that video game exposure causally affects social outcomes and that there are both short- and long-term effects.
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