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Chen CY, Chang HY, Lane HY, Liao YC, Ko HC. The executive function, behavioral systems, and heart rate variability in college students at risk of Mobile gaming addiction. Acta Psychol (Amst) 2025; 254:104809. [PMID: 39961264 DOI: 10.1016/j.actpsy.2025.104809] [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: 11/27/2024] [Revised: 01/23/2025] [Accepted: 02/12/2025] [Indexed: 03/05/2025] Open
Abstract
OBJECTS The prevalence of mobile gaming addiction (MGA) has risen as a result of technical advancements that have made it more portable and handier. Emotional distress and a decline in inhibitions might worsen addictions. The study sought to examine the physiological and neuropsychological indicators of MGA. METHODS Following the examination of the online activities of 1774 students in their first year, we recruited 13 participants with MGA and 27 controls, utilizing the internet gaming disorder test (IGDT) and problematic mobile gaming questionnaire (PMGQ). They filled daily executive function scale (DEFS), brief symptom rating scale-50 (BSRS-50), and behavior inhibition/activation scale (BIS/BAS). The Iowa gambling task (IGT-2), Stroop color-word test (SCWT), and the digit-span of the Wechsler intelligence scale were administered. The Heart Rate Variability (HRV) was measured at baseline, playing mobile games, and recovery condition. The independent t-test and repeated-measures ANOVA were used for analysis. RESULTS There were similar demographics between groups. The MGAs exhibited reduced inhibitions in SCWT, decreased DEFS, less total money in IGT-2, and elevated distress in BSRS. Both groups showed decreased SDNN, very low frequency, and total power during gameplay. However, the F-test indicated interaction effects of the proportion of NN50 divided by total number of NNs and high-frequency during gameplay, indicating an elevated state for MGAs than controls. CONCLUSION MGAs exhibit lower executive function, inhibition, and increased negative mood. The MGAs decreased in HRV during gaming, suggesting potential connections to impaired inhibitory control and stress-related responses. Further study is needed to clarify the mechanisms that contribute to MGA and differentiate it from broader frameworks of internet addiction.
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Affiliation(s)
- Chia-Ying Chen
- Department of Psychology, College of Medical and Health Sciences, Asia University, Taichung 413305, Taiwan
| | - Han-Yun Chang
- Department of Psychology, College of Medical and Health Sciences, Asia University, Taichung 413305, Taiwan; Center for Prevention and Treatment of Internet Addiction, Asia University, Taichung 413305, Taiwan; Clinical Psychology Center, Asia University Hospital, Taichung 413305, Taiwan
| | - Hsien-Yuan Lane
- Department of Psychiatry & Brain Disease Research Center, China Medical University Hospital, Taichung 404402, Taiwan; Graduate Institute of Biomedical Sciences, China Medical University, Taichung 404402, Taiwan
| | - Yu-Chi Liao
- Department of Psychology, College of Medical and Health Sciences, Asia University, Taichung 413305, Taiwan; Center for Prevention and Treatment of Internet Addiction, Asia University, Taichung 413305, Taiwan; Clinical Psychology Center, Asia University Hospital, Taichung 413305, Taiwan.
| | - Huei-Chen Ko
- Department of Psychology, College of Medical and Health Sciences, Asia University, Taichung 413305, Taiwan; Center for Prevention and Treatment of Internet Addiction, Asia University, Taichung 413305, Taiwan; Clinical Psychology Center, Asia University Hospital, Taichung 413305, Taiwan; Institute of Behavioral Medicine, Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan 701401, Taiwan; Department of Medical Research, China Medical University Hospital, China Medical University, Taichung 404402, Taiwan.
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2
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Clark FE. Levelling up the study of animal gameplay. Neurosci Biobehav Rev 2025; 169:106016. [PMID: 39826823 DOI: 10.1016/j.neubiorev.2025.106016] [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: 08/29/2024] [Revised: 01/03/2025] [Accepted: 01/13/2025] [Indexed: 01/22/2025]
Abstract
Play in humans and other animals is widespread and intuitive to recognise. Creative, unstructured play is difficult to quantify, but games direct play towards a specific goal and have defined rules, mechanics and rewards. To date, games have been under-utilised in human and animal behavioural neuroscience. This review evaluates evidence that animals can play human games, including game-theory contests, tangible games, and video games. Animals can be trained to play various human games with cognitive capacities such as role adoption, rule-following and performance monitoring. Animals can make irrational gameplay decisions that jeopardise rewards and have salient emotional responses to winning and losing. Games can advance the field of behavioural neuroscience in several ways. Cognitive tasks can become more engaging and ecologically relevant by adding game elements, known as gamification. Games can be used to induce and measure more naturalistic emotional responses to the process of overcoming (progression/regression) and end state (winning/losing) of cognitive challenges. There is also scope to target specific cognitive skill deficiencies in captive animals using games. However, a recent rapid increase in computerised testing environments raises an important ethical question about the boundary between games and reality for animals.
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Affiliation(s)
- Fay E Clark
- School of Psychological Science, University of Bristol, Bristol BS8 1TU, United Kingdom.
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3
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Kurniawan A, Piliang YA, Budiwaspada AE, Langi AZR. Heal Me!-Investigating the "Red Potion" Concept and Its Influence on Gamers' Cardiovascular Endurance. Games Health J 2024; 13:436-442. [PMID: 38904083 DOI: 10.1089/g4h.2024.0092] [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] [Indexed: 06/22/2024] Open
Abstract
The "red potion," inspired by video games, emulates the health point replenishment mechanism for injured game characters. Conversely, red ginger, known for its potential tonic properties in enhancing cardiovascular endurance, poses challenges in acquisition within specific regions. Several previous studies have highlighted the existence of an inseparable link when gamers are engaged in real-world activities, even without actively playing the game in the virtual world. This suggests the potential for the "red potion" concept to enhance the well-being of gamers in reality. A statistical ANOVA experiment involved 90 participants, all avid gamers, categorized into three groups: basic, placebo, and experimental. The basic group (BG) received a red-colored beverage without red ginger infusion or the 'red potion' concept. In contrast, the placebo group (PG) received a similar beverage described as a "red potion" but without red ginger. Lastly, the experimental group (EG) received a red ginger-infused beverage without the "red potion" concept. Despite receiving different treatments, all beverages were presented in the same red color. Participants underwent the "beep test" to assess their baseline stamina. The results revealed that both PG and EG exhibited comparable cardiovascular endurance, affirming the potential of the "red potion" concept to positively influence gamers.
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Affiliation(s)
- Andreas Kurniawan
- Doctoral Program in Visual Art and Design, Institut Teknologi Bandung, Jawa Barat, Indonesia
| | - Yasraf Amir Piliang
- Doctoral Program in Visual Art and Design, Institut Teknologi Bandung, Jawa Barat, Indonesia
| | - Agung Eko Budiwaspada
- Doctoral Program in Visual Art and Design, Institut Teknologi Bandung, Jawa Barat, Indonesia
| | - Armein Z R Langi
- Doctoral Program in Visual Art and Design, Institut Teknologi Bandung, Jawa Barat, Indonesia
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4
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Ningning W, Wenguang C. The effect of playing e-sports games on young people's desire to engage in physical activity: Mediating effects of social presence perception and virtual sports experience. PLoS One 2023; 18:e0288608. [PMID: 37498937 PMCID: PMC10374067 DOI: 10.1371/journal.pone.0288608] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/11/2023] [Accepted: 07/02/2023] [Indexed: 07/29/2023] Open
Abstract
E-sports game experiences can help enhance young peoples' willingness to participate in sports and fitness. However, e-sports game studies have mostly focused on users' violent tendencies and aggressive behaviors, and less attention has been paid to the positive effects on young peoples' sports health. The purpose of this study is to provide reasonable guidance young people away from sedentary, addictive and other negative behaviors and to promote active sports and healthy exercise and development. Following the random sampling criteria, questionnaires were distributed to Chinese young people aged 14 to 24 through gaming communities as well as social media platforms, and 1608 valid questionnaires were obtained after eliminating invalid ones. The influence mechanism of e-sports game experience on young peoples' intention to participate in sports and fitness was examined empirically by using factor analysis and structural equation modeling. The e-gaming scenes (β = 0.399, p<0.01), virtual sports experience (β = 0.257, p<0.01), and social presence (β = 0.258 p<0.01) each had a significant positive effect on young peoples' intention to participate in sports and fitness; virtual sports experience [OR]0.099, 95%: CI 0.077-0.121 and social presence[OR]0.052, 95%: CI 0.035-0.071, were known to have mediating utility in the e-gaming scenario's influence on young peoples' intention to participate in sports and fitness. Using the significant features of sports video games such as entertainment and simulation to awaken the interest and willingness to participate in young people sports is an innovative way to accelerate the development of mass sports.
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Affiliation(s)
- Wang Ningning
- School of Physical Education, Liaoning Normal University, Dalian, 116029, China
- Graduate Students' Affairs Department, Shenyang Sport University, Shenyang, 110102, China
| | - Cheng Wenguang
- School of Management and Journalism, Shenyang Sport University, Shenyang, 110102, China
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5
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Jalbert MC, Hyman IE, Blythe JS, Staugaard SR. Investigating features that contribute to evaluations of intrusiveness for thoughts and memories. Conscious Cogn 2023; 110:103507. [PMID: 37001442 DOI: 10.1016/j.concog.2023.103507] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/12/2022] [Revised: 02/22/2023] [Accepted: 03/16/2023] [Indexed: 03/30/2023]
Abstract
What makes a thought feel intrusive? One possibility is that traumatic experiences are the primary cause of intrusive thoughts and memories. Another possibility is that experiences of intrusiveness arise from the features involved with re-experiencing. We investigated several features that may lead a thought to feel intrusive: task-congruence, repetition, and affective content. In Experiment 1, participants listened to popular song clips expected to become stuck in one's head. In Experiment 2, participants were cued to recall their own autobiographical memories. We found that both songs and autobiographical memories replaying mentally felt more intrusive when they were incongruent with the current task, cued repeatedly, and had negative emotional content. Additionally, even liked songs and positive autobiographical memories were evaluated as highly intrusive under some conditions. Based on these findings, we argue that intrusiveness is not limited to traumatic thoughts, but rather is a context-dependent evaluation influenced by a variety of features.
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Barzykowski K, Moulin CJA. Are involuntary autobiographical memory and déjà vu natural products of memory retrieval? Behav Brain Sci 2022; 46:e356. [PMID: 36111499 DOI: 10.1017/s0140525x22002035] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/06/2022]
Abstract
Involuntary autobiographical memories (IAMs) and déjà vu are phenomena that occur spontaneously in daily life. IAMs are recollections of the personal past, whereas déjà vu is defined as an experience in which the person feels familiarity at the same time as knowing that the familiarity is false. We present and discuss the idea that both IAMs and déjà vu can be explained as natural phenomena resulting from memory processing and, importantly, are both based on the same memory retrieval processes. Briefly, we hypothesise that both can be described as "involuntary" or spontaneous cognitions, where IAMs deliver content and déjà vu delivers only the feeling of retrieval. We map out the similarities and differences between the two, making a theoretical and neuroscientific account for their integration into models of memory retrieval and how the autobiographical memory literature can explain these quirks of daily life and unusual but meaningful phenomena. We explain the emergence of the déjà vu phenomenon by relating it to well-known mechanisms of autobiographical memory retrieval, concluding that IAMs and déjà vu lie on a continuum.
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Affiliation(s)
- Krystian Barzykowski
- Applied Memory Research Laboratory, Institute of Psychology, Faculty of Philosophy, Jagiellonian University, Kraków, Poland
| | - Chris J A Moulin
- Laboratoire de Psychologie et Neurocognition, Université Grenoble Alpes, Grenoble, France
- Institut Universitaire de France
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Abstract
Some experiences linger in mind, spontaneously returning to our thoughts for minutes after their conclusion. Other experiences fall out of mind immediately. It remains unclear why. We hypothesize that an input is more likely to persist in our thoughts when it has been deeply processed: when we have extracted its situational meaning rather than its physical properties or low-level semantics. Here, participants read sequences of words with different levels of coherence (word-, sentence-, or narrative-level). We probe participants’ spontaneous thoughts via free word association, before and after reading. By measuring lingering subjectively (via self-report) and objectively (via changes in free association content), we find that information lingers when it is coherent at the narrative level. Furthermore, and an individual’s feeling of transportation into reading material predicts lingering better than the material’s objective coherence. Thus, our thoughts in the present moment echo prior experiences that have been incorporated into deeper, narrative forms of thinking. Some experiences linger in our minds, while others quickly fade. Here, the authors show that the extent to which our recent experiences linger into subsequent thought increases as a function of processing depth.
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The interplay between executive function deficits, psychopathological traits and dysfunctional gaming habits in the context of Game Transfer Phenomena. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2022.107469] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/18/2022]
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9
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Palmer-Cooper E, McGuire N, Wright A. Unusual experiences and their association with metacognition: investigating ASMR and Tulpamancy. Cogn Neuropsychiatry 2022; 27:86-104. [PMID: 34743647 DOI: 10.1080/13546805.2021.1999798] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
Abstract
BACKGROUND Unusual experiences in Tulpamancer and Autonomous Sensory Meridian Response (ASMR) communities are generally positive and sought after, unlike hallucinations and delusions in clinical populations. Metacognition, the ability to reflect on self-referential experiences, may aid sense-making around unusual experiences, reducing distress. This study investigated group differences in hallucination-proneness, delusion-proneness, and metacognition in these communities compared to controls, and whether metacognition predicted unusual experiences. METHODS 243 participants reporting ASMR, Tulpamancy, or neither, with no history of psychosis, took part in an online observational study. Participants completed the Beck Cognitive Insight Scale, Metacognitions Questionnaire-30, and Brief Core Schema Scales to capture metacognition. A Tulpamancer+ (reporting ASMR) group was identified and included in analyses. ANCOVAs highlighted group differences in hallucination-proneness, with Tulpamancer+ scoring higher, and metacognitive beliefs, with Tulpamancers reporting lower metacognitive belief endorsement. There were no group differences in delusion-proneness, self-reflection, or self-schemas. Stepwise regression demonstrated metacognition does influence unusual experiences in the non-clinical population, and this influence varies across groups. CONCLUSIONS In non-clinical populations, unusual sensory experiences are not associated with increased metacognitive beliefs, but having multiple unusual experiences is associated with higher hallucination-proneness. Results suggest improving metacognition in clinical groups may help reduce distress related to unusual sensory experiences.
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Affiliation(s)
- Emma Palmer-Cooper
- Centre for Innovation in Mental Health, School of Psychology, University of Southampton, Hampshire, UK
| | - Nicola McGuire
- Institute of Health and Wellbeing, University of Glasgow, Glasgow, UK
| | - Abigail Wright
- Center of Excellence for Psychosocial and Systemic Research, Department of Psychiatry, Massachusetts General Hospital, Boston, USA.,Harvard Medical School, Boston, USA
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Kuss DJ, Kristensen AM, Williams AJ, Lopez-Fernandez O. To Be or Not to Be a Female Gamer: A Qualitative Exploration of Female Gamer Identity. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:1169. [PMID: 35162194 PMCID: PMC8835226 DOI: 10.3390/ijerph19031169] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/30/2021] [Revised: 01/18/2022] [Accepted: 01/19/2022] [Indexed: 02/01/2023]
Abstract
The literature on online gaming has generally focused on male gamers and has been dominated by negative aspects of gaming. The present study addresses the gender gap in this field by exploring experiences of female gamers further by unravelling several positive experiences alongside some potentially harmful tendencies connected to gaming, including female gamers' wishes and ambitions for their future gaming. A total of 20 female adult gamers across Europe were interviewed and results were analysed using thematic analysis. Four main themes were identified: (i) to be or not to be a (female) gamer; (ii) improving social skills and levelling up on mental health; (iii) not always a healthy escape; and (iv) there is more to explore. The present study is one of few empirical studies regarding the construction of self-image, and experiences of female gamers. It has showed participants have a history as gamers from adolescence, but still face problems derived from the stigmatised internal gender self-image. Externally, female gamer stigmatisation may result in sexism, gender violence, harassment, and objectification. Additionally, females may decide against identifying as gamers, engaging in social gaming interaction, or hold back from online gaming in general, thereby missing out on the opportunities for recreation as well as social and psychological benefits that gaming brings. There is, therefore, urgent need for more research and actions to promote change, equity, education, and security for female gamers as well as their male counterparts. Game developers would benefit from understanding this large gamer demographic better and tailoring games for women specifically.
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Affiliation(s)
- Daria J. Kuss
- International Gaming Research Unit, Cyberpsychology Research Group, Department of Psychology, Nottingham Trent University, Nottingham NG1 4FQ, UK
| | - Anne Marie Kristensen
- Center for Visual Cognition, Department of Psychology, University of Copenhagen, 1165 Copenhagen, Denmark;
| | - A. Jess Williams
- School of Psychology, Institute for Mental Health, University of Birmingham, Birmingham B15 2SQ, UK;
| | - Olatz Lopez-Fernandez
- Foundation Health Research Institute, Fundación Jiménez Díaz University Hospital, 28040 Madrid, Spain
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11
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Ortiz de Gortari AB, Gackenbach J. Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors. Front Psychol 2021; 12:585547. [PMID: 33967879 PMCID: PMC8100040 DOI: 10.3389/fpsyg.2021.585547] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/20/2020] [Accepted: 03/15/2021] [Indexed: 11/17/2022] Open
Abstract
The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conceptualization of which is supported by the paradigms of addiction. Research into Game Transfer Phenomena (GTP) examines the interplay between video game features, events while playing, and the manipulation of hardware, which can lead to sensory-perceptual and cognitive intrusions (e.g., hallucinations and recurrent thoughts) and self-agency transient changes (e.g., automatic behaviors) related to video games. GTP can influence the interpretation of stimuli and everyday interactions and, in contrast to gaming disorder, are relatively common and not necessarily negative. However, some players have reported feeling distress due to their GTP. This study focuses on how dispositional and interactive media habit factors are related to GTP and two forms of problematic interactive media [problematic video game playing (PVG) and problematic social media use (PSMU)]. A sample of 343 university students who played video games completed an online survey (58.7% male, 19–25 years old). Not all who had experienced GTP were identified as exhibiting PVG or PSMU, but all of those in the PVG group had experienced GTP. Overall, the profiles of the groups, including GTP (91.4%), PVG (28.5%), and PSMU (24.8%), were in accordance with previous findings. Those in the GTP and the PVG groups were characterized by being male, being highly engaged in the game (either while playing or via game-related activities), and showed preferences for game-related activities. However, while those in the GTP group were significantly more likely to be fantasy-prone, those with PVG were the ones who played most per day. Those in the PSMU group were characterized by being female and/or extroverted, frequently using social/sharing platforms, and seldom playing video games. A hierarchical binary logistic regression revealed that males were more likely to experience GTP. Increases in PVG, fantasy proneness, and neuroticism increased the odds of GTP. Future work can benefit from considering the role of GTP in gaming disorder, since intrusive thoughts, cognitive biases, and poor impulse control are pivotal in the initiation and maintenance of dysfunctional playing behaviors.
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Affiliation(s)
| | - Jayne Gackenbach
- Department of Psychology, MacEwan University, Edmonton, AB, Canada
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Gutierrez JP. Do game transfer phenomena lead to flow? An investigation of in-game and out-game immersion among MOBA gamers. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2021. [DOI: 10.1016/j.chbr.2021.100079] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/27/2022] Open
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Liao GY, Nguyen HV, Cheng T, Teng CI. How do social networks foster online gamer loyalty? Perspective of weak/strong tie theory. TELEMATICS AND INFORMATICS 2020. [DOI: 10.1016/j.tele.2020.101437] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/24/2022]
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Cudo A, Wojtasiński M, Tużnik P, Griffiths MD, Zabielska-Mendyk E. Problematic Facebook use and problematic video gaming as mediators of relationship between impulsivity and life satisfaction among female and male gamers. PLoS One 2020; 15:e0237610. [PMID: 32810183 PMCID: PMC7437455 DOI: 10.1371/journal.pone.0237610] [Citation(s) in RCA: 18] [Impact Index Per Article: 3.6] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/16/2020] [Accepted: 07/29/2020] [Indexed: 12/11/2022] Open
Abstract
Over the past few decades, many new technologies have emerged, such as portable computers, the internet and smartphones, which have contributed to improving the lives of individuals. While the benefits of these new technologies are overwhelmingly positive, negative consequences are experienced by a minority of individuals. One possible negative aspect of new technologies is their problematic use due to impulsive use which may lead to lower life satisfaction. The present study investigated the mediating role of problematic video gaming (PVG) and problematic Facebook use (PFU) in the relationship between impulsivity dimensions and life satisfaction as well as the relationship between impulsivity dimensions and problematic behaviors. Additionally, the potential impact of gender differences was also examined. The study comprised 673 gamers (391 females) aged 17-38 years (M = 21.25 years, SD = 2.67) selected from 1365 individuals who completed an offline survey. PFU was assessed using the Facebook Intrusion Scale, and PVG was assessed using the nine-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF). Impulsivity dimensions such as attention, cognitive instability, motor, perseverance, self-control, and cognitive complexity were assessed using the Barratt Impulsiveness Scale (BIS-11), and life satisfaction was assessed using the Satisfaction With Life Scale (SWLS). Depending on the specific impulsivity dimension, findings showed both positive and negative relationships between impulsivity and life satisfaction. Attention and perseverance subtypes of impulsivity were primarily associated with problematic behaviors. Additionally, cognitive complexity was associated with PFU among female gamers, whereas cognitive instability was associated with PVG among male gamers. Additionally, PVG was primarily associated with lower life satisfaction. However, there was no mediation effects between impulsivity dimensions and life satisfaction via PFU or PVG. These findings provide a better understanding of the relationship between problematic behaviors, life satisfaction, and impulsivity among gamers and the differences between male and female gamers.
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Affiliation(s)
- Andrzej Cudo
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
- * E-mail:
| | - Marcin Wojtasiński
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
| | - Przemysław Tużnik
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
| | - Mark D. Griffiths
- International Gaming Research Unit, The Nottingham Trent University, Nottingham, United Kingdom
| | - Emilia Zabielska-Mendyk
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
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Stavropoulos V, Dumble E, Cokorilo S, Griffiths MD, Pontes HM. The Physical, Emotional, and Identity User-Avatar Association with Disordered Gaming: A Pilot Study. Int J Ment Health Addict 2019. [DOI: 10.1007/s11469-019-00136-8] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/25/2022] Open
Abstract
Abstract
Internet gaming disorder (IGD) is a rapidly expanding psychopathological manifestation necessitating further research and clinical attention. Although recent research has investigated relationships between user-avatar and excessive gaming, little is known about the interplay between IGD and avatar self-presence and its dimensions (i.e., the physical, emotional, and identity bond developed between the user and the in-game character). The aim of the present pilot study was twofold: (i) to investigate the associations between physical, emotional, and identity aspects of self-presence associate and IGD severity, and (ii) to assess IGD variations longitudinally in relation to the three dimensions of self-presence (i.e., proto-self-presence, core-self-presence, and extended-self-presence). The sample comprised 125 young adults aged between 18 and 29 years who underwent either (i) three offline measurements (1 month apart, over 3 months) or (ii) a cross-sectional online measurement. Regression and latent growth analysis indicated that the initial intensity of the physical, emotional, and identity self-presence aspects associated with IGD severity, but not to its longitudinal change. Overall, young adult gamers may exhibit higher IGD risk and severity when the experience of physical, emotional, and identity bonding with their in-game character is pronounced. The implications surrounding treatment and preventative policy recommendations are further discussed.
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Ortiz de Gortari AB, Griffiths MD. Letter to the Editor for ‘Current Addiction Reports’—Game Transfer Phenomena and Dissociation: a Reply to Guglielmucci et al. (2019). CURRENT ADDICTION REPORTS 2019. [DOI: 10.1007/s40429-019-00250-6] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/28/2022]
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17
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Ortiz de Gortari AB. Empirical study on Game Transfer Phenomena in a location-based augmented reality game. TELEMATICS AND INFORMATICS 2018. [DOI: 10.1016/j.tele.2017.12.015] [Citation(s) in RCA: 30] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
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19
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Turkish validation of the Game Transfer Phenomena Scale (GTPS): Measuring altered perceptions, automatic mental processes and actions and behaviours associated with playing video games. TELEMATICS AND INFORMATICS 2017. [DOI: 10.1016/j.tele.2017.09.003] [Citation(s) in RCA: 16] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/21/2022]
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20
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Ortiz de Gortari AB, Oldfield B, Griffiths MD. An empirical examination of factors associated with Game Transfer Phenomena severity. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2016.06.060] [Citation(s) in RCA: 17] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
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21
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Ortiz de Gortari AB, Griffiths MD. Commentary: Playing the computer game tetris prior to viewing traumatic film material and subsequent intrusive memories: examining proactive interference. Front Psychol 2016; 7:260. [PMID: 26941702 PMCID: PMC4763333 DOI: 10.3389/fpsyg.2016.00260] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/21/2015] [Accepted: 02/09/2016] [Indexed: 11/13/2022] Open
Affiliation(s)
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Division, Nottingham Trent University Nottingham, UK
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Griffiths MD, Ortiz de Gortari AB. Commentary: Musical hallucinations: review of treatment effects. Front Psychol 2015; 6:1885. [PMID: 26696943 PMCID: PMC4673341 DOI: 10.3389/fpsyg.2015.01885] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/15/2015] [Accepted: 11/22/2015] [Indexed: 11/13/2022] Open
Affiliation(s)
- Mark D Griffiths
- International Gaming Research Unit, Psychology Division, Nottingham Trent University Nottingham, UK
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Ortiz de Gortari AB, Pontes HM, Griffiths MD. The Game Transfer Phenomena Scale: An Instrument for Investigating the Nonvolitional Effects of Video Game Playing. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2015; 18:588-94. [DOI: 10.1089/cyber.2015.0221] [Citation(s) in RCA: 19] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Affiliation(s)
| | - Halley M. Pontes
- Department of Psychology, Nottingham Trent University, Nottingham, United Kingdom
| | - Mark D. Griffiths
- Department of Psychology, Nottingham Trent University, Nottingham, United Kingdom
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Altered Brain Reactivity to Game Cues After Gaming Experience. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2015; 18:474-9. [DOI: 10.1089/cyber.2015.0185] [Citation(s) in RCA: 17] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
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