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Asbee J, Slavish D, Taylor DJ, Dietch JR. Using a frequentist and Bayesian approach to examine video game usage, substance use, and sleep among college students. J Sleep Res 2023; 32:e13844. [PMID: 36814416 PMCID: PMC10442460 DOI: 10.1111/jsr.13844] [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: 05/17/2022] [Revised: 09/26/2022] [Accepted: 01/16/2023] [Indexed: 02/24/2023]
Abstract
Video games are a popular form of entertainment. However, there is mixed evidence for the association between video game usage and poor sleep quality, short sleep duration, or delayed sleep timing. The current study examined associations between daily sleep behaviours and video game usage via a Bayesian and frequentist statistical approach. Caffeine and alcohol consumption were also assessed as moderators, as these behaviours may co-occur with video game usage and poor sleep. 1032 (72% female) undergraduate students were recruited between 2006-2007. Participants completed questionnaires examining video game and substance use, as well as sleep diaries for 1 week. Frequentist analyses revealed that video game usage was related to increased variability in the total sleep time, and a later average sleep midpoint, but not sleep efficiency. Alcohol use moderated the relationships between video game usage and both average and variability in total sleep time. Caffeine use was related to shorter average total sleep time and more variability in sleep efficiency. Alcohol consumption was related to more variability in the total sleep time and sleep midpoint, and a later average sleep midpoint. Bayesian models suggested strong evidence that video game playing was associated with later average sleep midpoint. Like the frequentist approach, alcohol consumption moderated the relationship between video game usage and both average and variability in total sleep time, but the evidence was weak. The effect sizes for both approaches tended to be small. Using a rigorous statistical approach and a large sample, this study provides robust evidence that video game usage may not be strongly associated with poor sleep among undergraduate students.
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Affiliation(s)
- Justin Asbee
- University of North Texas, Denton, Texas, USA
- University of Arkansas, Fayetteville, Arkansas, USA
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Chen S, Yi Z, Wang X, Luo Y, Liu Y. Competitive game motivation and trait aggression among Chinese adolescent players of Glory of the King: The mediating role of avatar identification and game aggression. Aggress Behav 2022; 48:563-572. [PMID: 35822865 DOI: 10.1002/ab.22045] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/16/2021] [Revised: 05/16/2022] [Accepted: 05/19/2022] [Indexed: 02/02/2023]
Abstract
Previous studies have shown that competitive video gaming is associated with aggression; however, little is known about the relationship between personal competitive factors and aggression. Thus, we used structural equation modeling to examine the association between competitive game motivation and trait aggression, as well as the potential mediating roles of avatar identification and game aggression, among 1584 (59.66% male; Mage = 14.58 years, SD = 1.49, range = 12-19) Chinese adolescent players of Glory of the King. The results showed that the direct effect of competitive game motivation on trait aggression was statistically significant, as were the indirect effects of competitive motivation-via both avatar identification and game aggression-on the three indicators of aggressive behavioral tendencies in everyday life. These results support the General Aggression Model, suggesting that competitive motivation is a personal factor predicting trait aggression. It contributes to our understanding of the roles of competition in video gamers' real-life aggressive behavior from an individual perspective.
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Affiliation(s)
- Shuai Chen
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Zhenshuo Yi
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Xu Wang
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Yali Luo
- Center of Mental Health Education, Southwest University of Political Science and Law, Chongqing, China
| | - Yanling Liu
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
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3
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Hafeez T, Umar Saeed SM, Arsalan A, Anwar SM, Ashraf MU, Alsubhi K. EEG in game user analysis: A framework for expertise classification during gameplay. PLoS One 2021; 16:e0246913. [PMID: 34143774 PMCID: PMC8213131 DOI: 10.1371/journal.pone.0246913] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/25/2021] [Accepted: 05/27/2021] [Indexed: 11/17/2022] Open
Abstract
Video games have become a ubiquitous part of demographically diverse cultures. Numerous studies have focused on analyzing the cognitive aspects involved in game playing that could help in providing an optimal gaming experience by improving video game design. To this end, we present a framework for classifying the game player's expertise level using wearable electroencephalography (EEG) headset. We hypothesize that expert and novice players' brain activity is different, which can be classified using frequency domain features extracted from EEG signals of the game player. A systematic channel reduction approach is presented using a correlation-based attribute evaluation method. This approach lead us in identifying two significant EEG channels, i.e., AF3 and P7, among fourteen channels available in Emotiv EPOC headset. In particular, features extracted from these two EEG channels contributed the most to the video game player's expertise level classification. This finding is validated by performing statistical analysis (t-test) over the extracted features. Moreover, among multiple classifiers used, K-nearest neighbor is the best classifier in classifying game player's expertise level with a classification accuracy of up to 98.04% (without data balancing) and 98.33% (with data balancing).
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Affiliation(s)
- Tehmina Hafeez
- Department of Computer Engineering, University of Engineering and Technology, Taxila, Pakistan
| | | | - Aamir Arsalan
- Department of Computer Engineering, University of Engineering and Technology, Taxila, Pakistan
| | - Syed Muhammad Anwar
- Department of Software Engineering, University of Engineering and Technology, Taxila, Pakistan
| | - Muhammad Usman Ashraf
- Department of Computer Science, University of Management and Technology, Lahore (Sialkot), Pakistan
| | - Khalid Alsubhi
- Department of Computer Science, King Abdul Aziz University, Jeddah, Saudi Arabia
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Kowal M, Conroy E, Ramsbottom N, Smithies T, Toth A, Campbell M. Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games. JMIR Serious Games 2021; 9:e26575. [PMID: 34132648 PMCID: PMC8277305 DOI: 10.2196/26575] [Citation(s) in RCA: 25] [Impact Index Per Article: 8.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/17/2020] [Revised: 03/18/2021] [Accepted: 04/02/2021] [Indexed: 02/06/2023] Open
Abstract
Globally, depression and anxiety are the two most prevalent mental health disorders. They occur both acutely and chronically, with various symptoms commonly expressed subclinically. The treatment gap and stigma associated with such mental health disorders are common issues encountered worldwide. Given the economic and health care service burden of mental illnesses, there is a heightened demand for accessible and cost-effective methods that prevent occurrence of mental health illnesses and facilitate coping with mental health illnesses. This demand has been exacerbated post the advent of the COVID-19 pandemic and the subsequent increase in incidence of mental health disorders. To address these demands, a growing body of research is exploring alternative solutions to traditional mental health treatment methods. Commercial video games have been shown to impart cognitive benefits to those playing regularly (ie, attention control, cognitive flexibility, and information processing). In this paper, we specifically focus on the mental health benefits associated with playing commercial video games to address symptoms of depression and anxiety. In light of the current research, we conclude that commercial video games show great promise as inexpensive, readily accessible, internationally available, effective, and stigma-free resources for the mitigation of some mental health issues in the absence of, or in addition to, traditional therapeutic treatments.
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Affiliation(s)
- Magdalena Kowal
- Lero, The Science Foundation Ireland Research Centre for Software, Physical Education and Sport Sciences Department, University of Limerick, Castletroy, Limerick, Ireland
| | - Eoin Conroy
- Lero, The Science Foundation Ireland Research Centre for Software, Physical Education and Sport Sciences Department, University of Limerick, Castletroy, Limerick, Ireland
| | - Niall Ramsbottom
- Lero, The Science Foundation Ireland Research Centre for Software, Physical Education and Sport Sciences Department, University of Limerick, Castletroy, Limerick, Ireland
| | - Tim Smithies
- Lero, The Science Foundation Ireland Research Centre for Software, Physical Education and Sport Sciences Department, University of Limerick, Castletroy, Limerick, Ireland
| | - Adam Toth
- Lero, The Science Foundation Ireland Research Centre for Software, Physical Education and Sport Sciences Department, University of Limerick, Castletroy, Limerick, Ireland
| | - Mark Campbell
- Lero, The Science Foundation Ireland Research Centre for Software, Physical Education and Sport Sciences Department, University of Limerick, Castletroy, Limerick, Ireland
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Ferguson CJ, Gryshyna A, Kim JS, Knowles E, Nadeem Z, Cardozo I, Esser C, Trebbi V, Willis E. Video games, frustration, violence, and virtual reality: Two studies. BRITISH JOURNAL OF SOCIAL PSYCHOLOGY 2021; 61:83-99. [PMID: 34114247 DOI: 10.1111/bjso.12471] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/24/2020] [Revised: 05/20/2021] [Accepted: 05/25/2021] [Indexed: 11/28/2022]
Abstract
The degree to which the content of video games influences aggression continues to be debated in the scholarly literature. The current article includes two studies, one of which replicates one study from Przybylski et al. (2014, J. Pers. Soc. Psychol., 106, 441) and the other which extends related concepts into virtual reality. In the first study, two versions of Tetris were examined, differing in levels of difficulty. In the second study, participants played virtual reality games which differed in regard to difficulty and violent content. Difficulty increased hostility in the second study but not the first. Violent content influenced neither hostility nor aggressive behaviour. Results partially supported the frustration theory of aggression, but not theories of violent content effects. Implications for the field are discussed.
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Addo PC, Fang J, Kulbo NB, Gumah B, Dagadu JC, Li L. Violent Video Games and Aggression Among Young Adults: The Moderating Effects of Adverse Environmental Factors. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2021; 24:17-23. [PMID: 33434093 DOI: 10.1089/cyber.2020.0018] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
Research is divided on the effects of violent video games (VVGs). Some scholars claimed that VVG promotes aggression, reduces empathy, increases self-injury, and externalization, whereas others claim that a minimal or, in some cases, no traits as reported by the former is associated with playing VVGs. This study provides evidence to support claims that VVG is associated with aggressive behavior among young adults. However, the study focused more importantly on the moderating effects of adverse environmental factors on this relationship from a cross-cultural perspective. A total of 3,219 young adults between 18 and 35 years sampled from colleges and game centers in Ghana and China provided support for this study. We adopted a parallel moderated-mediation regression analysis and found that increased exposure to VVG is associated with reduced empathy concerns, aggression-related thoughts, and increased aggressive behavior. Although controlling for gender, setting, and location, the results pointed to the magnifying effects of the adverse environments in explaining the association between VVG and aggressive behavior. This study thus provides strong support for the frequently debated adverse effects of playing VVG among young adults with a particular reference to environmental factors and will hence aid in communicating a more representative viewpoint on the effects of VVG.
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Affiliation(s)
- Prince Clement Addo
- School of Management and Economics, University of Electronic Science and Technology of China, Chengdu, P.R. China.,Center for West African Studies, University of Electronic Science and Technology of China, Chengdu, P.R. China
| | - Jiaming Fang
- School of Management and Economics, University of Electronic Science and Technology of China, Chengdu, P.R. China
| | - Nora Bakabbey Kulbo
- School of Management and Economics, University of Electronic Science and Technology of China, Chengdu, P.R. China
| | - Bernard Gumah
- School of Management and Economics, University of Electronic Science and Technology of China, Chengdu, P.R. China
| | | | - Liangqiang Li
- School of Business, Sichuan Agricultural University, Yaan, P.R. China
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Ferguson CJ, Copenhaver A, Markey P. Reexamining the Findings of the American Psychological Association's 2015 Task Force on Violent Media: A Meta-Analysis. PERSPECTIVES ON PSYCHOLOGICAL SCIENCE 2020; 15:1423-1443. [PMID: 32777188 DOI: 10.1177/1745691620927666] [Citation(s) in RCA: 23] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
In 2015, the American Psychological Association (APA) released a task-force technical report on video-game violence with a concurrent resolution statement linking violent games to aggression but not violent crime. The task-force report has proven to be controversial; many scholars have criticized language implying conclusive evidence linking violent games to aggression as well as technical concerns regarding the meta-analysis that formed the basis of the technical report and resolution statement. In the current article, we attempt a reevaluation of the 2015 technical report meta-analysis. The intent of this reevaluation was to examine whether the data foundations behind the APA's resolution on video-game violence were sound. Reproducing the original meta-analysis proved difficult because some studies were included that did not appear to have relevant data, and many other available studies were not included. The current analysis revealed negligible relationships between violent games and aggressive or prosocial behavior, small relationships with aggressive affect and cognitions, and stronger relationships with desensitization. However, effect sizes appeared to be elevated because of non-best-practices and researcher-expectancy effects, particularly for experimental studies. It is concluded that evidence warrants a more cautious interpretation of the effects of violent games on aggression than provided by the APA technical report or resolution statement.
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Květon P, Jelínek M. Frustration and Violence in Mobile Video Games. SWISS JOURNAL OF PSYCHOLOGY 2020. [DOI: 10.1024/1421-0185/a000236] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
Abstract
Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.
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Affiliation(s)
- Petr Květon
- Institute of Psychology, Czech Academy of Sciences, p.r.i., Czech Republic
| | - Martin Jelínek
- Institute of Psychology, Czech Academy of Sciences, p.r.i., Czech Republic
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Korkeila H, Hamari J. Avatar capital: The relationships between player orientation and their avatar's social, symbolic, economic and cultural capital. COMPUTERS IN HUMAN BEHAVIOR 2020. [DOI: 10.1016/j.chb.2019.07.036] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/01/2022]
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Lagrange V, Hiskes B, Woodward C, Li B, Breithaupt F. Choosing and enjoying violence in narratives. PLoS One 2019; 14:e0226503. [PMID: 31856262 PMCID: PMC6922367 DOI: 10.1371/journal.pone.0226503] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/10/2019] [Accepted: 11/27/2019] [Indexed: 11/19/2022] Open
Abstract
We use an interactive story design in which participants read short stories and make two consecutive plot choices about whether protagonists commit low- or high-violence actions. Our study has four main findings. 1) People who choose high violence report greater satisfaction with the story, while those switching to or staying with no violence show lower satisfaction. 2) However, when participants encounter these stories without choices, they reliably rate higher-violence stories as less satisfying than lower-violence stories. 3) Regret seems to account for the low satisfaction of those who choose or switch to low violence. 4) There is a large segment of people (up to 66%) who can be persuaded by different story contexts (genre, perspective) to choose extreme violence in interactive fiction and as a consequence of their choice feel satisfaction. We hypothesize that people who opt for high violence enjoy the story as a result of their choice. Overall, we suggest that choosing violence serves as a gateway for enjoyment by creating an aesthetic zone of control detached from morality.
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Affiliation(s)
- Victoria Lagrange
- Department of French and Italian, Indiana University, Bloomington, Indiana, United States of America
| | - Benjamin Hiskes
- Department of English, Indiana University, Bloomington, Indiana, United States of America
| | - Claire Woodward
- Department of Germanic Studies, Indiana University, Bloomington, Indiana, United States of America
| | - Binyan Li
- Department of Cognitive Science, Indiana University, Bloomington, Indiana, United States of America
| | - Fritz Breithaupt
- Department of Germanic Studies, Indiana University, Bloomington, Indiana, United States of America
- Department of Cognitive Science, Indiana University, Bloomington, Indiana, United States of America
- * E-mail:
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Dowsett A, Jackson M. The effect of violence and competition within video games on aggression. COMPUTERS IN HUMAN BEHAVIOR 2019. [DOI: 10.1016/j.chb.2019.05.002] [Citation(s) in RCA: 20] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
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Elson M, Ferguson CJ, Gregerson M, Hogg JL, Ivory J, Klisanin D, Markey PM, Nichols D, Siddiqui S, Wilson J. Do Policy Statements on Media Effects Faithfully Represent the Science? ADVANCES IN METHODS AND PRACTICES IN PSYCHOLOGICAL SCIENCE 2019. [DOI: 10.1177/2515245918811301] [Citation(s) in RCA: 31] [Impact Index Per Article: 6.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Professional advocacy associations such as the American Psychological Association (APA) and American Academy of Pediatrics commonly release policy statements regarding science and behavior. Policymakers and the general public may assume that such statements reflect objective conclusions, but their actual fidelity in representing science remains largely untested. For example, in recent decades, policy statements related to media effects have been released with increasing regularity. However, they have often provoked criticisms that they do not adequately reflect the state of the science on media effects. The News Media, Public Education and Public Policy Committee (a standing committee of APA’s Division 46, the Media Psychology and Technology division) reviewed all publicly available policy statements on media effects produced by professional organizations and evaluated them using a standardized rubric. It was found that current policy statements tend to be more definitive than is warranted by the underlying science, and often ignore conflicting research results. These findings have broad implications for policy statements more generally, outside the field of media effects. In general, the committee suggests that professional organizations run the risk of misinforming the public when they release policy statements that do not acknowledge debates and inconsistencies in a field, or limitations of methodology. In formulating policy statements, advocacy organizations may wish to focus less on claiming consensus and more on acknowledging areas of agreement, areas of disagreement, and limitations.
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Affiliation(s)
- Malte Elson
- Department of Psychology, Ruhr University Bochum
| | | | | | | | - James Ivory
- Department of Communication, Virginia Polytechnic Institute and State University
| | - Dana Klisanin
- Evolutionary Guidance Media R&D, Inc., New York, New York
| | | | - Deborah Nichols
- Department of Human Development and Family Studies, Purdue University College of Health and Human Sciences
| | - Shahbaz Siddiqui
- Department of Behavioral Psychology, California Southern University
| | - June Wilson
- College of Social and Behavioral Science, Walden University
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Abstract
It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous experimental studies have focussed on short-term effects of violent video gameplay on aggression, yet there are reasons to believe that these effects are mostly the result of priming. In contrast, the present study is the first to investigate the effects of long-term violent video gameplay using a large battery of tests spanning questionnaires, behavioural measures of aggression, sexist attitudes, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), mental health (depressivity, anxiety) as well as executive control functions, before and after 2 months of gameplay. Our participants played the violent video game Grand Theft Auto V, the non-violent video game The Sims 3 or no game at all for 2 months on a daily basis. No significant changes were observed, neither when comparing the group playing a violent video game to a group playing a non-violent game, nor to a passive control group. Also, no effects were observed between baseline and posttest directly after the intervention, nor between baseline and a follow-up assessment 2 months after the intervention period had ended. The present results thus provide strong evidence against the frequently debated negative effects of playing violent video games in adults and will therefore help to communicate a more realistic scientific perspective on the effects of violent video gaming.
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Copenhaver A, Ferguson CJ. Selling violent video game solutions: A look inside the APA's internal notes leading to the creation of the APA's 2005 resolution on violence in video games and interactive media. INTERNATIONAL JOURNAL OF LAW AND PSYCHIATRY 2018; 57:77-84. [PMID: 29548507 DOI: 10.1016/j.ijlp.2018.01.004] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/30/2017] [Revised: 01/05/2018] [Accepted: 01/08/2018] [Indexed: 06/08/2023]
Abstract
For decades politicians, parent groups, researchers, media outlets, professionals in various fields, and laymen have debated the effects playing violent video games have on children and adolescents. In academia, there also exists a divide as to whether violent video games cause children and adolescents to be aggressive, violent, and even engage in criminal behavior. Given inconsistencies in the data, it may be important to understand the ways and the reasons why professional organizations take a stance on the violent video game effects debate which may reflect greater expressed certitude than data can support. This piece focuses on the American Psychological Association's internal communications leading to the creation of their 2005 Resolution on Violence in Video Games and Interactive Media. These communications reveal that in this case, the APA attempted to "sell" itself as a solution to the perceived violent video game problem. The actions leading to the 2005 resolution are then compared to the actions of the APA's 2013-2015 Task Force on Violent Media. The implications and problems associated with the APA's actions regarding violent video games are addressed and discussed below.
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Hemenover SH, Bowman ND. Video games, emotion, and emotion regulation: expanding the scope. ACTA ACUST UNITED AC 2018. [DOI: 10.1080/23808985.2018.1442239] [Citation(s) in RCA: 15] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
Affiliation(s)
| | - Nicholas D. Bowman
- Department of Communication Studies, West Virginia University, Morgantown, USA
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