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Karagoz Tanigor E, Ozbek A, Ozyurt G, Pekcanlar Akay A. Comparisons of clinical subtypes, symptom severity, global functioning, emotional and behavior problems, and CPT test profiles in children and adolescents with ADHD with and without co-occurring internet gaming disorder. Nord J Psychiatry 2024; 78:247-254. [PMID: 38319235 DOI: 10.1080/08039488.2024.2311705] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/19/2023] [Accepted: 01/24/2024] [Indexed: 02/07/2024]
Abstract
OBJECTIVES This study aims to assess whether the presence of Internet Gaming Disorder (IGD) is associated with disease severity, Attention Deficit Hyperactivity Disorder(ADHD) presentation, emotional problems, behavioral problems, and CPT profile in patients with ADHD. METHOD Forty children with IGD and sixty-four patients without IGD were included in the study, all of whom had a diagnosis of ADHD. Comorbid psychiatric disorders were determined using The Kiddie Schedule for Affective Disorders and Schizophrenia (K-SADS). Conners's Parent Rating Scale-Revised Short form (CPRS-RS), The Strengths and Difficulties Questionnaire (SDQ), Internet Gaming Disorder Questionnaire (IGD-20), and MOXO Continuous Performance Test (MOXO d-CPT) were performed on the children, and Clinical Global Impression (CGI), Children's Global Assessment Scale (CGAS), comorbidities and ADHD presentations were evaluated. RESULTS The IGD group was found to have the combined presentation of ADHD more commonly, and their CGI, CGAS, SDQ behavior problems subscale, cognitive problems, attention problems, and ADHD index in the CPRS-RS questionnaire were found to be higher (p < 0.05). No differences were found in attention, timing, impulsiveness, and hyperactivity scores in CPT between groups (p > 0.05). CONCLUSION Our study has shown that children with both ADHD and IGD had more severe symptoms, more behavioral problems, and differences regarding the prevalence of the ADHD presentations when compared to children having ADHD without IGD. Longitudinal studies with higher sample sizes are required to investigate this possible connection in the context of a cause-effect relationship and draw a conclusion.
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Affiliation(s)
- Ezgi Karagoz Tanigor
- Department of Child and Adolescent Psychiatry, Dokuz Eylul University Faculty of Medicine, Izmir, Turkey
- Department of Child and Adolescent Psychiatry, Izmir Katip Celebi University Faculty of Medicine, Ataturk Training and Research Hospital, Izmir, Turkey
| | - Aylin Ozbek
- Department of Child and Adolescent Psychiatry, Dokuz Eylul University Faculty of Medicine, Izmir, Turkey
| | - Gonca Ozyurt
- Department of Child and Adolescent Psychiatry, Izmir Katip Celebi University Faculty of Medicine, Tepecik Training and Research Hospital, Izmir, Turkey
| | - Aynur Pekcanlar Akay
- Department of Child and Adolescent Psychiatry, Dokuz Eylul University Faculty of Medicine, Izmir, Turkey
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Pluta A, Mazurek J, Wojciechowski J, Wolak T, Soral W, Bilewicz M. Exposure to hate speech deteriorates neurocognitive mechanisms of the ability to understand others' pain. Sci Rep 2023; 13:4127. [PMID: 36914701 PMCID: PMC10011534 DOI: 10.1038/s41598-023-31146-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/22/2022] [Accepted: 03/07/2023] [Indexed: 03/16/2023] Open
Abstract
The widespread ubiquity of hate speech affects people's attitudes and behavior. Exposure to hate speech can lead to prejudice, dehumanization, and lack of empathy towards members of outgroups. However, the impact of exposure to hate speech on empathy and propensity to attribute mental states to others has never been directly tested empirically. In this fMRI study, we examine the effects of exposure to hate speech on neural mechanisms of empathy towards ingroup (Poles) versus outgroup members (Arabs). Thirty healthy young adults were randomly assigned to 2 groups: hateful and neutral. During the fMRI study, they were initially exposed to hateful or neutral comments and subsequently to narratives depicting Poles and Arabs in pain. Using whole-brain and region of interest analysis, we showed that exposure to derogatory language about migrants attenuates the brain response to someone else's pain in the right temporal parietal junction (rTPJ), irrespective of group membership (Poles or Arabs). Given that rTPJ is associated with processes relevant to perspective-taking, its reduced activity might be related to a decreased propensity to take the psychological perspective of others. This finding suggests that hate speech affects human functioning beyond intergroup relations.
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Affiliation(s)
- Agnieszka Pluta
- Faculty of Psychology, University of Warsaw, Stawki 5/7 Street, 00-183, Warszawa, Poland.
- Bioimaging Research Center, World Hearing Center of Institute of Physiology and Pathology of Hearing, Warszawa, Poland.
| | - Joanna Mazurek
- Faculty of Psychology, University of Warsaw, Stawki 5/7 Street, 00-183, Warszawa, Poland
| | - Jakub Wojciechowski
- Bioimaging Research Center, World Hearing Center of Institute of Physiology and Pathology of Hearing, Warszawa, Poland
- Laboratory of Emotions Neurobiology, Nencki Institute of Experimental Biology PAS, Warsaw, Poland
| | - Tomasz Wolak
- Bioimaging Research Center, World Hearing Center of Institute of Physiology and Pathology of Hearing, Warszawa, Poland
| | - Wiktor Soral
- Faculty of Psychology, University of Warsaw, Stawki 5/7 Street, 00-183, Warszawa, Poland
| | - Michał Bilewicz
- Faculty of Psychology, University of Warsaw, Stawki 5/7 Street, 00-183, Warszawa, Poland
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Abstract
Desensitization, the reduction of cognitive, emotional, and/or behavioral responses to a stimulus, is an automatic and unconscious phenomenon often experienced in everyday life. Exposure to violent media, especially violent video games, may cause desensitization to real-life violence. Desensitization to violence blocks empathy which is needed to trigger the moral reasoning process that triggers prosocial responding. Representative research was reviewed to examine links between exposure to violent video games and desensitization to violence in children and adolescents. It was concluded that exposure to violent video games increases the risk of desensitization to violence, which in turn may increase aggression and decrease prosocial behavior. Parents should be counseled to discuss the differences between real and screen violence, to encourage nonviolent problem-solving, and to provide empathy-building experiences for their children.
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Zeng B, Wen H, Zhang J. How Does the Valence of Wording Affect Features of a Scale? The Method Effects in the Undergraduate Learning Burnout Scale. Front Psychol 2020; 11:585179. [PMID: 33117248 PMCID: PMC7548685 DOI: 10.3389/fpsyg.2020.585179] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/20/2020] [Accepted: 09/10/2020] [Indexed: 11/25/2022] Open
Abstract
A combination of both positively and negatively worded items is often employed in a survey to reduce participants' acquiescence bias, but such a combination may hurt the validity of the survey. The current study investigated the effect of valence of wording on participants' (N = 1132) responses to four versions of the Undergraduate Learning Burnout (ULB) scale. The results showed that the valence of wording affected a number of features of the scale. The internal consistency of both the original and the original-reverse versions (consisted of both positively and negatively worded items) was lower than that of the positive-only and the negative-only versions. The original and the original-reverse versions also had more factors than the positive-only and the negative-only versions. The original and the original-reverse versions showed method effects from both the positively and the negatively worded items, and those from the negatively worded items were stronger than those from the positively worded items. The method effects were predicted by participants' subjective well-being and future academic career plans. Together, this study suggests that using a combination of positively and negatively worded items can lead to a predictable response style and significant method effects, which reduce the scale's internal consistency and change the factor structure of the scale.
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Affiliation(s)
| | - Hongbo Wen
- Collaborative Innovation Center of Assessment Toward Basic Education Quality, Beijing Normal University, Beijing, China
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Čábelková I, Strielkowski W, Rybakova A, Molchanovа A. Does Playing Video Games Increase Emotional Creativity? INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2020; 17:E2177. [PMID: 32218229 PMCID: PMC7177848 DOI: 10.3390/ijerph17072177] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 02/26/2020] [Revised: 03/20/2020] [Accepted: 03/21/2020] [Indexed: 11/16/2022]
Abstract
Emotional creativity (EC), which constitutes a main aspect of the general creativity concept, is often shown to be substantially related to positive emotional experiences, effective motivation, and innovation at the workplace as well as at school. However, little is known about the relationship between emotional creativity and the time people tend to spend playing video games. Nowadays, video games and virtual reality have become an important aspect of public health and psychological research. They constitute a key element of popular culture and generate considerable economic profit as part of the public entertainment industry. Our study is based on the results of an emotional creativity inventory (ECI) survey that was administered at a snowball and convenient sample of 453 respondents (aged 18-60 years, M ± SD: 23.68 ± 6.36; 66.40% women, 20.00% with higher education) from the Czech Republic who were questioned about their habits and the time they devote to playing video games. The sample country was selected as one with a long tradition of homebrew video gaming going back to the 1980s. We employed a set of multinomial regression analyses, which revealed that more time devoted to playing video games is associated with lower emotional creativity, in general, as well as with lower novelty, preparedness, and effectiveness components of emotional creativity. The negative association above was less pronounced for women than for men. Moreover, in a sample containing only women, a longer time devoted to playing video games was associated with the higher novelty component of emotional creativity (the associations with the other two components were not statistically significant for women only). Our findings might considerably contribute to the study of the general overall long-term effect of video games and the use of digital technologies in general on public health.
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Affiliation(s)
- Inna Čábelková
- Department of Trade and Finance, Faculty of Economics and Management, Czech University of Life Sciences Prague, Kamýcká 129, 16500 Prague, Czech Republic
| | - Wadim Strielkowski
- Department of Trade and Finance, Faculty of Economics and Management, Czech University of Life Sciences Prague, Kamýcká 129, 16500 Prague, Czech Republic
| | - Anna Rybakova
- Department of Social, General and Clinical Psychology, Russian State Social University, 4/1 Wilhelm Pieck str., 129226 Moscow, Russian Federation;
| | - Alla Molchanovа
- Department of Psychology and Pedagogy of Education, Moscow Psychologic-Social University, 9a Roshchinsky 4th Passage, 115191 Moscow, Russian Federation;
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6
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Gaming- a bane or a boon-a systematic review. Asian J Psychiatr 2019; 42:12-17. [PMID: 30939393 DOI: 10.1016/j.ajp.2019.03.001] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/29/2018] [Revised: 02/08/2019] [Accepted: 03/04/2019] [Indexed: 12/13/2022]
Abstract
Recent trends show online/video games, have shifted from being just recreational in nature, to hazardous even resulting in the gamer's death like the blue whale game. The aim of the study is to examine associations between video/online gaming and its implication on the biopsychosocial domains of the user. Online databases were studied on gaming and its effect on behaviour, general and mental health from 1997-2017. The PICO guidelines, PRISMA flow diagram and the Rayyan software was used in identifying relevant studies. Cross referencing was done with the co-authors. A total of 41 studies were included in the final analysis. The choice of the video game is influenced by age, gender, parental mediation, as well as the players' and the game's characteristics. Excessive gaming affects both the individual himself and their interpersonal relationships, with 'internet addiction' being added as a diagnosis under DSM V. Despite its several negative consequences, over the past decade, researchers have now started to acknowledge the benefits of gamification in social, educational and even in the health sector, irrespective of the individual's age. There is a need to develop cross cultural database to understand the impact of addictive and/or promotive use of games on the biopsychosocial factors of the gamer.
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Jabr MM, Denke G, Rawls E, Lamm C. The roles of selective attention and desensitization in the association between video gameplay and aggression: An ERP investigation. Neuropsychologia 2018; 112:50-57. [PMID: 29501791 DOI: 10.1016/j.neuropsychologia.2018.02.026] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/24/2017] [Revised: 02/23/2018] [Accepted: 02/24/2018] [Indexed: 12/01/2022]
Abstract
A number of studies have indicated that violent video gameplay is associated with higher levels of aggression and that desensitization and selective attention to violent content may contribute to this association. Utilizing an emotionally-charged rapid serial visual presentation (RSVP) task, the current study used two event-related potentials (ERPs) - the N1 and P3 - that have been associated with selective attention and desensitization as neurocognitive mechanisms potentially underlying the connection between gameplay and higher levels of aggression. Results indicated that video game players and non-players differed in N1 and P3 activation when engaged with emotionally-charged imagery. Additionally, P3 amplitudes moderated the association between video gameplay and aggression, indicating that players who display small P3 amplitudes also showed heightened levels of aggression. Follow-up moderational analyses revealed that individuals who play games for many hours and show more negative N1 amplitudes show smaller P3 activation. Together, our results suggest that selective attention to violent content and desensitization both play key roles in the association between video gameplay and aggression.
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Affiliation(s)
- Mejdy M Jabr
- Department of Psychological Science, J. William Fulbright College of Arts & Sciences, University of Arkansas, Fayetteville, AR, United States.
| | - Greg Denke
- School of Social and Behavioral Sciences, Casper College, Casper, WY, United States
| | - Eric Rawls
- Department of Psychological Science, J. William Fulbright College of Arts & Sciences, University of Arkansas, Fayetteville, AR, United States
| | - Connie Lamm
- Department of Psychological Science, J. William Fulbright College of Arts & Sciences, University of Arkansas, Fayetteville, AR, United States
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Kovess-Masfety V, Keyes K, Hamilton A, Hanson G, Bitfoi A, Golitz D, Koç C, Kuijpers R, Lesinskiene S, Mihova Z, Otten R, Fermanian C, Pez O. Is time spent playing video games associated with mental health, cognitive and social skills in young children? Soc Psychiatry Psychiatr Epidemiol 2016; 51:349-57. [PMID: 26846228 PMCID: PMC4814321 DOI: 10.1007/s00127-016-1179-6] [Citation(s) in RCA: 33] [Impact Index Per Article: 4.1] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/13/2015] [Accepted: 01/17/2016] [Indexed: 11/30/2022]
Abstract
BACKGROUND Video games are one of the favourite leisure activities of children; the influence on child health is usually perceived to be negative. The present study assessed the association between the amount of time spent playing video games and children mental health as well as cognitive and social skills. METHODS Data were drawn from the School Children Mental Health Europe project conducted in six European Union countries (youth ages 6-11, n = 3195). Child mental health was assessed by parents and teachers using the Strengths and Difficulties Questionnaire and by children themselves with the Dominic Interactive. Child video game usage was reported by the parents. Teachers evaluated academic functioning. Multivariable logistic regressions were used. RESULTS 20 % of the children played video games more than 5 h per week. Factors associated with time spent playing video games included being a boy, being older, and belonging to a medium size family. Having a less educated, single, inactive, or psychologically distressed mother decreased time spent playing video games. Children living in Western European countries were significantly less likely to have high video game usage (9.66 vs 20.49 %) though this was not homogenous. Once adjusted for child age and gender, number of children, mothers age, marital status, education, employment status, psychological distress, and region, high usage was associated with 1.75 times the odds of high intellectual functioning (95 % CI 1.31-2.33), and 1.88 times the odds of high overall school competence (95 % CI 1.44-2.47). Once controlled for high usage predictors, there were no significant associations with any child self-reported or mother- or teacher-reported mental health problems. High usage was associated with decreases in peer relationship problems [OR 0.41 (0.2-0.86) and in prosocial deficits (0.23 (0.07, 0.81)]. CONCLUSIONS Playing video games may have positive effects on young children. Understanding the mechanisms through which video game use may stimulate children should be further investigated.
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Affiliation(s)
- Viviane Kovess-Masfety
- EHESP, Paris Descartes University, EA 4057, Paris, France.
- EHESP, rue du Pr Leon Bernard, 35043, Rennes, France.
| | - Katherine Keyes
- Mailman School of Public Health, Columbia University, New York, NY, USA
| | - Ava Hamilton
- Mailman School of Public Health, Columbia University, New York, NY, USA
| | - Gregory Hanson
- Mailman School of Public Health, Columbia University, New York, NY, USA
| | - Adina Bitfoi
- The Romanian League for Mental Health, Bucharest, Romania
| | - Dietmar Golitz
- Institute of Psychology, University of Koblenz-Landau (Campus Koblenz), Koblenz, Germany
| | - Ceren Koç
- Yeniden Health and Education Society, Istanbul, Turkey
| | - Rowella Kuijpers
- Behavioural Science Institute, Radboud University, Nijmegen, The Netherlands
| | - Sigita Lesinskiene
- Clinic of Psychiatry, Faculty of Medicine, University of Vilnius, Vilnius, Lithuania
| | | | - Roy Otten
- Behavioural Science Institute, Radboud University, Nijmegen, The Netherlands
| | | | - Ondine Pez
- EHESP, Paris Descartes University, EA 4057, Paris, France
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9
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Abstract
This article examines current research linking exposure to violent video games and desensitization to violence. Data from questionnaire, behavioral, and psychophysiologic research are reviewed to determine if exposure to violent video games is a risk factor for desensitization to violence. Real-world implications of desensitization are discussed.
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10
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Alia-Klein N, Wang GJ, Preston-Campbell RN, Moeller SJ, Parvaz MA, Zhu W, Jayne MC, Wong C, Tomasi D, Goldstein RZ, Fowler JS, Volkow ND. Reactions to media violence: it's in the brain of the beholder. PLoS One 2014; 9:e107260. [PMID: 25208327 PMCID: PMC4160225 DOI: 10.1371/journal.pone.0107260] [Citation(s) in RCA: 15] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/05/2014] [Accepted: 08/07/2014] [Indexed: 11/18/2022] Open
Abstract
Media portraying violence is part of daily exposures. The extent to which violent media exposure impacts brain and behavior has been debated. Yet there is not enough experimental data to inform this debate. We hypothesize that reaction to violent media is critically dependent on personality/trait differences between viewers, where those with the propensity for physical assault will respond to the media differently than controls. The source of the variability, we further hypothesize, is reflected in autonomic response and brain functioning that differentiate those with aggression tendencies from others. To test this hypothesis we pre-selected a group of aggressive individuals and non-aggressive controls from the normal healthy population; we documented brain, blood-pressure, and behavioral responses during resting baseline and while the groups were watching media violence and emotional media that did not portray violence. Positron Emission Tomography was used with [18F]fluoro-deoxyglucose (FDG) to image brain metabolic activity, a marker of brain function, during rest and during film viewing while blood-pressure and mood ratings were intermittently collected. Results pointed to robust resting baseline differences between groups. Aggressive individuals had lower relative glucose metabolism in the medial orbitofrontal cortex correlating with poor self-control and greater glucose metabolism in other regions of the default-mode network (DMN) where precuneus correlated with negative emotionality. These brain results were similar while watching the violent media, during which aggressive viewers reported being more Inspired and Determined and less Upset and Nervous, and also showed a progressive decline in systolic blood-pressure compared to controls. Furthermore, the blood-pressure and brain activation in orbitofrontal cortex and precuneus were differentially coupled between the groups. These results demonstrate that individual differences in trait aggression strongly couple with brain, behavioral, and autonomic reactivity to media violence which should factor into debates about the impact of media violence on the public.
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Affiliation(s)
- Nelly Alia-Klein
- Department of Psychiatry, Friedman Brain Institute, Icahn School of Medicine at Mount Sinai, New York, New York, United States of America
- Department of Neuroscience, Friedman Brain Institute, Icahn School of Medicine at Mount Sinai, New York, New York, United States of America
- * E-mail:
| | - Gene-Jack Wang
- Department of Psychiatry, Friedman Brain Institute, Icahn School of Medicine at Mount Sinai, New York, New York, United States of America
- Laboratory of Neuroimaging, National Institute on Alcohol Abuse and Alcoholism, Bethesda, Maryland, United States of America
| | - Rebecca N. Preston-Campbell
- Department of Psychiatry, Friedman Brain Institute, Icahn School of Medicine at Mount Sinai, New York, New York, United States of America
| | - Scott J. Moeller
- Department of Psychiatry, Friedman Brain Institute, Icahn School of Medicine at Mount Sinai, New York, New York, United States of America
- Department of Neuroscience, Friedman Brain Institute, Icahn School of Medicine at Mount Sinai, New York, New York, United States of America
| | - Muhammad A. Parvaz
- Department of Psychiatry, Friedman Brain Institute, Icahn School of Medicine at Mount Sinai, New York, New York, United States of America
| | - Wei Zhu
- Applied Mathematics and Statistics, SUNY, Stony Brook, New York, United States of America
| | - Millard C. Jayne
- Laboratory of Neuroimaging, National Institute on Alcohol Abuse and Alcoholism, Bethesda, Maryland, United States of America
| | - Chris Wong
- Laboratory of Neuroimaging, National Institute on Alcohol Abuse and Alcoholism, Bethesda, Maryland, United States of America
| | - Dardo Tomasi
- Laboratory of Neuroimaging, National Institute on Alcohol Abuse and Alcoholism, Bethesda, Maryland, United States of America
| | - Rita Z. Goldstein
- Department of Psychiatry, Friedman Brain Institute, Icahn School of Medicine at Mount Sinai, New York, New York, United States of America
- Department of Neuroscience, Friedman Brain Institute, Icahn School of Medicine at Mount Sinai, New York, New York, United States of America
| | - Joanna S. Fowler
- Medical Department, Brookhaven National Laboratory, Upton, New York, United States of America
| | - Nora D. Volkow
- Laboratory of Neuroimaging, National Institute on Alcohol Abuse and Alcoholism, Bethesda, Maryland, United States of America
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Report of the Media Violence Commission. Aggress Behav 2012; 38:335-41. [PMID: 22886500 DOI: 10.1002/ab.21443] [Citation(s) in RCA: 40] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/18/2012] [Accepted: 06/18/2012] [Indexed: 11/09/2022]
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12
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Associations Between Violent Video Gaming, Empathic Concern, and Prosocial Behavior Toward Strangers, Friends, and Family Members. J Youth Adolesc 2012; 41:636-49. [DOI: 10.1007/s10964-012-9742-2] [Citation(s) in RCA: 39] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/24/2011] [Accepted: 01/11/2012] [Indexed: 11/30/2022]
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13
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Messias E, Castro J, Saini A, Usman M, Peeples D. Sadness, suicide, and their association with video game and internet overuse among teens: results from the youth risk behavior survey 2007 and 2009. Suicide Life Threat Behav 2011; 41:307-15. [PMID: 21463355 DOI: 10.1111/j.1943-278x.2011.00030.x] [Citation(s) in RCA: 89] [Impact Index Per Article: 6.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
Abstract
We investigated the association between excessive video game/Internet use and teen suicidality. Data were obtained from the 2007 and 2009 Youth Risk Behavior Survey (YRBS), a high school-based, nationally representative survey (N = 14,041 and N = 16,410, respectively). Teens who reported 5 hours or more of video games/Internet daily use, in the 2009 YRBS, had a significantly higher risk for sadness (adjusted and weighted odds ratio, 95% confidence interval = 2.1, 1.7-2.5), suicidal ideation (1.7, 1.3-2.1), and suicide planning (1.5, 1.1-1.9). The same pattern was found in the 2007 survey. These findings support an association between excessive video game and Internet use and risk for teen depression and suicidality.
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Affiliation(s)
- Erick Messias
- University of Arkansas for Medical Sciences, Little Rock, AR 72205, USA.
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14
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Hall RCW, Day T, Hall RCW. A plea for caution: violent video games, the Supreme Court, and the role of science. Mayo Clin Proc 2011; 86:315-21. [PMID: 21454733 PMCID: PMC3068891 DOI: 10.4065/mcp.2010.0762] [Citation(s) in RCA: 42] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/19/2023]
Abstract
On November 2, 2010, the US Supreme Court heard arguments in the case of Schwarzenegger v Entertainment Merchants Association, with a ruling expected in 2011. This case addressed whether states have the right to restrict freedom of speech by limiting the sale of violent video games to minors. To date, 8 states have tried to pass legislation to this effect, with all attempts being found unconstitutional by lower courts. In large part, the Supreme Court's decision will be determined by its review and interpretation of the medical and social science literature addressing the effects of violent video games on children. Those on both sides of the violent video game debate claim that the scientific literature supports their opinions. Some involved in the debate have proclaimed that the debate is scientifically settled and that only people holding personal interests and biases oppose these "established truths." We review the historical similarities found in the 1950s comic book debate and studies identified from a PubMed search of the term violent video games showing both the harmful and beneficial effects of these video games. We define factors that physicians need to consider when reading and stating opinions about this literature. Opinions from past court rulings are discussed to provide insight into how judges may approach the application of these social science studies to the current legal issue. Although on the surface the case of Schwarzenegger v Entertainment Merchants Association pertains only to the restriction of violent video games, it may establish principles about how medical and public health testimony can affect fundamental constitutional rights and how much and on what basis the courts will defer to legislators' reliance on unsettled science.
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Affiliation(s)
- Ryan C W Hall
- Department of Medical Education, University of Central Florida College of Medicine, Orlando, FL, USA.
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Rothmund T, Gollwitzer M, Klimmt C. Of Virtual Victims and Victimized Virtues: Differential Effects of Experienced Aggression in Video Games on Social Cooperation. PERSONALITY AND SOCIAL PSYCHOLOGY BULLETIN 2010; 37:107-19. [DOI: 10.1177/0146167210391103] [Citation(s) in RCA: 45] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Two experimental studies were used to investigate how interacting with aggressive virtual characters in video games affects trust and cooperation of players. Study 1 demonstrates that experiencing virtual aggression from a victim’s perspective can impair players’ investments in a subsequent common goods dilemma situation. This effect is mediated by reduced expectations of trust in the cooperativeness of interaction partners. In Study 2 the same effect was replicated by using a different cooperation task and by investigating the moderating role of justice sensitivity from a victim’s perspective as a dispositional factor. Participants transferred less money to an unknown partner in a trust game after exposure to aggressive nonplayer characters in a video game. This effect was stronger for people high in victim sensitivity. Results of both studies can be interpreted in line with the sensitivity to mean intentions model and add to the body of research on violent media effects.
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Affiliation(s)
| | | | - Christoph Klimmt
- Hannover University of Music, Drama, and Media, Hannover, Germany
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16
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Effects of violent and non-violent computer game content on memory performance in adolescents. EUROPEAN JOURNAL OF PSYCHOLOGY OF EDUCATION 2010. [DOI: 10.1007/s10212-010-0047-0] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
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17
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Strenziok M, Krueger F, Deshpande G, Lenroot RK, van der Meer E, Grafman J. Fronto-parietal regulation of media violence exposure in adolescents: a multi-method study. Soc Cogn Affect Neurosci 2010; 6:537-47. [PMID: 20934985 DOI: 10.1093/scan/nsq079] [Citation(s) in RCA: 35] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/22/2022] Open
Abstract
Adolescents spend a significant part of their leisure time watching TV programs and movies that portray violence. It is unknown, however, how the extent of violent media use and the severity of aggression displayed affect adolescents' brain function. We investigated skin conductance responses, brain activation and functional brain connectivity to media violence in healthy adolescents. In an event-related functional magnetic resonance imaging experiment, subjects repeatedly viewed normed videos that displayed different degrees of aggressive behavior. We found a downward linear adaptation in skin conductance responses with increasing aggression and desensitization towards more aggressive videos. Our results further revealed adaptation in a fronto-parietal network including the left lateral orbitofrontal cortex (lOFC), right precuneus and bilateral inferior parietal lobules, again showing downward linear adaptations and desensitization towards more aggressive videos. Granger causality mapping analyses revealed attenuation in the left lOFC, indicating that activation during viewing aggressive media is driven by input from parietal regions that decreased over time, for more aggressive videos. We conclude that aggressive media activates an emotion-attention network that has the capability to blunt emotional responses through reduced attention with repeated viewing of aggressive media contents, which may restrict the linking of the consequences of aggression with an emotional response, and therefore potentially promotes aggressive attitudes and behavior.
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Affiliation(s)
- Maren Strenziok
- National Institute of Neurological Disorders and Stroke, National Institutes of Health, 10 Center Drive, Bethesda, MD 20892, USA
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Krahé B, Möller I. Longitudinal effects of media violence on aggression and empathy among German adolescents. JOURNAL OF APPLIED DEVELOPMENTAL PSYCHOLOGY 2010. [DOI: 10.1016/j.appdev.2010.07.003] [Citation(s) in RCA: 106] [Impact Index Per Article: 7.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
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Olson CK, Kutner LA, Baer L, Beresin EV, Warner DE, Nicholi II AM. M-Rated Video Games and Aggressive or Problem Behavior Among Young Adolescents. APPLIED DEVELOPMENTAL SCIENCE 2009. [DOI: 10.1080/10888690903288748] [Citation(s) in RCA: 25] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/12/2022]
Affiliation(s)
| | | | - Lee Baer
- a Massachusetts General Hospital ,
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Hastings EC, Karas TL, Winsler A, Way E, Madigan A, Tyler S. Young children's video/computer game use: relations with school performance and behavior. Issues Ment Health Nurs 2009; 30:638-49. [PMID: 19742374 PMCID: PMC3041171 DOI: 10.1080/01612840903050414] [Citation(s) in RCA: 41] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
Abstract
This study examined the amount and content of children's video game playing in relation with behavioral and academic outcomes. Relationships among playing context, child gender, and parental monitoring were explored. Data were obtained through parent report of child's game play, behavior, and school performance. Results revealed that time spent playing games was related positively to aggression and negatively to school competence. Violent content was correlated positively and educational content negatively with attention problems. Educational games were related to good academic achievement. Results suggest violent games, and a large amount of game play, are related to troublesome behavioral and academic outcomes, but educational games may be related to positive outcomes. Neither gender nor parental monitoring emerged as significant moderators of these effects.
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Affiliation(s)
- Erin C Hastings
- University of Florida, School of Psychology, Campus Box 112250, Gainesville, FL 32601, USA.
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Favre D, Joly J, Reynaud C, Salvador LL. Empathie, contagion émotionnelle et coupure par rapport aux émotions : validation d’un test pour repérer et aider des élèves à risque. EUROPEAN REVIEW OF APPLIED PSYCHOLOGY-REVUE EUROPEENNE DE PSYCHOLOGIE APPLIQUEE 2009. [DOI: 10.1016/j.erap.2009.03.004] [Citation(s) in RCA: 13] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/30/2022]
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Brockmyer JH, Fox CM, Curtiss KA, McBroom E, Burkhart KM, Pidruzny JN. The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing. JOURNAL OF EXPERIMENTAL SOCIAL PSYCHOLOGY 2009. [DOI: 10.1016/j.jesp.2009.02.016] [Citation(s) in RCA: 252] [Impact Index Per Article: 16.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
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23
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Raudenbush B, Koon J, Cessna T, McCombs K. Effects of Playing Video Games on Pain Response during a Cold Pressor Task. Percept Mot Skills 2009; 108:439-48. [DOI: 10.2466/pms.108.2.439-448] [Citation(s) in RCA: 11] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
Two studies assessed whether playing video games would significantly distract participants from painful stimulation via a cold pressor test. In Study 1, participants (8 men, 22 women, M age= 18.5 yr., SD = 1.3) in an action-oriented game condition tolerated pain for a longer time period and reported lower pain intensity ratings than those in a nonaction-oriented game or a nongame control condition. No differences were found on scores of aggressiveness, competitiveness, or prior video game experience, suggesting that these factors play little role. In Study 2, participants (14 men, 13 women, M age= 19.7 yr., SD= 1.3) engaged in six video game conditions (action, fighting, puzzle, sports, arcade, and boxing) and a nongame control condition. Video game play produced an increase in pulse, which was greatest during the action, fighting, sports, and boxing games. Pain tolerance was greatest during the sports and fighting games. Thus, certain games produce greater distraction, which may have implications for the medical field as an adjunct to pain management.
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Funk JB, Brouwer J, Curtiss K, McBroom E. Parents of preschoolers: expert media recommendations and ratings knowledge, media-effects beliefs, and monitoring practices. Pediatrics 2009; 123:981-8. [PMID: 19255029 DOI: 10.1542/peds.2008-1543] [Citation(s) in RCA: 33] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/24/2022] Open
Abstract
OBJECTIVE Given the increase in screen media targeted at the very young, the purpose of this study was to examine preschooler parents' knowledge about expert recommendations for young children's screen media experience, their knowledge of specific screen media ratings, their beliefs about screen media effects, and actual monitoring practices. METHOD Parents of 94 children <5 years of age (mean age: 2.95 years) were surveyed. Questionnaires were distributed in day care centers and completed at the parents' convenience. The questionnaire included background questions about parental education, age and gender of child, and parents' perceptions of their child's favorite television show and favorite video or computer game. Eleven multiple-choice questions assessed the respondent's knowledge of expert recommendations for screen media for preschoolers and the meaning of television and video game content ratings. Fourteen questions addressed the typical amount of their preschooler's screen media exposure, parental rules regarding screen media use, and parents' beliefs about appropriate use of screen media for preschoolers. RESULTS Preschoolers were exposed to an average of approximately 12 hours of screen media in a typical week. Parents believe that media do have either short- or long-term effects on preschoolers. Performance on factual questions was poor (mean score: 2.83 of 11). In particular, only 34% of the parents correctly identified the expert recommendation for children >2 years of age. CONCLUSIONS Parents should continue to be educated about the need for preschoolers to participate in activities that promote language development, socialization, imagination, and physical activity. Although professionals should work to improve the ratings, and ultimately to implement a universal ratings system for all screen media, parents need to be encouraged to improve their understanding of current recommendations for screen media exposure and television and video game ratings.
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Affiliation(s)
- Jeanne B Funk
- University of Toledo, Department of Psychology, MS 948, 2801 W Bancroft St, Toledo, OH 43606, USA.
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Abstract
We aimed to determine which media exposures are most strongly associated with marijuana and alcohol use among adolescents. In 2004, we surveyed 1,211 students at a large high school in suburban Pittsburgh regarding substance use, exposure to entertainment media, and covariates. Of the respondents, 52% were female, 8% were non-White, 27% reported smoking marijuana, and 60% reported using alcohol. They reported average exposure to 8.6 hr of media daily. In adjusted models, exposure to music was independently associated with marijuana use, but exposure to movies was independently associated with alcohol use. Implications, limitations, and suggestions for further research are discussed.
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Affiliation(s)
- Brian A Primack
- Division of General Internal Medicine, Department of Medicine, University of Pittsburgh School of Medicine, Pittsburgh, PA, USA.
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Henning A, Brenick A, Killen M, O'Connor A, Collins MJ. Do Stereotypic Images in Video Games Affect Attitudes and Behavior? Adolescents' Perspectives. CHILDREN, YOUTH AND ENVIRONMENTS 2009; 19:170-196. [PMID: 25729336 DOI: 10.7721/chilyoutenvi.19.1.0170] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Abstract] [Key Words] [Subscribe] [Scholar Register] [Indexed: 11/20/2022]
Abstract
This study examined adolescents' attitudes about video games along with their self-reported play frequency. Ninth and eleventh grade students (N = 361), approximately evenly divided by grade and gender, were surveyed about whether video games have stereotypic images, involve harmful consequences or affect one's attitudes, whether game playing should be regulated by parents or the government, and whether game playing is a personal choice. Adolescents who played video games frequently showed decreased concern about the effects that games with negatively stereotyped images may have on the players' attitudes compared to adolescents who played games infrequently or not at all. With age, adolescents were more likely to view images as negative, but were also less likely to recognize stereotypic images of females as harmful and more likely to judge video-game playing as a personal choice. The paper discusses other findings in relation to research on adolescents' social cognitive judgments.
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Dickerman C, Christensen J, Kerl-McClain SB. Big Breasts and Bad Guys: Depictions of Gender and Race in Video Games. JOURNAL OF CREATIVITY IN MENTAL HEALTH 2008. [DOI: 10.1080/15401380801995076] [Citation(s) in RCA: 9] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
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Primack BA, Land SR, Fine MJ. Adolescent smoking and volume of exposure to various forms of media. Public Health 2008; 122:379-89. [PMID: 18206196 DOI: 10.1016/j.puhe.2007.07.022] [Citation(s) in RCA: 17] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/18/2006] [Revised: 06/13/2007] [Accepted: 07/27/2007] [Indexed: 11/30/2022]
Abstract
OBJECTIVE To assess the association between adolescent smoking and volume of exposure to various forms of media after controlling for multiple relevant covariates. METHODS A survey of all adolescents at a large suburban high school assessed: (1) current smoking and susceptibility to future smoking; (2) volume of exposure to various media; and (3) covariates related to smoking. Multivariate logistic regression models assessed relationships between each of the independent variables (media exposures) and the two smoking outcomes after controlling for covariates. RESULTS Of the 1138 respondents, 19% (n=216) reported current smoking. Forty percent (n=342) of the non-smokers (n=922) were susceptible to future smoking. Students reported exposure to an average of 8.6 (standard deviation 5.1)h of media daily, including 2.6h of music. Those with high exposure to films and music were more likely to be smokers (P(trend)=0.036 and P(trend)<0.001, respectively), and those with high exposure to books were less likely to be smokers (P(trend)<0.001). After controlling for all relevant covariates, those with high exposure to music had greater odds of being smokers than those with low exposure [odds ratio (OR) 1.90, 95% confidence intervals (CI) 1.10-3.30], and those with high exposure to books had lower odds of being current smokers (OR 0.55, 95% CI 0.33-0.94). CONCLUSION Exposure to films and music are associated with smoking, but only the relationship between music exposure and smoking persists after rigorous covariate control. Exposure to books is associated with lower odds of smoking.
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Affiliation(s)
- Brian A Primack
- Center for Research on Health Care, University of Pittsburgh School of Medicine, Pittsburgh, PA 15213, USA.
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Olson CK, Kutner LA, Warner DE. The Role of Violent Video Game Content in Adolescent Development. JOURNAL OF ADOLESCENT RESEARCH 2008. [DOI: 10.1177/0743558407310713] [Citation(s) in RCA: 71] [Impact Index Per Article: 4.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
Numerous policies have been proposed at the local, state, and national level to restrict youth access to violent video and computer games. Although studies are cited to support policies, there is no published research on how children perceive the uses and influence of violent interactive games. The authors conduct focus groups with 42 boys ages 12 to 14. Boys use games to experience fantasies of power and fame, to explore and master what they perceive as exciting and realistic environments (but distinct from real life), to work through angry feelings or relieve stress, and as social tools. Boys did not believe they had been harmed by violent games but were concerned that younger children might imitate game behavior (especially swearing).
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Abstract
OBJECTIVE The aim of this paper is to revisit the controversial issue of the association of violent video games and aggressive behaviour. CONCLUSIONS Several lines of evidence suggest that there is a link between exposure to violent video games and aggressive behaviour. However, methodological shortcomings of research conducted so far make several interpretations of this relationship possible. Thus, aggressive behaviour may be a consequence of playing violent video games, an expression of hostile traits that existed before exposure to these games, and/or it may be a result of several possible combinations of these and other factors. Mental health professionals need to be aware of these potentially negative effects of violent video games when assessing patients who present with aggression. There is a need for prospective, long-term studies similar to those evaluating the effects of television and film violence on children and adolescents.
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Affiliation(s)
- Guy Porter
- Westmead Hospital, Sydney, NSW, Australia.
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31
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Exposure to Violent Video Games and Desensitization to Violence in Children and Adolescents. ACTA ACUST UNITED AC 2006. [DOI: 10.1007/11872320_12] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 04/03/2023]
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