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Beyond the Screen: Violence and Aggression towards Women within an Excepted Online Space. SEXES 2022. [DOI: 10.3390/sexes3010007] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022] Open
Abstract
This theoretical review explores the possibility that the consumption of internet pornography (IP) represents a credible risk factor in the perpetration of aggression and violence against women. Sexual violence, abuse, and degradation of women is commonly depicted in mainstream heterosexual IP. Despite the violent tenor, the effect this material may have on beliefs, attitudes and behaviors is understudied, as are the reasons why violent and degrading IP is so widely viewed, enjoyed, and accepted. Both theory and empirical findings support the contention that depictions of violence in IP may contribute to real world aggression and violence against women, with two relevant spheres of inquiry proposed in this theoretical review. The first considers IP as a ‘zone of cultural exception’, in which the perpetration of violent and degrading acts against women are eroticized and celebrated, despite such behaviors being considered antisocial in wider society. It is suggested that this excepted status is enabled by the operation of the third person effect to negate the detrimental effects of IP. The second explores the objectification and dehumanization of women in IP and the use of moral disengagement by viewers to enable their disavowal of any harm in the depicted violence.
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2
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Caner N, Evgin D. Digital risks and adolescents: The relationships between digital game addiction, emotional eating, and aggression. Int J Ment Health Nurs 2021; 30:1599-1609. [PMID: 34310009 DOI: 10.1111/inm.12912] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/01/2021] [Revised: 07/01/2021] [Accepted: 07/05/2021] [Indexed: 11/29/2022]
Abstract
Nowadays, weight gain and obesity are major health-threatening issues for children. Emotional eating, a negative health condition that can lead to obesity in children, is a defence mechanism for coping with negative emotions. This cross-sectional study aimed to evaluate the relationships between emotional eating behaviour and digital game addiction, which can cause stress and aggression in adolescents. This study was conducted with 856 adolescents from the Mediterranean region of Turkey. The data were collected using a personal information form, the Buss-Perry Aggression Questionnaire (BPAQ), the Digital Game Addiction Scale (DGAS-7), and the Emotional Eating Scale (EES). In this study, 32.4% of the adolescents were addicted to digital games. The male adolescents had higher BPAQ, DGAS, and EES mean scores. There was also a relationship between digital game addiction, aggressive behaviour, and emotional eating. This is a significant study because it shows that digital game addiction and aggressive behaviour are important determinants of emotional eating. The results of this study indicate that emotional eating is a component of digital game addiction that increases the risk of adolescent obesity.
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Affiliation(s)
- Nuray Caner
- Child Health and Diseases Nursing Department, Erciyes University, Kayseri, Turkey
| | - Derya Evgin
- Child Health and Diseases Nursing Department, Akdeniz University Kumluca Health Sciences Faculty, Antalya, Turkey
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3
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Violence in video game produces a lower activation of limbic and temporal areas in response to social inclusion images. COGNITIVE AFFECTIVE & BEHAVIORAL NEUROSCIENCE 2020; 19:898-909. [PMID: 30565058 DOI: 10.3758/s13415-018-00683-y] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/14/2022]
Abstract
Exposure to violence in video games has been associated with a desensitization toward violent content, a decrease of empathy, and prosocial behavior. Moreover, violent video games seem to be related to a reduction of neural activation in the circuits linked to social emotional processing. The purpose of the present study was to compare the neural response to social inclusion images after violent and nonviolent video game playing. Electroencephalographic data of the 32 participants were recorded during a visual task with three presentations (T0, T1, T2) of 60 stimuli (30 social inclusion vs. 30 neutral images). After the T0 presentation, the participants played with a video game (orientation or violent). After the T1 presentation, the participants played with the other video game (orientation or violent). The two types of video games were randomly displayed. Event-related potential (ERP) components and low-resolution electromagnetic tomography (sLORETA) were analyzed. The main findings showed a longer latency of the P2 component on occipito-temporal montage and a lower activation of the limbic and temporal areas in response to the social inclusion images post violent video game compared with the post orientation video game. The findings suggest a reduction of emotional engagement in social processing after playing violent video game.
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4
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Denson TF, Dixson BJ, Tibubos AN, Zhang E, Harmon-Jones E, Kasumovic MM. Violent video game play, gender, and trait aggression influence subjective fighting ability, perceptions of men's toughness, and anger facial recognition. COMPUTERS IN HUMAN BEHAVIOR 2020. [DOI: 10.1016/j.chb.2019.106175] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/29/2022]
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5
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Zucchelli MM, Ugazio G. Cognitive-Emotional and Inhibitory Deficits as a Window to Moral Decision-Making Difficulties Related to Exposure to Violence. Front Psychol 2019; 10:1427. [PMID: 31379636 PMCID: PMC6650541 DOI: 10.3389/fpsyg.2019.01427] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/04/2019] [Accepted: 06/04/2019] [Indexed: 01/10/2023] Open
Abstract
In the present review, we illustrate how exposure to violence results in an increased probability of developing functional impairments of decision mechanisms necessary for moral behavior. We focus in particular on the detrimental effects of exposure to violence on emotional (e.g., Empathy), cognitive (e.g., Theory of Mind), and inhibitory control abilities. Relying on studies that document impaired moral behavior in individuals with deficits in these abilities, we propose a "model" of how exposure to violence can affect moral behavior. We then discuss how impaired moral decision making can also be a factor increasing the likelihood of reiterating violence: agents who lack abilities such as understanding and resonating with others' emotions or inhibitory control, can lead to an increase of violent displays. Thus, if not properly addressed, the noxious effects of exposure to violence on morality can lead to a violence generating cycle. We conclude proposing that interventions targeted at improving moral behavior can maximize their efficacy focusing on mitigating the impact of violence on the basic cognitive, emotional, and inhibitory abilities discussed.
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Affiliation(s)
| | - Giuseppe Ugazio
- Moral Psychology Research Lab, Department of Psychology, Harvard University, Cambridge, MA, United States
- Geneva Finance Research Institute, University of Geneva, Geneva, Switzerland
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6
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Peden RSE, Camerlink I, Boyle LA, Akaichi F, Turner SP. Farmer Perceptions of Pig Aggression Compared to Animal-Based Measures of Fight Outcome. Animals (Basel) 2019; 9:ani9010022. [PMID: 30634685 PMCID: PMC6356235 DOI: 10.3390/ani9010022] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/20/2018] [Revised: 12/20/2018] [Accepted: 01/07/2019] [Indexed: 11/16/2022] Open
Abstract
Several animal welfare issues persist in practice despite extensive research which has been linked to the unwillingness of stakeholders to make changes. For example, most farmers do not perceive pig aggression to be a problem that requires action despite the fact that stress and injuries are common, and that several solutions exist. Frequent exposure to animal suffering could affect farmer responses to distressed animals. This study investigated for the first time whether this occurs, using pig aggression as a focus. Using video clips, 90 pig farmers judged the severity of aggression, level of pig exhaustion and the strength of their own emotional response. Their judgments were compared to objective measures of severity (pigs' skin lesions and blood lactate), and against control groups with similar pig experience (10 pig veterinarians) and without experience (26 agricultural students; 24 animal science students). Famers did not show desensitization to aggression. However, all groups underestimated the outcome of aggression when they did not see the fight occurring as compared to witnessing a fight in progress. We suggest that farmers be provided with evidence of the economic and welfare impact of aggression as indicated by lesions and that they be advised to score lesions on affected animals.
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Affiliation(s)
- Rachel S E Peden
- Animal Behaviour & Welfare, Animal and Veterinary Sciences Research Group, Scotland's Rural College (SRUC), West Mains Rd., Edinburgh EH9 3JG, UK.
| | - Irene Camerlink
- Institute of Animal Welfare Science, University of Veterinary Medicine, Veterinärplatz 1, 1210 Vienna, Austria.
| | - Laura A Boyle
- Teagasc, Pig Development Department, Animal & Grassland Research and Innovation Centre, Moorepark, Fermoy Co., Cork P61 C997, Ireland.
| | - Faical Akaichi
- Land Economy Environment and Society Research Group, Scotland's Rural College (SRUC), West Mains Rd., Edinburgh EH9 3JG, UK.
| | - Simon P Turner
- Animal Behaviour & Welfare, Animal and Veterinary Sciences Research Group, Scotland's Rural College (SRUC), West Mains Rd., Edinburgh EH9 3JG, UK.
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7
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SHAO R, TENG Z, LIU Y. How violent video games affect prosocial outcomes: A meta-analysis. ACTA ACUST UNITED AC 2019. [DOI: 10.3724/sp.j.1042.2019.00453] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
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8
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Sussman N, DeJong SM. Ethical Considerations for Mental Health Clinicians Working with Adolescents in the Digital Age. Curr Psychiatry Rep 2018; 20:113. [PMID: 30317406 DOI: 10.1007/s11920-018-0974-z] [Citation(s) in RCA: 54] [Impact Index Per Article: 9.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/24/2022]
Abstract
PURPOSE OF REVIEW Adolescents' use of digital technologies is constantly changing and significantly influences and reflects their mental health and development. Technology has entered the clinical space and raises new ethical dilemmas for mental health clinicians. After an update on this shifting landscape, including a brief review of important literature since 2014, this article will demonstrate how core ethical principles may be applied to clinical situations with patients, using vignettes for illustration. RECENT FINDINGS The vast majority of adolescents (95%) across all demographic groups can access smartphones (Anderson et al. 2018•). Technology use in mental health is also expanding, including a proliferation of "apps." While qualitative data from technology experts reports overall positive effects of technology (Anderson and Rainie 2018), concern about its potential negative impact on youth mental health remains high, and an association between technology use and depression is strong. Internet addiction, online sexual exploitation, and accessing illicit substances through the "dark net" pose additional clinical and legal concerns. In this context, clinicians have an ethical responsibility to engage in education and advocacy, to explore technology use with teen patients and to be sensitive to ethical issues that may arise clinically, including confidentiality, autonomy, beneficence/nonmaleficence, and legal considerations such as mandated reporting. New media and digital technologies pose unique ethical challenges to mental health clinicians working with adolescents. Clinicians need to stay abreast of current trends and controversies about technology and their potential impact on youth and engage in advocacy and psychoeducation appropriately. With individual patients, clinicians should watch for potential ethical dilemmas stemming from technology use and think them through, with consultation as needed, by applying longstanding core ethical principles.
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Affiliation(s)
- Nicole Sussman
- Cambridge Health Alliance/Harvard Medical School, 1493 Cambridge St, Cambridge, MA, 02139, USA
| | - Sandra M DeJong
- Cambridge Health Alliance/Harvard Medical School, 1493 Cambridge St, Cambridge, MA, 02139, USA.
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9
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Daniel TA, Townsend KM, Wang Y, Martin DS, Katz JS, Deshpande G. North American Football Fans Show Neurofunctional Differences in Response to Violence: Implications for Public Health and Policy. Front Public Health 2018; 6:177. [PMID: 30035105 PMCID: PMC6043673 DOI: 10.3389/fpubh.2018.00177] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/25/2018] [Accepted: 05/29/2018] [Indexed: 11/18/2022] Open
Abstract
While social and behavioral effects of violence in the media have been studied extensively, much less is known about how sports affect perceptions of violence. The current study examined neurofunctional differences between fans and non-fans of North American football (a contact sport) while viewing violent imagery. Participants viewed images of violence in both football and non-football settings while high-resolution functional magnetic resonance imaging (fMRI) data were acquired from their brains. Neurological activation was compared between these violence types and between groups. Fans of football show diminished activation in brain regions involved in pain perception and empathy such as the anterior cingulate cortex, fusiform gyrus, insula, and temporal pole when viewing violence in the context of football compared to more broadly violent images. Non-fans of football showed no such effect for the types of violent imagery and had higher activation levels than fans of football for the specified brain regions. These differences show that fans of football may perceive violence differently when it is in the context of football. These fan attitudes have potential policy implications for addressing the issue of concussions in North American football.
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Affiliation(s)
- Thomas A Daniel
- AU MRI Research Center, Department of Electrical and Computer Engineering, Auburn University, Auburn, AL, United States.,Department of Psychology, Westfield State University, Westfield, MA, United States.,Department of Psychology, Auburn University, Auburn, AL, United States
| | - Kyle M Townsend
- Cecil B. Day School of Hospitality Administration, Robinson College of Business, Georgia State University, Atlanta, GA, United States
| | - Yun Wang
- AU MRI Research Center, Department of Electrical and Computer Engineering, Auburn University, Auburn, AL, United States.,Department of Psychiatry, Columbia University, New York, NY, United States
| | - David S Martin
- Department of Nutrition, Dietetics, and Hospitality Management, Auburn University, Auburn, AL, United States
| | - Jeffrey S Katz
- AU MRI Research Center, Department of Electrical and Computer Engineering, Auburn University, Auburn, AL, United States.,Department of Psychology, Auburn University, Auburn, AL, United States.,Center for Neuroscience, Auburn University, Auburn, AL, United States
| | - Gopikrishna Deshpande
- AU MRI Research Center, Department of Electrical and Computer Engineering, Auburn University, Auburn, AL, United States.,Department of Psychology, Auburn University, Auburn, AL, United States.,Center for Neuroscience, Auburn University, Auburn, AL, United States.,Center for Health Ecology and Equity Research, Auburn University, Auburn, AL, United States
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10
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Lee HJ, Tran DD, Morrell HER. Smoking, ADHD, and Problematic Video Game Use: A Structural Modeling Approach. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2018; 21:281-286. [PMID: 29652524 DOI: 10.1089/cyber.2017.0429] [Citation(s) in RCA: 13] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Abstract
Problematic video game use (PVGU), or addiction-like use of video games, is associated with physical and mental health problems and problems in social and occupational functioning. Possible correlates of PVGU include frequency of play, cigarette smoking, and attention deficit hyperactivity disorder (ADHD). The aim of the current study was to explore simultaneously the relationships among these variables as well as test whether two separate measures of PVGU measure the same construct, using a structural modeling approach. Secondary data analysis was conducted on 2,801 video game users (Mage = 22.43 years, standard deviation [SD]age = 4.7; 93 percent male) who completed an online survey. The full model fit the data well: χ2 (2) = 2.017, p > 0.05; root mean square error of approximation (RMSEA) = 0.002 (90% CI [0.000-0.038]); comparative fit index (CFI) = 1.000; standardized root mean square residual (SRMR) = 0.004; and all standardized residuals <|0.1|. All freely estimated paths were statistically significant. ADHD symptomatology, smoking behavior, and hours of video game use explained 41.8 percent of variance in PVGU. Tracking these variables may be useful for PVGU prevention and assessment. Young's Internet Addiction Scale, adapted for video game use, and the Problem Videogame Playing Scale both loaded strongly onto a PVGU factor, suggesting that they measure the same construct, that studies using either measure may be compared to each other, and that both measures may be used as a screener of PVGU.
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Affiliation(s)
- Hyo Jin Lee
- Department of Psychology, Loma Linda University , Loma Linda, California
| | - Denise D Tran
- Department of Psychology, Loma Linda University , Loma Linda, California
| | - Holly E R Morrell
- Department of Psychology, Loma Linda University , Loma Linda, California
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11
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Excessive users of violent video games do not show emotional desensitization: an fMRI study. Brain Imaging Behav 2018; 11:736-743. [PMID: 27086318 DOI: 10.1007/s11682-016-9549-y] [Citation(s) in RCA: 17] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
Abstract
Playing violent video games have been linked to long-term emotional desensitization. We hypothesized that desensitization effects in excessive users of violent video games should lead to decreased brain activations to highly salient emotional pictures in emotional sensitivity brain regions. Twenty-eight male adult subjects showing excessive long-term use of violent video games and age and education matched control participants were examined in two experiments using standardized emotional pictures of positive, negative and neutral valence. No group differences were revealed even at reduced statistical thresholds which speaks against desensitization of emotion sensitive brain regions as a result of excessive use of violent video games.
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12
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Copenhaver A, Mitrofan O, Ferguson CJ. For Video Games, Bad News Is Good News: News Reporting of Violent Video Game Studies. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2017; 20:735-739. [PMID: 29148827 DOI: 10.1089/cyber.2017.0364] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
News coverage of video game violence studies has been critiqued for focusing mainly on studies supporting negative effects and failing to report studies that did not find evidence for such effects. These concerns were tested in a sample of 68 published studies using child and adolescent samples. Contrary to our hypotheses, study effect size was not a predictor of either newspaper coverage or publication in journals with a high-impact factor. However, a relationship between poorer study quality and newspaper coverage approached significance. High-impact journals were not found to publish studies with higher quality. Poorer quality studies, which tended to highlight negative findings, also received more citations in scholarly sources. Our findings suggest that negative effects of violent video games exposure in children and adolescents, rather than large effect size or high methodological quality, increase the likelihood of a study being cited in other academic publications and subsequently receiving news media coverage.
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Affiliation(s)
- Allen Copenhaver
- 1 Division of Social Science & Interdisciplinary Studies, Lindsey Wilson College , Columbia, Kentucky
| | - Oana Mitrofan
- 2 University of Exeter Medical School, Child Health Unit , Exeter, United Kingdom
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13
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Anderson CA, Bushman BJ, Bartholow BD, Cantor J, Christakis D, Coyne SM, Donnerstein E, Brockmyer JF, Gentile DA, Green CS, Huesmann R, Hummer T, Krahé B, Strasburger VC, Warburton W, Wilson BJ, Ybarra M. Screen Violence and Youth Behavior. Pediatrics 2017; 140:S142-S147. [PMID: 29093050 DOI: 10.1542/peds.2016-1758t] [Citation(s) in RCA: 59] [Impact Index Per Article: 8.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 04/19/2017] [Indexed: 11/24/2022] Open
Abstract
Violence in screen entertainment media (ie, television, film, video games, and the Internet), defined as depictions of characters (or players) trying to physically harm other characters (or players), is ubiquitous. The Workgroup on Media Violence and Violent Video Games reviewed numerous meta-analyses and other relevant research from the past 60 years, with an emphasis on violent video game research. Consistent with every major science organization review, the Workgroup found compelling evidence of short-term harmful effects, as well as evidence of long-term harmful effects. The vast majority of laboratory-based experimental studies have revealed that violent media exposure causes increased aggressive thoughts, angry feelings, physiologic arousal, hostile appraisals, aggressive behavior, and desensitization to violence and decreases prosocial behavior (eg, helping others) and empathy. Still, to more fully understand the potential for long-term harm from media violence exposure, the field is greatly in need of additional large-sample, high-quality, longitudinal studies that include validated measures of media violence exposure and measures of other known violence risk factors. Also, although several high-quality media violence intervention studies have been conducted, larger-scale studies with more comprehensive and longer-term assessments are needed to fully understand long-term effects and to inform the development of tools that will help to reduce problems associated with aggression and violence. The evidence that violent screen media constitutes a causal risk factor for increased aggression is compelling. Modern social-cognitive theories of social behavior provide useful frameworks for understanding how and why these effects occur.
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Affiliation(s)
| | - Brad J Bushman
- The Ohio State University, Columbus, Ohio.,Vrije Universiteit Amsterdam, Amsterdam, The Netherlands
| | | | | | - Dimitri Christakis
- Seattle Children's Hospital Research Institute, University of Washington School of Medicine, Seattle, Washington
| | | | | | | | | | | | | | - Tom Hummer
- Indiana University School of Medicine, Indianapolis, Indiana
| | | | | | | | - Barbara J Wilson
- University of Illinois at Urbana-Champaign, Champaign, Illinois; and
| | - Michele Ybarra
- Center for Innovative Public Health Research, San Clemente, California
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14
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Szycik GR, Mohammadi B, Münte TF, Te Wildt BT. Lack of Evidence That Neural Empathic Responses Are Blunted in Excessive Users of Violent Video Games: An fMRI Study. Front Psychol 2017; 8:174. [PMID: 28337156 PMCID: PMC5341328 DOI: 10.3389/fpsyg.2017.00174] [Citation(s) in RCA: 15] [Impact Index Per Article: 2.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/24/2016] [Accepted: 01/25/2017] [Indexed: 02/05/2023] Open
Abstract
The use of violent video games has been often linked to increase of aggressive behavior. According to the General Aggression Model, one of the central mechanisms for this aggressiveness inducing impact is an emotional desensitization process resulting from long lasting repeated violent game playing. This desensitization should evidence itself in a lack of empathy. Recent research has focused primarily on acute, short term impact of violent media use but only little is known about long term effects. In this study 15 excessive users of violent games and control subjects matched for age and education viewed pictures depicting emotional and neutral situations with and without social interaction while fMRI activations were obtained. While the typical pattern of activations for empathy and theory of mind networks was seen, both groups showed no differences in brain responses. We interpret our results as evidence against the desensitization hypothesis and suggest that the impact of violent media on emotional processing may be rather acute and short-lived.
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Affiliation(s)
- Gregor R Szycik
- Department of Psychiatry, Social Psychiatry and Psychotherapy, Hannover Medical School Hanover, Germany
| | - Bahram Mohammadi
- Department of Neurology, University of LübeckLübeck, Germany; Clinical Neuroscience Lab, International Neuroscience InstituteHanover, Germany
| | - Thomas F Münte
- Department of Neurology, University of LübeckLübeck, Germany; Institute of Psychology II, University of LübeckLübeck, Germany
| | - Bert T Te Wildt
- Department of Psychosomatic Medicine and Psychotherapy, LWL University Hospitals of the Ruhr-University Bochum, Germany
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15
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Shin KS, Yim YK, Kim Y, Park S, Lee JY. Effects of Visual Game Experience on Auditory Processing Speed. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2017; 20:187-194. [PMID: 28263679 DOI: 10.1089/cyber.2016.0171] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
Games are one of the fastest growing and most exciting forms of entertainment. Whether casual mobile game playing has a cognitive, physiological, or behavioral effect on players whose game use is not pathological is unknown. Here we explored whether preattentive auditory processing is linked to the behavioral inhibition system (BIS) in frequent and infrequent game players. A total of 74 subjects who were enrolled in our study were divided into two groups, 40 subjects were frequent gamers and 34 subjects were age-, gender-, IQ-, and education-matched infrequent gamers. All participants underwent a passive auditory oddball paradigm and completed the behavioral inhibition/behavioral activation system scales. The mismatch negativity (MMN) latency was shorter for the frequent gamers relative to the infrequent gamers, whereas no difference in MMN amplitude was found between groups. MMN amplitude was negatively associated with the degree of behavioral inhibition in the frequent and infrequent gaming group. We also found that those who frequently play games show an enhanced processing speed, which could be an effect of game practice. Greater behavioral inhibition induces increased vigilance, and this may have enhanced the MMN amplitude in the infrequent gamers. This differential pattern of correlations suggests that differences in the BIS could lead to different approaches to auditory information processing.
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Affiliation(s)
- Kyung Soon Shin
- 1 Neuroscience Lab, Data Science Center , NHN Entertainment Play Museum, Gyeonggi-do, Republic of Korea
| | - Yoon Kyoung Yim
- 1 Neuroscience Lab, Data Science Center , NHN Entertainment Play Museum, Gyeonggi-do, Republic of Korea
| | - Yuwon Kim
- 1 Neuroscience Lab, Data Science Center , NHN Entertainment Play Museum, Gyeonggi-do, Republic of Korea
| | - Soowon Park
- 3 Department of Psychiatry and Behavioral Science, SMG-SNU Boramae Medical Center , Seoul, Republic of Korea.,4 Department of Education, Sejong University, Seoul, Republic of Korea
| | - Jun-Young Lee
- 2 Department of Psychiatry and Behavioral Science, Seoul National University College of Medicine , Seoul, Republic of Korea.,3 Department of Psychiatry and Behavioral Science, SMG-SNU Boramae Medical Center , Seoul, Republic of Korea
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16
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Tarabah A, Badr LK, Usta J, Doyle J. Exposure to Violence and Children's Desensitization Attitudes in Lebanon. JOURNAL OF INTERPERSONAL VIOLENCE 2016; 31:3017-3038. [PMID: 26013396 DOI: 10.1177/0886260515584337] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/04/2023]
Abstract
Children exposed to multiple sources of violence may become desensitized, increasing the possibility of them imitating the aggressive behaviors they watch and considering such behavior as normal. The purpose of this article is to assess the association between exposure to various types of violence (including war) and desensitization in Lebanese children. A cross-sectional design with 207 school-aged children assessed exposure to violence using three surveys: (a) violence in the media (the Media Preference survey), (b) exposure to violence (the KID-SAVE survey), and (c) desensitization attitudes (the Attitude Toward Violence-Child Version). Children were between 8 and 12 years old, 56% were males, and 70%were from middle socioeconomic status (SES) backgrounds. Seventy-six percent of children reported being exposed to violence, with more exposure in males and in the lower SES group. Impact, however, was greater on girls. The predictors of attitude toward violence were "Frequency" of exposure, "Impact" of exposure, and the amount of violence viewed on television. Children are massively exposed to violence in Lebanon resulting in desensitization, which may habituate them to accept violence as normal and put them at risk for imitating violent behaviors.
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17
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Suenderhauf C, Walter A, Lenz C, Lang UE, Borgwardt S. Counter striking psychosis: Commercial video games as potential treatment in schizophrenia? A systematic review of neuroimaging studies. Neurosci Biobehav Rev 2016; 68:20-36. [PMID: 27090742 DOI: 10.1016/j.neubiorev.2016.03.018] [Citation(s) in RCA: 18] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/19/2015] [Revised: 02/19/2016] [Accepted: 03/16/2016] [Indexed: 01/01/2023]
Abstract
Schizophrenia is a severe, chronic, and strongly disabling neuropsychiatric disorder, characterized by cognitive decline, positive and negative symptoms. Positive symptoms respond well to antipsychotic medication and psycho-social interventions, in contrast to negative symptoms and neurocognitive impairments. Cognitive deficits have been linked to a poorer outcome and hence specific cognitive remediation therapies have been proposed. Their effectiveness is nowadays approved and neurobiological correlates have been reconfirmed by brain imaging studies. Interestingly, recent MRI work showed that commercial video games modified similar brain areas as these specialized training programs. If gray matter increases and functional brain modulations would translate in better cognitive and every day functioning, commercial video game training could be an enjoyable and economically interesting treatment option for patients with neuropsychiatric disorders. This systematic review summarizes advances in the area with emphasis on imaging studies dealing with brain changes upon video game training and contrasts them to conventional cognitive remediation. Moreover, we discuss potential challenges therapeutic video game development and research would have to face in future treatment of schizophrenia.
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Affiliation(s)
- Claudia Suenderhauf
- Neuropsychiatry and Brain Imaging Group, Department of Psychiatry (UPK), Department of Clinical Research (DKF), Wilhelm Klein-Strasse 27, 4012 Basel, Switzerland.
| | - Anna Walter
- Neuropsychiatry and Brain Imaging Group, Department of Psychiatry (UPK), Department of Clinical Research (DKF), Wilhelm Klein-Strasse 27, 4012 Basel, Switzerland
| | - Claudia Lenz
- Neuropsychiatry and Brain Imaging Group, Department of Psychiatry (UPK), Department of Clinical Research (DKF), Wilhelm Klein-Strasse 27, 4012 Basel, Switzerland
| | - Undine E Lang
- Neuropsychiatry and Brain Imaging Group, Department of Psychiatry (UPK), Department of Clinical Research (DKF), Wilhelm Klein-Strasse 27, 4012 Basel, Switzerland
| | - Stefan Borgwardt
- Neuropsychiatry and Brain Imaging Group, Department of Psychiatry (UPK), Department of Clinical Research (DKF), Wilhelm Klein-Strasse 27, 4012 Basel, Switzerland
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18
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Cazden J. Screaming for Attention: The Vocal Demands of Actors in Violent Interactive Games. J Voice 2016; 31:1-2. [PMID: 26952319 DOI: 10.1016/j.jvoice.2016.02.001] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/24/2016] [Accepted: 02/01/2016] [Indexed: 11/16/2022]
Affiliation(s)
- Joanna Cazden
- Cedars-Sinai Medical Center, Los Angeles, California.
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19
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Adams J, Christian G, Tarshis T. Managing media: reflections on media and video game use from a therapeutic perspective. J Am Acad Child Adolesc Psychiatry 2015; 54:341-2. [PMID: 25901767 DOI: 10.1016/j.jaac.2015.02.013] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/27/2014] [Revised: 02/20/2015] [Accepted: 02/26/2015] [Indexed: 10/23/2022]
Affiliation(s)
- Jesse Adams
- San Mateo Behavioral Health and Recovery Services, San Mateo, CA, and the Bay Area Children's Association, San Jose, CA.
| | | | - Thomas Tarshis
- Bay Area Children's Association and Stanford University, Stanford, CA
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