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Lubbe D, Petri PS. Cognitive Dyadic Measurements: A Game-Changer? Construction and First Validation of Three Cognitively Demanding Competitive Tasks. JOURNAL OF PSYCHOEDUCATIONAL ASSESSMENT 2023. [DOI: 10.1177/07342829221149155] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/11/2023]
Abstract
Competition among individuals is a natural mode of determining who is fittest. While in nature, economics, and sports, it is common to infer ability or aptitude from the outcome of competitions, our knowledge on its effects in regard to psychological/educational assessment is scarce. In the present pilot study, we explore a measurement approach for assessing individual differences in interpersonal, face-to-face competitions, based on a set of cognitively demanding, competitive, fast-paced, two-opponent tasks. For initial task evaluation, we conducted comprehensive reliability and construct validation analyses, considering cognitive ability, motivation, and personality measures. Moreover, using structural equation models we conducted a simultaneous factorization of the tasks with the other validation measures. The results suggest that the newly developed tasks measure both cognitive ability (intelligence) as well as a competition-specific component. The competition-specific component was positively associated with experience in competitive gaming and negatively correlated with neuroticism. While the pattern of validities was promising, the measurements’ reliabilities were yet unsatisfactory. Implications for future research as well as the design of competition-based measurements are discussed.
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Affiliation(s)
- Dirk Lubbe
- Brandenburg Medical School Theodor Fontane, Neuruppin, Germany
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Levy-Gigi E, Shamay-Tsoory S. Affect labeling: The role of timing and intensity. PLoS One 2022; 17:e0279303. [PMID: 36580454 PMCID: PMC9799301 DOI: 10.1371/journal.pone.0279303] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/14/2022] [Accepted: 12/05/2022] [Indexed: 12/30/2022] Open
Abstract
A growing number of studies have shown that labeling negative feelings can down-regulate distress. The present study aimed to test the effectiveness of affect labeling while manipulating two factors known to influence the emotion regulation process, namely timing, and emotional intensity. In Experiment 1, sixty-three participants completed a performance-based affect labeling paradigm in which they had to choose between two labels that best describe their feeling. Participants were randomly assigned to one of three experimental conditions: (1) Simultaneous labeling- the labeling occurs while watching the aversive picture. (2) Subsequent labeling- the labeling occurs immediately after watching the aversive picture. (3) Delayed labeling- the labeling occurs 10 seconds after watching the aversive picture. We found that affect labeling efficiently down-regulated distress independent of the labeling timing. In Experiment 2, seventy-nine participants utilized simultaneous labeling for aversive pictures with low and high intensity. We revealed that while affect labeling reduces distress in high-intensity aversive conditions, it increases distress in low-intensity conditions. The results question the standard advice, which calls to count to 10 before you speak in highly aversive states. In addition, it suggests that affect labeling can be beneficial in high-intensity conditions. However, it should be used with caution in low-intensity conditions.
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Affiliation(s)
- Einat Levy-Gigi
- Faculty of Education Bar-Ilan University, Ramat-Gan, Israel
- Gonda Multidisciplinary Brain Research Center, Bar-Ilan University, Ramat-Gan, Israel
- * E-mail:
| | - Simone Shamay-Tsoory
- Department of Psychology, University of Haifa, Haifa, Mount Carmel, Haifa, Israel
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Ortiz de Gortari AB. Coping with COVID- 19 pandemic stressors: Comparisons between non-players and players, and levels of Game Transfer Phenomena. ENTERTAINMENT COMPUTING 2022; 44:100530. [PMID: 36173302 PMCID: PMC9513999 DOI: 10.1016/j.entcom.2022.100530] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/07/2022] [Revised: 09/20/2022] [Accepted: 09/22/2022] [Indexed: 06/02/2023]
Abstract
During the COVID-19 pandemic, video game playing increased exponentially. The question if playing could offer benefits to cope with the pandemic stressors emerged. This study compares how non-players and players who may or may not re-experience (e.g., seeing, hearing) game content after playing [i.e., Game Transfer Phenomena (GTP)] cope with the pandemic stressors, emotion regulation and resilience. It also examines the impact of GTP on the perception of self and the world. A total of 567 completed a survey (59.6% male, MeanAge = 28.55). The measures include emotional regulation (ERC), resilience to stress (BRCS) and fear of contamination (PI). No differences between players and non-players on ERC, BRCS and PI were found. Players with moderate GTP levels were more likely to report contamination fears and show preventive COVID coping behaviours. The positive impact of GTP was associated with high resilience and cognitive reappraisal as an emotion regulation strategy. The results suggest that attention should be paid to players who experience GTP more frequently and with a negative impact. Maladaptive coping styles can exacerbate distress from GTP and situational stressors. Identifying methods of protecting vulnerable individuals from these psychological burdens can guide interventions and mitigate consequences in similar situations.
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Modzelewska A, Imbir KK. Interoceptive awareness and beliefs about health and the body as predictors of the intensity of emotions experienced at the beginning of the pandemic. PeerJ 2022; 9:e12542. [PMID: 35036120 PMCID: PMC8706328 DOI: 10.7717/peerj.12542] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/30/2020] [Accepted: 11/04/2021] [Indexed: 12/25/2022] Open
Abstract
Background The COVID-19 pandemic is a type of stressful event which might have an impact on psychological state. A prolonged threat of getting a serious, contagious illness is expected to be associated with an increase of negative emotions and, conversely, with a decrease of positive emotions. As the stressor is strongly linked to health and the body, we decided to investigate what types of factors related to body perception and appraisal are associated with different types of reported emotions. The purpose of the study was to verify the associations between three types of variables: interoceptive awareness as described by Mehling and colleagues (2012a, 2018), negative beliefs about health and body, and different types of emotions. Methodology A Multidimensional Assessment of Interoceptive Awareness questionnaire was applied to evaluate interoceptive awareness. The declared emotional state was diagnosed with a list of 20 emotions-divided by valence and origin. Additionally, a list of 10 negative beliefs about health and body was used. The study was held in a correlational schema with 299 subjects recruited via the social media platform Facebook who took part in an online survey. Results The study revealed that the scales of Self-Regulation and Trusting are primarily associated with negative automatic and reflective emotions and positive automatic emotions. Furthermore, the Self-Regulation, Trusting dimensions of interoceptive awareness predict an intensity of emotions categorised on the basis of valence and origin. In addition, negative beliefs about health and the body provided an adequate explanation of the variance of most of the types of emotions experienced during the pandemic. Conclusions Factors related to body perception, such as interoceptive awareness and negative beliefs about health and body provide a significant contribution to explaining emotional state at the beginning of the pandemic.
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Affiliation(s)
| | - Kamil K Imbir
- Faculty of Psychology, University of Warsaw, Warsaw, Masovian, Poland
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Davey S, Halberstadt J, Bell E. Where is emotional feeling felt in the body? An integrative review. PLoS One 2021; 16:e0261685. [PMID: 34936672 PMCID: PMC8694467 DOI: 10.1371/journal.pone.0261685] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/30/2021] [Accepted: 12/07/2021] [Indexed: 11/22/2022] Open
Abstract
Contemporary research on "embodied emotion" emphasizes the role of the body in emotional feeling. The evidence base on interoception, arguably the most prominent strand of embodied emotion research, places emphasis on the cardiac, respiratory and gastrointestinal systems. In turn, interoception has evidence-based links with improved emotion regulation. Despite the focus on separate bodily systems, it is unclear whether particular interoceptive locations play a greater role in emotional feeling and emotion regulation. Further, according to Gross' "process model", the sooner that regulation of an emotion occurs, the better; hence, it is additionally important to identify the first body areas to activate. These issues are investigated in a two-stage integrative review. The first stage was preliminary, giving an overview of the evidence base to highlight the distribution of measured body areas. This indicated that 86% of publications (n = 88) measured cardiac activity, 26% measured the respiratory system, and six percent the gastrointestinal system. Given the emphasis placed on all three systems in interoception theory and research on emotion, this suggests a dearth of comprehensive findings pertaining to feeling locations. The second stage investigated the core issues of where emotional feelings are felt in the body and time-related implications for regulation. This was based on ten texts, which together suggested that the head, throat and chest are the most consistently detected locations across and within numerous emotional contexts. Caution is required, however, since-among other reasons discussed-measurement was not time-restricted in these latter publications, and direct physiological measurement was found in only a minority of cases.
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Affiliation(s)
- Steven Davey
- Department of Psychological Medicine, University of Otago Wellington, Wellington, New Zealand
| | | | - Elliot Bell
- Department of Psychological Medicine, University of Otago, Wellington, New Zealand
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Wijnhoven LAMW, Engels RCME, Onghena P, Otten R, Creemers DHM. The Additive Effect of CBT Elements on the Video Game 'Mindlight' in Decreasing Anxiety Symptoms of Children with Autism Spectrum Disorder. J Autism Dev Disord 2021; 52:150-168. [PMID: 33660138 PMCID: PMC8732870 DOI: 10.1007/s10803-021-04927-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 02/10/2021] [Indexed: 11/25/2022]
Abstract
The aim of the present study was to examine the additive effect of elements of cognitive behavioral therapy (CBT) on the video game Mindlight in decreasing anxiety of children with an autism spectrum disorder (ASD). A non-concurrent multiple baseline design with 8 children with ASD in the age of 8–12 was used. CBT did not have the hypothesized additive effect on Mindlight in decreasing anxiety of children with ASD. Instead, multiple participants already experienced a decrease in anxiety during the Mindlight sessions. Yet, several participants did experience a stabilization in anxiety at a low level during the CBT sessions. For now, it can be concluded that CBT does not have an additive effect on Mindlight.
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Affiliation(s)
- Lieke A. M. W. Wijnhoven
- Present Address: Mental Health Care Institute Karakter, Reinier Postlaan 12, 6525 GC Nijmegen, The Netherlands
- Present Address: Behavioural Science Institute, Radboud University, P.O. Box 9104, 6500 HE Nijmegen, The Netherlands
- Mental Health Care Institute GGZ Oost-Brabant, P.O. Box 3, 5427 ZG Boekel, The Netherlands
| | - Rutger C. M. E. Engels
- Erasmus School of Social and Behavioral Sciences, Erasmus University, P.O. Box 1738, 3000 DR Rotterdam, The Netherlands
- Katholieke Universiteit Leuven, P.O. Box 5005, 3000 Leuven, Belgium
| | - Patrick Onghena
- Katholieke Universiteit Leuven, P.O. Box 5005, 3000 Leuven, Belgium
- Present Address: Behavioural Science Institute, Radboud University, P.O. Box 9104, 6500 HE Nijmegen, The Netherlands
| | - Roy Otten
- Erasmus School of Social and Behavioral Sciences, Erasmus University, P.O. Box 1738, 3000 DR Rotterdam, The Netherlands
- Present Address: Behavioural Science Institute, Radboud University, P.O. Box 9104, 6500 HE Nijmegen, The Netherlands
- Present Address: REACH Institute, Arizona State University, P.O. Box 876005, Tempe, AZ USA
- Mental Health Care Institute GGZ Oost-Brabant, P.O. Box 3, 5427 ZG Boekel, The Netherlands
- Mental Health Care Institute Pluryn, P.O. Box 53, 6500 AB Nijmegen, The Netherlands
| | - Daan H. M. Creemers
- Present Address: Mental Health Care Institute Karakter, Reinier Postlaan 12, 6525 GC Nijmegen, The Netherlands
- Erasmus School of Social and Behavioral Sciences, Erasmus University, P.O. Box 1738, 3000 DR Rotterdam, The Netherlands
- Present Address: Behavioural Science Institute, Radboud University, P.O. Box 9104, 6500 HE Nijmegen, The Netherlands
- Mental Health Care Institute GGZ Oost-Brabant, P.O. Box 3, 5427 ZG Boekel, The Netherlands
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Eddy A, Bergman AL, Kaplan J, Goerling RJ, Christopher MS. A Qualitative Investigation of the Experience of Mindfulness Training among Police Officers. JOURNAL OF POLICE AND CRIMINAL PSYCHOLOGY 2021; 36:63-71. [PMID: 34149158 PMCID: PMC8209768 DOI: 10.1007/s11896-019-09340-7] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/06/2023]
Affiliation(s)
- Ashley Eddy
- School of Graduate Psychology, Pacific University, Forest Grove, OR
| | - Aaron L Bergman
- School of Graduate Psychology, Pacific University, Forest Grove, OR
| | - Josh Kaplan
- School of Graduate Psychology, Pacific University, Forest Grove, OR
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Psychometric properties of a Turkish version of the body connection scale and exploring the mediating role of body connection in interpersonal emotion regulation, mindfulness and flourishing. CURRENT PSYCHOLOGY 2020. [DOI: 10.1007/s12144-020-00912-z] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/27/2023]
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Carissoli C, Villani D. Can Videogames Be Used to Promote Emotional Intelligence in Teenagers? Results from EmotivaMente, a School Program. Games Health J 2019; 8:407-413. [PMID: 31241356 DOI: 10.1089/g4h.2018.0148] [Citation(s) in RCA: 12] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/15/2023] Open
Abstract
Objective: To carry out and investigate the effectiveness of an emotional intelligence (EI) training based on the EI ability model, using videogames as experience-based learning tools to increase EI abilities in adolescents. Materials and Methods: A pre-/post-test/follow-up quasi-experimental design was used with an experimental and a control group (121 adolescents, 15.7% boys, mean age of 14.1 years). The training called "EmotivaMente" consisted of eight sessions lasting 1.5 hours each, conducted with six first-year classes of two Italian senior high schools. Data on emotional competences were collected at baseline, at the end of the training and 3 months later. Data were analyzed by repeated measures analysis of variance. Results: Students who participated in the EI training reported an improvement in the evaluation and expression of emotions in relation to the self (own emotions) compared with the control group, immediately after the training, but this difference did not persist at the follow-up (3 months later). Furthermore, EmotivaMente found an increase in the use of cognitive revaluation as a strategy of emotion regulation in the experimental group over time. Conclusions: EmotivaMente helped adolescents to improve emotional skills. Results confirmed that videogames can be useful to promote EI in adolescents at school, if integrated with a guided and assisted framework. Implication of the findings and recommendations for future research are made.
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Affiliation(s)
- Claudia Carissoli
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
| | - Daniela Villani
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
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Porter AM, Goolkasian P. Video Games and Stress: How Stress Appraisals and Game Content Affect Cardiovascular and Emotion Outcomes. Front Psychol 2019; 10:967. [PMID: 31133924 PMCID: PMC6524699 DOI: 10.3389/fpsyg.2019.00967] [Citation(s) in RCA: 27] [Impact Index Per Article: 5.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/30/2018] [Accepted: 04/11/2019] [Indexed: 11/13/2022] Open
Abstract
Although previous studies have found that video games induce stress, studies have not typically measured all salient indicators of stress responses including stress appraisals, cardiovascular indicators, and emotion outcomes. The current study used the Biopsychosocial Model of Challenge and Threat (Blascovich and Tomaka, 1996) to determine if video games induce a cardiovascular stress response by comparing the effects of threat and challenge appraisals across two types of video games that have shown different cardiovascular outcomes. Participants received challenge or threat appraisal instructions, and played a fighting game (Mortal Kombat) or a puzzle game (Tetris). Study outcomes were heart rate variability, systolic and diastolic blood pressure, and positive and negative emotion ratings measured before, during and after gameplay. Results indicated that threat appraisal instructions increased negative emotion ratings and decreased heart rate variability, but not blood pressure, which is an essential marker for cardiovascular stress responses. Increased blood pressure and decreased heart rate variability was associated with fighting game players when compared with the puzzle game players, indicating a cardiovascular stress response; however, fighting game players also reported higher positive emotion ratings. Based on the study findings, video games do not induce stress responses like mental stressors used in previous research, demonstrating that the interactive player experience in video gaming may have more complex effects on stress outcomes. Future research should comprehensively measure biopsychosocial stress indicators and multiple emotional states over time to fully examine the relationship between video games and stress.
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Affiliation(s)
- Anne Marie Porter
- Department of Psychological Science, The University of North Carolina at Charlotte, Charlotte, NC, United States
| | - Paula Goolkasian
- Department of Psychological Science, The University of North Carolina at Charlotte, Charlotte, NC, United States
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Pizzoli SFM, Mazzocco K, Triberti S, Monzani D, Alcañiz Raya ML, Pravettoni G. User-Centered Virtual Reality for Promoting Relaxation: An Innovative Approach. Front Psychol 2019; 10:479. [PMID: 30914996 PMCID: PMC6423066 DOI: 10.3389/fpsyg.2019.00479] [Citation(s) in RCA: 36] [Impact Index Per Article: 7.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/01/2018] [Accepted: 02/18/2019] [Indexed: 11/21/2022] Open
Abstract
Virtual reality has been used effectively to promote relaxation and reduce stress. It is possible to find two main approaches to achieve such aims across the literature. The first one is focused on generic environments filled with relaxing "narratives" to induce control over one's own body and physiological response, while the second one engages the user in virtual reality-mediated activities to empower his/her own abilities to regulate emotion. The scope of the present contribution is to extend the discourse on VR use to promote relaxation, by proposing a third approach. This would be based on VR with personalized content, based on user research to identify important life events. As a second step, distinctive features of such events may be rendered with symbols, activities or other virtual environments contents. According to literature, it is possible that such an approach would obtain more sophisticated and long-lasting relaxation in users. The present contribution explores this innovative theoretical proposal and its potential applications within future research and interventions.
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Affiliation(s)
- Silvia Francesca Maria Pizzoli
- Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy
- Applied Research Division for Cognitive and Psychological Science, European Institute of Oncology IRCCS, Milan, Italy
| | - Ketti Mazzocco
- Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy
- Applied Research Division for Cognitive and Psychological Science, European Institute of Oncology IRCCS, Milan, Italy
| | - Stefano Triberti
- Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy
- Applied Research Division for Cognitive and Psychological Science, European Institute of Oncology IRCCS, Milan, Italy
| | - Dario Monzani
- Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy
- Applied Research Division for Cognitive and Psychological Science, European Institute of Oncology IRCCS, Milan, Italy
| | - Mariano Luis Alcañiz Raya
- Institute of Research and Innovation in Bioengineering, Universidad Politécnica de Valencia, Valencia, Spain
| | - Gabriella Pravettoni
- Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy
- Applied Research Division for Cognitive and Psychological Science, European Institute of Oncology IRCCS, Milan, Italy
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Nijhof SL, Vinkers CH, van Geelen SM, Duijff SN, Achterberg EM, van der Net J, Veltkamp RC, Grootenhuis MA, van de Putte EM, Hillegers MH, van der Brug AW, Wierenga CJ, Benders MJ, Engels RC, van der Ent CK, Vanderschuren LJ, Lesscher HM. Healthy play, better coping: The importance of play for the development of children in health and disease. Neurosci Biobehav Rev 2018; 95:421-429. [DOI: 10.1016/j.neubiorev.2018.09.024] [Citation(s) in RCA: 51] [Impact Index Per Article: 8.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/11/2018] [Revised: 08/27/2018] [Accepted: 09/26/2018] [Indexed: 12/20/2022]
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Villani D, Carissoli C, Triberti S, Marchetti A, Gilli G, Riva G. Videogames for Emotion Regulation: A Systematic Review. Games Health J 2018; 7:85-99. [PMID: 29424555 DOI: 10.1089/g4h.2017.0108] [Citation(s) in RCA: 85] [Impact Index Per Article: 14.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/11/2022] Open
Abstract
INTRODUCTION Emotion regulation (ER) supports multiple individual functions and promotes mental health and wellbeing. Among the tools that may be used to help people in managing their affective states, videogames are reaching attention and are showing positive effects. Yet, little is known about their effectiveness. OBJECTIVE This study aims to assess the amount and quality of studies investigating the effects and modalities of the use of videogames for ER. MATERIALS AND METHODS A systematic literature search according to PRISMA guidelines was performed. Subsequently, according to expert advice other few studies have been added. RESULTS Twenty-three studies met the inclusion criteria and were included in the review; they can be categorized into three groups, namely (1) cross-sectional and qualitative studies, (2) experimental studies investigating the effects of videogame experience on ER and (3) ER intervention with serious games. DISCUSSION Discussion of the reviewed studies highlights that frequent gaming with commercial games offers more opportunities for ER improvement (related to gameplay and enjoyment of fictional properties) than limited-time experiences, such as those supported by bespoke serious games. This research area is still in its infancy and findings need to be interpreted with caution; furthermore, future reviews are encouraged to include clinical populations. CONCLUSION Videogames offer several opportunities for ER and a challenge for educational and psychological interventions.
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Affiliation(s)
- Daniela Villani
- 1 Department of Psychology, Università Cattolica del Sacro Cuore , Milan, Italy
| | - Claudia Carissoli
- 1 Department of Psychology, Università Cattolica del Sacro Cuore , Milan, Italy
| | - Stefano Triberti
- 1 Department of Psychology, Università Cattolica del Sacro Cuore , Milan, Italy
| | - Antonella Marchetti
- 2 Research Unit on Theory of Mind, Department of Psychology, Università Cattolica del Sacro Cuore , Milan, Italy
| | - Gabriella Gilli
- 1 Department of Psychology, Università Cattolica del Sacro Cuore , Milan, Italy
| | - Giuseppe Riva
- 1 Department of Psychology, Università Cattolica del Sacro Cuore , Milan, Italy .,3 Applied Technology for NeuroPsychology Lab, Istituto Auxologico Italiano , Milan, Italy
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Freedman G, Flanagan M. From dictators to avatars: Furthering social and personality psychology through game methods. SOCIAL AND PERSONALITY PSYCHOLOGY COMPASS 2017. [DOI: 10.1111/spc3.12368] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/01/2023]
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Abstract
Gambling and video game playing represent two leisure activities in which adolescents and young adults participate. There are psychological and behavioural parallels between some forms of gambling (e.g., slot machines, video lottery terminals, electronic gambling machines) and some types of video games (e.g., arcade games). Both activities operate on behavioural principles of variable reinforcement schedules in order to reward and prolong play and use exciting and stimulating sound and light effects within game play. Additionally, both activities have similar negative effects associated with excessive play (e.g., poor academic performance, moodiness, loss of interest in activities previously enjoyed, and interpersonal conflict). Thus, there is concern that children and adolescents who are attracted to video games, for both psychological rewards and the challenge, may be at greater risk to gamble. We examined the gambling and video game playing behaviour among 1,229 adolescents and young adults. Results indicate that gamblers, relative to non-gamblers, were more likely to play video games. Video game players were more likely than non-players to gamble. Both social and problem gamblers had higher rates of video game playing than did non-gamblers, and addicted gamers had higher rates of gambling than did social and non-gamers. Results from the current study suggest significant overlap in youth participation in both gambling activities and video game playing. These results have implications for future research and the treatment of problem gambling and video game addiction.Les jeux de hasard et les jeux vidéo sont deux loisirs auxquels s’adonnent les adolescents et les jeunes adultes. Il existe des parallèles psychologiques et comportementaux entre certaines formes des jeux de hasard (p. ex., les appareils à sous, les appareils de loterie vidéo, les machines de jeux électroniques) et certains jeux vidéo (p. ex., les jeux d’arcade). Ces deux types de jeux exploitent les principes comportementaux du programme variable de renforcement pour récompenser le joueur et l’amener à jouer plus longtemps et utilisent des effets lumineux et sonores stimulants et excitants pour accroître l’attrait de l’expérience de jeu. De plus, ces deux activités entraînent des effets négatifs similaires chez les joueurs excessifs (p. ex., mauvais résultats scolaires, instabilité émotive, perte d’intérêt pour des activités qui autrefois procuraient du plaisir, conflits interpersonnels). On craint donc que les enfants et les adolescents qui sont attirés par les jeux vidéo, en raison des défis qu’ils proposent et des récompenses psychologiques qu’ils procurent, soient plus à risque de s’adonner aux jeux de hasard. La présente recherche a examiné les comportements de jeu de 1229 adolescents et jeunes adultes relativement aux jeux de hasard et aux jeux vidéo. Les résultats indiquent que les joueurs de jeux de hasard, par rapport aux non-joueurs, étaient plus susceptibles de jouer à des jeux vidéo, et que les joueurs de jeux vidéo étaient pareillement plus susceptibles de s’adonner aux jeux de hasard que les sujets ne jouant pas aux jeux vidéo. Le groupe des joueurs sociaux et celui des joueurs à problèmes présentaient tous deux un taux plus élevé de pratique des jeux vidéo que celui des non-joueurs, et les sujets ayant une dépendance aux jeux vidéo s’adonnaient également en plus forte proportion aux jeux de hasard que les sujets ne pratiquant par les jeux vidéo ou les pratiquant de manière sociale uniquement. Les résultats de la présente étude donnent à croire qu’il y a un chevauchement important entre la pratique des jeux de hasard et celle des jeux vidéo chez les jeunes. Ces résultats ont des incidences sur les futures recherches et le traitement de la dépendance aux jeux de hasard et aux jeux vidéo.
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Huang HC, Wong MK, Yang YH, Chiu HY, Teng CI. Impact of Playing Exergames on Mood States: A Randomized Controlled Trial. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2017; 20:246-250. [DOI: 10.1089/cyber.2016.0322] [Citation(s) in RCA: 17] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Affiliation(s)
- Han-Chung Huang
- Graduate Institute of Business and Management, Chang Gung University, Taoyuan, Taiwan
| | - May-Kuen Wong
- Taoyuan Branch, Chang Gung Memorial Hospital, Taoyuan, Taiwan
| | - Ya-Hui Yang
- Institute of Health Policy and Management, National Taiwan University, Taipei, Taiwan
| | - Hsin-Ying Chiu
- Department of Industrial and Business Management, Chang Gung University, Taoyuan, Taiwan
| | - Ching-I Teng
- Department of Industrial and Business Management, Chang Gung University, Taoyuan, Taiwan
- Department of Rehabilitation, Chang Gung Memorial Hospital, Taipei, Taiwan
- Department of Business and Management, Ming Chi University, Taipei, Taiwan
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Video Gaming and Children's Psychosocial Wellbeing: A Longitudinal Study. J Youth Adolesc 2017; 46:884-897. [PMID: 28224404 PMCID: PMC5346125 DOI: 10.1007/s10964-017-0646-z] [Citation(s) in RCA: 53] [Impact Index Per Article: 7.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/01/2016] [Accepted: 02/09/2017] [Indexed: 11/10/2022]
Abstract
The effects of video games on children’s psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27–11.43 years old; male = 98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b) competitively; likewise, parents reported their children’s psychosocial health. Gaming at time one was associated with increases in emotion problems. Violent gaming was not associated with psychosocial changes. Cooperative gaming was not associated with changes in prosocial behavior. Finally, competitive gaming was associated with decreases in prosocial behavior, but only among children who played video games with high frequency. Thus, gaming frequency was related to increases in internalizing but not externalizing, attention, or peer problems, violent gaming was not associated with increases in externalizing problems, and for children playing approximately 8 h or more per week, frequent competitive gaming may be a risk factor for decreasing prosocial behavior. We argue that replication is needed and that future research should better distinguish between different forms of gaming for more nuanced and generalizable insight.
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Abstract
Video games are an interesting example of technologies/media able to generate complex emotions. Indeed, part of the emotions commonly arising in the experience of video gamers are quite negative. On the one hand, video gamers may feel frustration and anger due to the difficulty of the gameplay. On the other hand, they may experience sadness, anxiety and fear due to the immersion into emotionally rich narratives. Yet, video gamers seem to appreciate gaming technologies generating negative emotions, and the research on media frequently highlights a counterintuitive positive relation between negative affect and enjoinment/well-being outcomes. Starting from these premises, the present chapter is aimed to review the negative emotions typical of video games, in order to understand in what ways they can concur in generating an overall positive experience. Then, the chapter discusses implications for research on video games as positive technologies, namely technologies able to promote well-being in their users.
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Wijnhoven LAMW, Creemers DHM, Engels RCME, Granic I. The effect of the video game Mindlight on anxiety symptoms in children with an Autism Spectrum Disorder. BMC Psychiatry 2015; 15:138. [PMID: 26129831 PMCID: PMC4488062 DOI: 10.1186/s12888-015-0522-x] [Citation(s) in RCA: 35] [Impact Index Per Article: 3.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/24/2015] [Accepted: 06/08/2015] [Indexed: 12/28/2022] Open
Abstract
BACKGROUND In the clinical setting, a large proportion of children with an autism spectrum disorder (ASD) experience anxiety symptoms. Because anxiety is an important cause of impairment for children with an ASD, it is necessary that effective anxiety interventions are implemented for these children. Recently, a serious game called Mindlight has been developed that is focused on decreasing anxiety in children. This approach is based on recent research suggesting that video games might be suitable as an intervention vehicle to enhance mental health in children. In the present study it will be investigated whether Mindlight is effective in decreasing (sub) clinical anxiety symptoms in children who are diagnosed with an ASD. METHODS/DESIGN The present study involves a randomized controlled trial (RCT) with two conditions (experimental versus control), in which it is investigated whether Mindlight is effective in decreasing (sub) clinical anxiety symptoms in children with an ASD. For this study, children of 8-16 years old with a diagnosis of an ASD and (sub) clinical anxiety symptoms will be randomly assigned to the experimental (N = 60) or the control (N = 60) condition. Children in the experimental condition will play Mindlight for one hour per week, for six consecutive weeks. Children in the control condition will play the puzzle game Triple Town, also for one hour per week and for six consecutive weeks. All children will complete assessments at baseline, post-intervention and 3-months follow-up. Furthermore, parents and teachers will also complete assessments at the same time points. The primary outcome will be child report of anxiety symptoms. Secondary outcomes will be parent report of child anxiety, child/parent report of depressive symptoms, and parent/teacher report of social functioning and behavior problems. DISCUSSION This paper aims to describe a study that will examine the effect of the serious game Mindlight on (sub) clinical anxiety symptoms of children with an ASD in the age of 8-16 years old. It is expected that children in the experimental condition will show lower levels of anxiety symptoms at 3-months follow-up, compared to children in the control condition. If Mindlight turns out to be effective, it could be an important contribution to the already existing interventions for anxiety in children with an ASD. Mindlight could then be implemented as an evidence-based treatment for anxiety symptoms in children with an ASD in mental health institutes and special education schools. TRIAL REGISTRATION Dutch Trial Register NTR5069 . Registered 20 April 2015.
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Affiliation(s)
- Lieke A. M. W. Wijnhoven
- Behavioural Science Institute, Radboud University Nijmegen, P.O. Box 9104, 6500 HE Nijmegen, The Netherlands ,GGZ Oost-Brabant, P.O. Box 3, 5427 ZG Boekel, The Netherlands
| | - Daan H. M. Creemers
- Behavioural Science Institute, Radboud University Nijmegen, P.O. Box 9104, 6500 HE Nijmegen, The Netherlands ,GGZ Oost-Brabant, P.O. Box 3, 5427 ZG Boekel, The Netherlands
| | - Rutger C. M. E. Engels
- Behavioural Science Institute, Radboud University Nijmegen, P.O. Box 9104, 6500 HE Nijmegen, The Netherlands ,Trimbos Institute, Da Costakade 45, 3521 VS Utrecht, The Netherlands
| | - Isabela Granic
- Behavioural Science Institute, Radboud University Nijmegen, P.O. Box 9104, 6500 HE, Nijmegen, The Netherlands.
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Lobel A, Granic I, Stone LL, Engels RCME. Associations between children’s video game playing and psychosocial health: information from both parent and child reports. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2014; 17:639-43. [PMID: 25272237 DOI: 10.1089/cyber.2014.0128] [Citation(s) in RCA: 13] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
Video games are a highly heterogeneous form of entertainment. As recent reviews highlight, this heterogeneity makes likely that video games have both positive and negative consequences for child development. This study investigated the associations between gaming frequency and psychosocial health among children younger than 12 years of age, an understudied cohort in this field. Both parents and children reported children's gaming frequency, with parents also reporting on children's psychosocial health. Given that children may be too young to report the time they spend playing video games accurately, children's reports were scaffolded by a developmentally appropriate measure. We further investigated the potential bias of having parents report both their children's gaming frequency and their children's psychosocial health (i.e., a single source bias). Parental reports of children's gaming frequency were higher than their children's reports. However, a direct test of the potential single source bias rendered null results. Notably, however, while parental reports showed negative associations between gaming and psychosocial health, children's reports showed no associations. Specifically, based on parent reports, children's gaming was associated with more conduct and peer problems, and less prosocial behavior. As children's reports produced no associations between gaming and psychosocial health, parental reports in this study may belie an erroneous set of conclusions. We therefore caution against relying on just one reporter when assessing children's gaming frequency.
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Affiliation(s)
- Adam Lobel
- 1 Behavioural Science Institute, Department of Developmental Psychopathology, Radboud University , Nijmegen, The Netherlands
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