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Dou Y, Zhang M. Longitudinal reciprocal relationship between media violence exposure and aggression among junior high school students in China: a cross-lagged analysis. Front Psychol 2025; 15:1441738. [PMID: 39839937 PMCID: PMC11747719 DOI: 10.3389/fpsyg.2024.1441738] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/31/2024] [Accepted: 12/18/2024] [Indexed: 01/23/2025] Open
Abstract
Introduction Increasing evidence has shown that media violence exposure can influence individual aggression. However, the question of whether there is a causal relationship between media violence exposure and aggression remains complex and contentious. This study aims to examine the dynamic reciprocal relations between media violence exposure and aggression among junior high school students in China. Methods Using the Exposure to Violent Media Questionnaire (ETVMQ) and the Buss-Warren Aggression questionnaire (BWAQ), 259 junior high school students were tracked three times over a period of 1 year. A cross-lagged panel model was constructed to analyze the reciprocal relationship between media violence exposure and aggression over time. Results (1) Media violence exposure and aggression were significantly and positively correlated in all three assessments. (2) Cross-lagged analysis revealed that media violence exposure at Time 1(T1) significantly positively predicted aggression at Time 2(T2), and subsequently significantly positively predicted media violence exposure at Time 3(T3). Additionally, media violence exposure at T2 significantly positively predicted aggression at T3. (3) Multi-group analysis revealed that gender, family economic status, and family location had no significant moderating effects on the cross-lagged effects between media violence exposure and aggression. The cross-lagged effects did not differ by gender, family economic status, or family location. Conclusion There is a positive reciprocal relationship between media violence exposure and aggression among Chinese junior high school students, and this reciprocal relationship demonstrates stability across gender and family environments. Media violence exposure is not only a risk factor for increasing aggression among Chinese junior high school students but also a negative outcome of high aggression.
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Affiliation(s)
| | - Meng Zhang
- School of Criminology, People’s Public Security University of China, Beijing, China
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De Rosa O, Baker FC, Barresi G, Conte F, Ficca G, de Zambotti M. Video gaming and sleep in adults: A systematic review. Sleep Med 2024; 124:91-105. [PMID: 39284267 DOI: 10.1016/j.sleep.2024.09.015] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/16/2024] [Revised: 08/24/2024] [Accepted: 09/11/2024] [Indexed: 12/23/2024]
Abstract
Video games (VGs) are one of the most common forms of entertainment and their diffusion is constantly increasing. Although largely studied in the framework of their relationship with mental and physical health, the relationship of VGs with sleep are not yet fully understood. This review provides a systematic assessment of the studies that investigated the relationships between video gaming and sleep in adults. The review search included both online databases (PubMed, Scopus, and PsycInfo) and citation tracking. Twenty-six studies were included in the final qualitative analysis. Findings are described separately for subjective and objective sleep measures and then discussed considering exposure levels and VG typology. Observational studies showed an association between excessive video gaming, poor sleep quality, and delayed sleep timing, whereas habitual and/or casual use was not associated with poor sleep and some studies even showed a beneficial effect on daytime functioning. Experimental evidence shows that playing an arousing VG before sleep delays sleep onset with possible alteration of sleep structure, whereas non-arousing cognitively challenging video gaming resulted in improved sleep continuity, stability, and organization. Overall, these findings show that the effect of VGs on sleep depends on the level of arousal associated with gaming, gaming sessions' duration, and frequency of gaming.
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Affiliation(s)
- Oreste De Rosa
- Department of Psychology, University of Campania L. Vanvitelli, Caserta, Italy; Dermatology Unit, Department of Mental and Physical Health and Preventive Medicine, University of Campania "L. Vanvitelli", Naples, Italy; Center for Health Sciences, SRI International, Menlo Park, CA, USA.
| | - Fiona C Baker
- Center for Health Sciences, SRI International, Menlo Park, CA, USA
| | - Giacinto Barresi
- Bristol Robotics Laboratory, University of the West of England, Bristol, United Kingdom; Knowledge Media Institute, The Open University, Milton Keynes, United Kingdom
| | - Francesca Conte
- Department of Psychology, University of Campania L. Vanvitelli, Caserta, Italy
| | - Gianluca Ficca
- Department of Psychology, University of Campania L. Vanvitelli, Caserta, Italy
| | - Massimiliano de Zambotti
- Center for Health Sciences, SRI International, Menlo Park, CA, USA; Lisa Health Inc., Oakland, CA, USA
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Gan W, Chen Z, Wu Z, Huang X, Wang F. Aggression in online gaming: the role of online disinhibition, social dominance orientation, moral disengagement and gender traits among Chinese university students. Front Public Health 2024; 12:1459696. [PMID: 39568613 PMCID: PMC11577964 DOI: 10.3389/fpubh.2024.1459696] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/04/2024] [Accepted: 10/24/2024] [Indexed: 11/22/2024] Open
Abstract
Introduction Aggressive behaviors in the online gaming world are frequent and have far-reaching negative effects. Method To explore the factors and mechanisms of aggressive in games, we surveyed 945 university students using a framework of social dominance orientation, online disinhibition, moral disengagement, and aggression in gaming, and examined the moderating role of gender traits. Results We found no direct relationship between online disinhibition and aggression in gaming; however, through the mediating role of moral disengagement, online disinhibition indirectly affected aggression in gaming behavior and enhanced social dominance orientation. Social dominance orientation predicted both moral disengagement and aggression in gaming behaviors, and the mediating effect of moral disengagement was confirmed through the indirect influence of moral disengagement on aggression in gaming behavior. Moreover, the moral disengagement mechanism significantly predicted aggression in gaming behavior. Furthermore, femininity and androgyny moderated both social dominance orientation toward moral disengagement and aggression in gaming, while masculinity and androgyny moderated the path from online disinhibition to social dominance orientation. Regarding the path from moral disengagement to aggression, all gender trait moderations were significant. Discussion This study reveals the role of the moral disengagement mechanism in the process of game-related aggression, providing theoretical support for the explanation of aggressive behavior, which applies to players of any gender. Moreover, this study confirms the moderating role of gender. Unlike biological sex, gender traits are malleable; androgynous traits offer greater adaptability in various environments. Thus, prevention and intervention efforts against online aggression should include strengthening moral education and properly guiding and fostering androgynous gender traits.
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Affiliation(s)
- Wenxuan Gan
- School of Physical Education, Sichuan University, Chengdu, China
| | - Zichao Chen
- School of Physical Education, Sichuan University, Chengdu, China
| | - Zhusheng Wu
- School of Tourism, Sichuan University, Chengdu, China
| | - Xia Huang
- School of Tourism, Sichuan University, Chengdu, China
| | - Fang Wang
- School of Physical Education, Sichuan University, Chengdu, China
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I Lawrence T, Wojciechowski T, Fitzgerald M, T Watson S. The transition from physical sibling abuse to bullying perpetration through trait anger: A longitudinal study. J Adolesc 2024; 96:1473-1484. [PMID: 38824456 DOI: 10.1002/jad.12356] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/06/2023] [Revised: 04/29/2024] [Accepted: 05/22/2024] [Indexed: 06/03/2024]
Abstract
OBJECTIVES Experiencing physical sibling abuse is a form of family violence that is common but understudied. While it is often perceived as a normative aspect of sibling relationships, there are apparent behavioral consequences. The current study aims to advance the literature by utilizing the displaced aggression model and I3 theory to longitudinally examine trait anger as a pathway linking physical sibling abuse to bullying perpetration. METHODS Using data from the Bullying, Sexual, and Dating Violence Trajectories from Early to Late Adolescence in the Midwestern United States, 2008-2013, adolescents (n = 851, M = 14.8 years) completed questionnaires at baseline and were reassessed 6 months later. RESULTS Results suggested that when adolescents experience physical sibling abuse, they are more likely to engage in bullying perpetration. Mediation analyses indicated that as adolescents were physically abused by a sibling at home, they were more likely to report higher levels of trait anger, which subsequently increased their risk of engaging in bullying perpetration. CONCLUSION These results suggest that experiencing physical sibling abuse has long-term detrimental consequences, including elicitation of trait anger, subsequently predicting bullying perpetration.
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Affiliation(s)
- Timothy I Lawrence
- Department of Educational Psychology, Texas A&M University, College Station, Texas, USA
| | - Thomas Wojciechowski
- School of Criminal Justice, Michigan State University, East Lansing, Michigan, USA
| | - Michael Fitzgerald
- Human Development & Family Science, Oklahoma State University, Stillwater, Oklahoma, USA
| | - Stephen T Watson
- Department of Educational Psychology, Texas A&M University, College Station, Texas, USA
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Zioga T, Ferentinos A, Konsolaki E, Nega C, Kourtesis P. Video Game Skills across Diverse Genres and Cognitive Functioning in Early Adulthood: Verbal and Visuospatial Short-Term and Working Memory, Hand-Eye Coordination, and Empathy. Behav Sci (Basel) 2024; 14:874. [PMID: 39457746 PMCID: PMC11504367 DOI: 10.3390/bs14100874] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/22/2024] [Revised: 09/23/2024] [Accepted: 09/23/2024] [Indexed: 10/28/2024] Open
Abstract
The cognitive and affective impacts of video games are subjects of ongoing debate, with recent research recognizing their potential benefits. This study employs the Gaming Skill Questionnaire (GSQ) to evaluate participants' gaming skills across six genres and overall proficiency. A total of 88 individuals aged 20-40 participated, completing assessments of empathy and six cognitive abilities: verbal short-term memory, verbal working memory, visuospatial short-term memory, visuospatial working memory, psychomotor speed (hand-eye coordination), and attention. Participants' cognitive abilities were examined using the Digit Span Test, Corsi Block Test, and Deary-Liewald Reaction Time Task, while empathy was assessed using the Empathy Quotient Questionnaire. Findings indicate that higher levels of videogaming proficiency are linked to improvements in visuospatial short-term and working memory, psychomotor speed, and attention. Specific genres enhanced particular skills: RPGs were positively associated with both verbal working memory and visuospatial short-term memory, but were negatively associated with empathy; action games improved psychomotor speed and attention; and puzzle games showed a positive relationship with visuospatial working memory. These results add to ongoing research on the cognitive and affective effects of video games, suggesting their potential to enhance specific cognitive functions. They also highlight the complex relationship between video games and empathy. Future research should explore the long-term impacts and genre-specific effects.
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Affiliation(s)
- Triantafyllia Zioga
- Department of Psychology, The American College of Greece, 153 42 Athens, Greece (E.K.); (C.N.)
| | - Aristotelis Ferentinos
- Department of Psychology, The American College of Greece, 153 42 Athens, Greece (E.K.); (C.N.)
| | - Eleni Konsolaki
- Department of Psychology, The American College of Greece, 153 42 Athens, Greece (E.K.); (C.N.)
| | - Chrysanthi Nega
- Department of Psychology, The American College of Greece, 153 42 Athens, Greece (E.K.); (C.N.)
| | - Panagiotis Kourtesis
- Department of Psychology, The American College of Greece, 153 42 Athens, Greece (E.K.); (C.N.)
- Department of Psychology, The University of Edinburgh, Edinburgh EH8 9JZ, UK
- Department of Psychology, National and Kapodistrian University of Athens, 157 84 Athens, Greece
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Minami H, Shirai T, Okada S, Miyachi M, Tanifuji T, Okazaki S, Horai T, Mouri K, Otsuka I, Hishimoto A. Comprehensive analysis including in-game spending and violent game playing in patients with internet gaming disorder. Neuropsychopharmacol Rep 2024; 44:631-638. [PMID: 39073029 PMCID: PMC11544446 DOI: 10.1002/npr2.12470] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/30/2024] [Revised: 07/12/2024] [Accepted: 07/18/2024] [Indexed: 07/30/2024] Open
Abstract
AIM Internet gaming disorder (IGD) is receiving increasing attention. In particular, violent gameplay or in-game spending affects the psychiatric conditions and economic difficulties of patients. We conducted regression analysis and path analysis to investigate the associations between a comprehensive list of factors in patients with IGD, including the degree of internet or gaming dependence, developmental problems, family background, severity of depression, sleeping habits, in-game spending, and first-person shooter (FPS) and third-person shooter (TPS) game playing. METHODS The participants were 47 Japanese individuals (39 males and 8 females) aged ≤20 years diagnosed with IGD with complete data from the internet addiction test, autism spectrum quotient, Quick Inventory of Depressive Symptomatology, and Pittsburgh Sleep Quality Index. All participants were asked whether their parents have divorce history, whether they have siblings, whether they play FPS or TPS games, and whether they engage in in-game spending. Firstly, we compared these factors between males and females; secondly, we conducted regression analysis and path analysis in male patients. RESULTS As for simple comparison between sex, female patients showed greater severity of IGD and depressive score. In regression analysis of male patients, significant associations were found between FPS or TPS game playing and in-game spending. We also created path diagrams. CONCLUSION The results of the comprehensive analyses suggest the possibility that bidirectional synergistic effects could be achieved by gradually reducing both violent game playing and in-game spending. The concept of internet dependence has a wide range of meanings, and for each subtype, it is important to consider the background that led to the dependence to make individualized environmental adjustments and provide psychotherapy.
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Affiliation(s)
- Haruka Minami
- Department of PsychiatryKobe University Graduate School of MedicineKobeJapan
| | - Toshiyuki Shirai
- Department of PsychiatryKobe University Graduate School of MedicineKobeJapan
| | - Shohei Okada
- Department of PsychiatryKobe University Graduate School of MedicineKobeJapan
| | - Masao Miyachi
- Department of PsychiatryKobe University Graduate School of MedicineKobeJapan
| | - Takaki Tanifuji
- Department of PsychiatryKobe University Graduate School of MedicineKobeJapan
| | - Satoshi Okazaki
- Department of PsychiatryKobe University Graduate School of MedicineKobeJapan
| | - Tadasu Horai
- Department of PsychiatryKobe University Graduate School of MedicineKobeJapan
| | - Kentaro Mouri
- Department of PsychiatryKobe University Graduate School of MedicineKobeJapan
| | - Ikuo Otsuka
- Department of PsychiatryKobe University Graduate School of MedicineKobeJapan
| | - Akitoyo Hishimoto
- Department of PsychiatryKobe University Graduate School of MedicineKobeJapan
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Choe C, Yu S. Trajectories of Problem Behaviors and Information Technology Use Among Adolescents: A Latent Growth Model Using the Korean Children and Youth Panel Survey. Child Psychiatry Hum Dev 2024:10.1007/s10578-024-01736-9. [PMID: 39017767 DOI: 10.1007/s10578-024-01736-9] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 06/30/2024] [Indexed: 07/18/2024]
Abstract
We investigated the association between computer and mobile phone online activities and adolescents' problem behaviors (e.g., depressive symptoms, withdrawal, somatic complaints, attention deficit, and aggression) using data from the Korean Children and Youth Panel Survey and latent growth model analysis. The results demonstrated that text-related activities lowered withdrawal and attention deficit. Higher use of online communities or personal websites was associated with higher depressive symptoms, withdrawal, somatic symptoms, and aggression. Online gaming increased both attention deficit' initial value and its decrease rate. Taking photos decreased withdrawal. Watching videos increased depressive symptoms, withdrawal, and attention deficit. Listening to music lowered attention deficit' initial value and somatic symptoms' decrease rate. Accessing adult websites increased attention deficit and aggression. Educational information searches reduced attention deficit and aggression. Online transactions increased somatic symptoms. This study indicates that adolescents' problem behaviors may appear differently depending on the type of information technology use.
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Affiliation(s)
- Chung Choe
- Department of Economics, Konkuk University, 120 Neungdong-ro, Gwangjin-gu, Seoul, 05029, Korea
| | - Seunghee Yu
- College of General Eduction, Kookmin University, 77 Jeongneung-ro, Seongbuk-gu, Seoul, 02707, Korea.
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Ritchie MB, Compton SAH, Oliver LD, Finger E, Neufeld RWJ, Mitchell DGV. The impact of acute violent videogame exposure on neurocognitive markers of empathic concern. Soc Cogn Affect Neurosci 2024; 19:nsae031. [PMID: 38727544 PMCID: PMC11223611 DOI: 10.1093/scan/nsae031] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/24/2023] [Revised: 02/21/2024] [Accepted: 05/08/2024] [Indexed: 07/06/2024] Open
Abstract
Research examining the purported association between violent gaming and aggression remains controversial due to concerns related to methodology, unclear neurocognitive mechanisms, and the failure to adequately consider the role of individual differences in susceptibility. To help address these concerns, we used fMRI and an emotional empathy task to examine whether acute and cumulative violent gaming exposure were associated with abnormalities in emotional empathy as a function of trait-empathy. Emotional empathy was targeted given its involvement in regulating not only aggression, but also other important social functions such as compassion and prosocial behaviour. We hypothesized that violent gaming exposure increases the risk of aberrant social behaviour by altering the aversive value of distress cues. Contrary to expectations, neither behavioural ratings nor empathy-related brain activity varied as a function of violent gaming exposure. Notably, however, activation patterns in somatosensory and motor cortices reflected an interaction between violent gaming exposure and trait empathy. Thus, our results are inconsistent with a straightforward relationship between violent gaming exposure and reduced empathy. Furthermore, they highlight the importance of considering both individual differences in susceptibility and other aspects of cognition related to social functioning to best inform public concern regarding safe gaming practices.
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Affiliation(s)
- Mary B Ritchie
- Graduate Program in Clinical Science and Psychopathology, Department of Psychology, University of Western Ontario, London, ON N6A 3K7, Canada
- Brain and Mind Institute, University of Western Ontario, London, ON N6A 3K7, Canada
| | - Shannon A H Compton
- Brain and Mind Institute, University of Western Ontario, London, ON N6A 3K7, Canada
- Graduate Program in Neuroscience, Schulich School of Medicine and Dentistry, University of Western Ontario, London, ON N6A 3K7, Canada
| | - Lindsay D Oliver
- Campbell Family Mental Health Research Institute, Centre for Addiction and Mental Health, Toronto, ON M5T 1R8, Canada
- Department of Psychiatry, University of Toronto, Toronto, Ontario M5R0A3, Canada
| | - Elizabeth Finger
- Robarts Institute, University of Western Ontario, London, ON N6A 3K7, Canada
- Department of Clinical Neurological Sciences, The University of Western Ontario, London, ON N6A 3K7, Canada
- Lawson Health Research Institute, London, ON N6C 2R5, Canada
- Parkwood Institute, St. Joseph’s Health Care, London, ON N6C 0A7, Canada
| | - Richard W J Neufeld
- Graduate Program in Neuroscience, Schulich School of Medicine and Dentistry, University of Western Ontario, London, ON N6A 3K7, Canada
- Department of Psychiatry, Schulich School of Medicine and Dentistry, University of Western Ontario, London, ON N6A 3K7, Canada
- Department of Psychology, Faculty of Social Science, University of Western Ontario, London, ON N6A 3K7, Canada
| | - Derek G V Mitchell
- Brain and Mind Institute, University of Western Ontario, London, ON N6A 3K7, Canada
- Department of Psychiatry, Schulich School of Medicine and Dentistry, University of Western Ontario, London, ON N6A 3K7, Canada
- Department of Psychology, Faculty of Social Science, University of Western Ontario, London, ON N6A 3K7, Canada
- Department of Anatomy and Cell Biology, Schulich School of Medicine and Dentistry, University of Western Ontario, London, ON N6A 3K7, Canada
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Gou H, Yang Y. The relationship between video games and social-emotional delay in Chinese rural preschoolers: A comparison of five types of media video games and social-emotional delay. Child Care Health Dev 2024; 50:e13288. [PMID: 38837450 DOI: 10.1111/cch.13288] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/21/2023] [Revised: 04/18/2024] [Accepted: 05/16/2024] [Indexed: 06/07/2024]
Abstract
BACKGROUND Recent studies have revealed a negative relationship between children's digital media use and social-emotional development. However, few studies distinguish between different digital devices and the different functions they provide that may lead to different outcomes. METHODS This study explored the relationship between young children's time spent on various digital devices and their social-emotional delay based on a survey of 1182 preschoolers (3 to 6 years old) in rural China. Children's social-emotional delay was assessed through a validated screening tool (ASQ-SE II). RESULTS Children's time spent on television, computers, tablets, or smartphones was not associated with their social-emotional delay. However, their risk of social-emotional delay increased as their time spent on game consoles increased. This relationship was reflected in five of the seven behavioural areas of children's social-emotional development (i.e., self-regulation, compliance, affect, social communications, and interactions with people). Moreover, it did not vary between children with different socioeconomic statuses. CONCLUSIONS This study suggests a possible relationship between children's social-emotional delay and video games, which might need to be paid more attention to than other media types.
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Affiliation(s)
- He Gou
- School of Journalism and New Media, Xi'an Jiaotong University, Xi'an, China
| | - Yinglong Yang
- Guangming School of Journalism and Communication, China University of Political Science and Law, Beijing, China
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Chakranon P, Huang JP, Au HK, Lin CL, Chen YY, Mao SP, Lin WY, Zou ML, Estinfort W, Chen YH. The importance of mother-child interaction on smart device usage and behavior outcomes among toddlers: a longitudinal study. Child Adolesc Psychiatry Ment Health 2024; 18:79. [PMID: 38943161 PMCID: PMC11214231 DOI: 10.1186/s13034-024-00772-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/07/2024] [Accepted: 06/21/2024] [Indexed: 07/01/2024] Open
Abstract
BACKGROUND In recent years, smart devices have become an integral part of daily life. However, longitudinal studies, particularly those regarding the relationship between toddlers' smart device usage and behavioral outcomes, are limited. Understanding the impact of parent-child interactions on this relationship is crucial for enhancing toddlers' developmental outcomes. Accordingly, this study examined the influence of early screen time and media content exposure on toddlers' behaviors, as well as the positive effects of mother-child interactions on this influence. METHODS We used relevant data related to 277 children born between November 2016 and July 2020 and who were part of an ongoing prospective follow-up study conducted across five hospitals in Taipei City, Taiwan. We analyzed (1) data from maternal reports regarding children's behavior by using the Child Behavior Checklist (for ages 11/2-5 years), (2) assessments of mother-child interactions by using the Brigance Parent-Child Interactions Scale, and (3) self-reported parental data covering the first 3 postpartum years. Statistical analyses involved group-based trajectory modeling and multiple linear regression. RESULTS A considerable increase in screen time between the ages of 1 and 3 years was associated with less favorable behavioral outcomes at age 3. These outcomes included somatic complaints [adjusted beta coefficient (aβ) = 2.17, 95% confidence interval (CI) = 0.39-3.95, p-value = 0.01], withdrawal (aβ = 2.42, 95% CI = 0.15-4.69, p-value = 0.04), and aggressive behavior (aβ = 6.53, 95% CI = 0.25-12.81, p-value = 0.04). This association was particularly evident among children with lower levels of mother-child interaction. Nevertheless, positive mother-child interactions mitigated most of the adverse effects. Additionally, increased exposure to games and cartoons was associated with poorer behavioral outcomes in all children except for those experiencing positive mother-child interactions. CONCLUSION Early mother-child interactions play a crucial role in mitigating the risk of behavioral problems in toddlers who spend prolonged periods looking at screens and who are frequently exposed to game and cartoon content.
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Affiliation(s)
- Pairote Chakranon
- School of Public Health, College of Public Health, Taipei Medical University, New Taipei City, Taiwan
| | - Jian-Pei Huang
- Department of Obstetrics and Gynecology, Mackay Memorial Hospital, Taipei, Taiwan
| | - Heng-Kien Au
- Department of Obstetrics and Gynecology, Taipei Medical University Hospital, Taipei, Taiwan
- Department of Obstetrics and Gynecology, School of Medicine, College of Medicine, Taipei Medical University, Taipei, Taiwan
| | - Chen-Li Lin
- Department of Obstetrics and Gynecology, Heping Fuyou Branch, Taipei City Hospital, Taipei, Taiwan
| | - Yi-Yung Chen
- Department of Obstetrics and Gynecology, Mackay Memorial Hospital, Taipei, Taiwan
| | - Shih-Peng Mao
- Department of Obstetrics and Gynecology, Ministry of Health and Welfare, Taipei Medical University-Shuang Ho Hospital, New Taipei City, Taiwan
| | - Wen-Yi Lin
- Ph.D. Program in Medical Neuroscience, College of Medical Science and Technology, Taipei Medical University and National Health Research Institutes, New Taipei City, Taiwan
| | - Ming-Lun Zou
- School of Public Health, College of Public Health, Taipei Medical University, New Taipei City, Taiwan
| | - Wanda Estinfort
- Department of Epidemiology and Environmental Health, School of Public Health and Health Professions, University at Buffalo, State University of New York, Buffalo, USA
| | - Yi-Hua Chen
- School of Public Health, College of Public Health, Taipei Medical University, New Taipei City, Taiwan.
- Neuroscience Research Center, Taipei Medical University, Taipei, Taiwan.
- Research Center of Health Equity, College of Public Health, Taipei Medical University, New Taipei City, Taiwan.
- School of Public Health, College of Public Health, Taipei Medical University, 10F., Biomedical Technology Building, Shuang-Ho Campus, No. 301, Yuantong Rd., Zhonghe Dist., New Taipei City, Taiwan.
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Nilsen R, Johansen T, Løvstad M, Linnestad AM. Playing online videogames-more than just entertainment? A qualitative study of virtual social participation in persons with spinal cord injury. FRONTIERS IN REHABILITATION SCIENCES 2024; 5:1395678. [PMID: 38818410 PMCID: PMC11137226 DOI: 10.3389/fresc.2024.1395678] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 03/04/2024] [Accepted: 05/01/2024] [Indexed: 06/01/2024]
Abstract
Introduction Spinal cord injury (SCI) affects many aspects of life, physically, emotionally and socially. Engaging in online videogames holds the potential to facilitate increased social interactions for individuals with SCI. The aim of this study is to increase our understanding of the experiences people with SCI have with using online videogames as an arena for social participation. Methods A focus group interview was conducted with seven participants with SCI, aged 15-35, all experienced in using online videogames as a method of socializing. The data was analyzed using thematic analysis. Results The participants highlighted that playing online videogames way of maintaining social connections and expanding their social network. However, they faced challenges due to limited knowledge and negative attitudes from others regarding use of videogames as a social arena. Three main themes were developed from the findings: "Disabling social barriers", "Attitudes towards gaming" and "Gaming-connecting people". Conclusion Healthcare professionals should consider videogames as a leisure activity and facilitate their use, recognizing their potential for social interaction and well-being. Prioritizing activities that promote social interaction is crucial for good health.
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Affiliation(s)
- R. Nilsen
- Department of Research, Sunnaas Rehabilitation Hospital, Nesodden, Norway
| | - T. Johansen
- Department of Research, Sunnaas Rehabilitation Hospital, Nesodden, Norway
- Department of Rehabilitation Science and Health Technology, Faculty of Health Science Oslo, Oslo Metropolitan University, Oslo, Norway
| | - M. Løvstad
- Department of Research, Sunnaas Rehabilitation Hospital, Nesodden, Norway
- Department of Psychology, Faculty of Social Sciences, University of Oslo, Oslo, Norway
| | - A. M. Linnestad
- Department of Research, Sunnaas Rehabilitation Hospital, Nesodden, Norway
- Department of Research, Lovisenberg Diaconal Hospital, Oslo, Norway
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Hatfield O, Bresin K, Mekawi Y, Michopoulos V, Fani N, Bradley B, Powers A. Predicting aggressive behaviors: Examining unique and interactive roles of PTSD and emotion dysregulation in a minority sample. Aggress Behav 2024; 50:e22149. [PMID: 38757986 DOI: 10.1002/ab.22149] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/07/2023] [Revised: 04/29/2024] [Accepted: 05/08/2024] [Indexed: 05/18/2024]
Abstract
Aggression is a costly public health problem with severe and multi-faceted negative consequences and thus, identifying factors that contribute to aggression, particularly in understudied populations, is necessary to develop more effective interventions to reduce the public health cost of aggression. The goal this study was to test whether difficulties regulating emotions moderated the association between posttraumatic stress disorder (PTSD) symptoms and aggression in a community sample of predominantly Black females with high levels of trauma exposure. Furthermore, we explored unique relations between PTSD symptom clusters and distinct subscales of difficulties regulating emotions and aggression. The sample included 601 community participants recruited from an urban public hospital. Symptoms were assessed using self-report measures including the Difficulties in Emotion Regulation Scale (DERS) and Behavioral Questionnaire-Short. Regression analyses were conducted using PTSD symptoms and total DERS to test their interaction as predictors for aggression (using BQ-Short). We found that higher levels of PTSD arousal symptoms and difficulty controlling impulses when upset were positively related to aggression. We also conducted an exploratory analysis to examine the association between PTSD symptom clusters using the Alternative Symptom Clusters hybrid model. The results suggest that some PTSD symptoms (externalizing behavior) and some emotion dysregulation processes (difficulties controlling impulses when upset), relate to aggression in independent, rather than multiplicative ways. These results offer insights for new directions of research that focuses on the independent association between specific emotion dysregulation processes and PTSD symptoms on aggression.
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Affiliation(s)
- Olivia Hatfield
- Department of Counseling and Human Development, University of Louisville, Louisville, Kentucky, USA
| | - Konrad Bresin
- Department of Psychological and Brain Sciences, University of Louisville, Louisville, Kentucky, USA
| | - Yara Mekawi
- Department of Psychological and Brain Sciences, University of Louisville, Louisville, Kentucky, USA
| | - Vasiliki Michopoulos
- Department of Psychiatry and Behavioral Sciences, Emory University, Atlanta, Georgia, USA
| | - Negar Fani
- Department of Psychiatry and Behavioral Sciences, Emory University, Atlanta, Georgia, USA
| | - Bekh Bradley
- Department of Psychiatry and Behavioral Sciences, Emory University, Atlanta, Georgia, USA
- Atlanta VA Health Care System, Decatur, Georgia, USA
| | - Abigail Powers
- Department of Psychiatry and Behavioral Sciences, Emory University, Atlanta, Georgia, USA
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13
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Farmer G, Lloyd J. Two Sides of the Same Virtual Coin: Investigating Psychosocial Effects of Video Game Play, including Stress Relief Motivations as a Gateway to Problematic Video Game Usage. Healthcare (Basel) 2024; 12:772. [PMID: 38610194 PMCID: PMC11011277 DOI: 10.3390/healthcare12070772] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/23/2024] [Revised: 03/26/2024] [Accepted: 03/27/2024] [Indexed: 04/14/2024] Open
Abstract
Video gamers can play to negate the psychological impact of stress, which may become problematic when users over-rely on the stress relief potential of gaming. This study used a repeated measures experimental design to investigate the relationships between stress, video gaming, and problematic video gaming behaviours in a convenience sample of 40 students at a UK university. The results indicated that positive affect increased and negative affect decreased, whilst a biological stress measure (instantaneous pulse rate) also decreased after a short video gaming session (t(36) = 4.82, p < 0.001, d = 0.79). The results also suggested that video gaming can act as a short-term buffer against the physiological impact of stress. Further research should focus on testing individuals who have been tested for gaming disorder, as opposed to the general population. Research could also utilise variations of the methodological framework used in this study to examine the intensity of a stress relief effect under different social situations. The study's findings in relation to published works are also discussed.
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Affiliation(s)
- George Farmer
- Westminster Centre for Psychological Sciences, University of Westminster, London W1W 6UW, UK
| | - Joanne Lloyd
- Cyberpsychology Research—University of Wolverhampton, School of Psychology, Faculty of Education, Health and Wellbeing, University of Wolverhampton, Wolverhampton WV1 1LY, UK;
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14
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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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15
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Ebadi S, Amiri M. Shut-up Toys for Second Language Learners: Impact of Digital Media on Early Adolescents' Private Speech Production in Individual and Collaborative Tasks. JOURNAL OF PSYCHOLINGUISTIC RESEARCH 2024; 53:19. [PMID: 38424383 DOI: 10.1007/s10936-024-10056-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Accepted: 02/04/2024] [Indexed: 03/02/2024]
Abstract
Researchers, parents, and policymakers from previous generations have recently expressed concern about the inevitable exposure of youngsters to digital media and its potentially detrimental effects on their development. Private speech is the overt audible self-talk people produce when engaged with challenging problem-solving tasks and is believed to aid in second language acquisition as reported (Vygotsky in Thought and language, MIT Press, 1962); (Winsler in Private Speech, Executive Functioning, and the Development of Verbal Self-Regulation, 2009). This qualitative case study explored private speech production in three young adolescents (two 11-year-olds and one 10-year-old) while completing an English as a foreign language task (Bingo! game) individually and collaboratively in physical and digital modes. Patterns of participants' private speech markers emerged from a thematic analysis of the transcribed oral interactions during eight sessions. The frequency of occurrence of the participants' private speech markers was reported and interpreted based on the emergent typology to compare collaborative and individual task completion in physical and digital modes. Regardless of the individual or collaborative nature of the task, private speech use decreased during the digital version of the game. However, collaborative tasks evoked more private speech from the participants regardless of modality. The findings of the study suggest digital media usage is likely to hinder private speech production for self-regulatory purposes in young adolescents, even in collaboration with peers.
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Affiliation(s)
- Saman Ebadi
- Department of English Language and Literature, Faculty of Literature and Humanities, Razi University, Kermanshah, Iran.
| | - Maryam Amiri
- Department of English Language and Literature, Faculty of Literature and Humanities, Razi University, Kermanshah, Iran
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16
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Hall BT, Lambert JT, Wahlers D, Hart W. Coworkers Behaving Badly: How the Dark Triad Influences Responses to Witnessing Workplace Misconduct. Psychol Rep 2024:332941241234594. [PMID: 38369515 DOI: 10.1177/00332941241234594] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/20/2024]
Abstract
The "bad-begets-bad" phenomenon describes how witnessed or perceived misconduct in an organization promotes mental states and behavior that encourage further misconduct. Based in two perspectives on how the Dark Triad (DT) constructs (narcissism, Machiavellianism, psychopathy) differentiate, we proposed their roles in contributing to the bad-begets-bad phenomenon. A convenience sample of college students (N = 454) completed an online study in which they read vignettes depicting workplace misconduct wherein a reporting incentive was (incentive condition) or was not (no-incentive condition) offered. Subsequently, they reported their likelihood of possessing mental states (e.g., goals) and engaging in behavior broadly reflective of the bad-begets-bad phenomenon. Lastly, they completed the Short Dark Triad (SD3) questionnaire to assess narcissism, Machiavellianism, and psychopathy. We used a series of step-wise regression models to analyze the data. Consistent with the "malicious two" perspective on the DT, only Machiavellianism and psychopathy consistently predicted mental states and behavior reflective of the bad-begets-bad phenomenon. Also, consistent with the "cautious and adaptable Machiavellian perspective," only Machiavellianism interacted with the incentive condition to influence people's willingness to report misconduct (i.e., not further promote misconduct). Broadly, the data contribute to understanding the role of the DT in organizational settings and support two perspectives on how the DT should operate in the context of witnessing workplace misconduct.
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Affiliation(s)
- Braden T Hall
- Department of Psychology, The University of Alabama, Tuscaloosa, AL, USA
| | - Joshua T Lambert
- Department of Psychology, The University of Alabama, Tuscaloosa, AL, USA
| | - Danielle Wahlers
- Department of Psychology, The University of Alabama, Tuscaloosa, AL, USA
| | - William Hart
- Department of Psychology, The University of Alabama, Tuscaloosa, AL, USA
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17
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Chen B, Zhang C, Feng F, Xian H, Zhao Y. The association between social class and aggression: A meta-analytic review. Soc Sci Med 2024; 340:116432. [PMID: 38039768 DOI: 10.1016/j.socscimed.2023.116432] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/11/2022] [Revised: 10/22/2023] [Accepted: 11/12/2023] [Indexed: 12/03/2023]
Abstract
RATIONALE Substantial evidence links social class with aggression. Despite lower social class being recognized as a risk factor for high levels of aggression, the findings of this association have been inconsistent. Some studies have indeed illustrated that a social class level is inversely associated with aggression, while other studies have demonstrated positive or null associations. OBJECTIVE To clarify previously inconsistent findings, this meta-analysis assesses the overall magnitude of this relationship and examines the potential moderators. METHODS A total of 268 studies met the inclusion criteria, and we used 546 effect sizes in 357 independent samples from these studies. A random-effects meta-analytic model was employed and several moderator analyses were conducted. RESULTS Overall, social class shared a small but significant negative relationship with aggression (r = -0.092). Moderator analyses suggested that study-level (e.g., type of study, and national differences), sample-level (e.g., age), class-level (e.g., type, assessment, and source of social class), and aggression-level (e.g., type of aggression) characteristics accounted for heterogeneity in the relationship. Additional analyses also revealed the robustness of these effects with little evidence of publication bias. CONCLUSIONS Living in disadvantaged socioecological environments, lower-class individuals may exhibit more aggression to adapt to threats. Moreover, the relationship between social class and aggression is not fixed and can change with specific contexts, and aggression is not an essential feature of a particular social group. This research hopes to inspire future studies to explore the association between social class and aggression more thoroughly. Additionally, it provides insights into how to reduce aggression among lower-class individuals.
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Affiliation(s)
- Bing Chen
- Faculty of Psychology, Southwest University, Chongqing, China; Faculty of Education, Southwest University, Chongqing, China.
| | - Chao Zhang
- Faculty of Psychology, Southwest University, Chongqing, China.
| | - Fan Feng
- Faculty of Psychology, Southwest University, Chongqing, China.
| | - Hua Xian
- Faculty of Psychology, Southwest University, Chongqing, China.
| | - Yufang Zhao
- Faculty of Psychology, Southwest University, Chongqing, China; Center for Studies of Education and Psychology of Minorities in Southwest China, Southwest University, Chongqing, China.
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18
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Woodhill BM, Samuels CA. 21st Century Neo-Androgyny: What Is Androgyny Anymore and Why We Should Still Care. Psychol Rep 2023; 126:2322-2344. [PMID: 35343328 DOI: 10.1177/00332941221076759] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
Abstract
The notion of psychological androgyny as a research tool loiters on in an incapacitated state. The lack of a general theory and the belief that the biological gender differences are insignificant to non-existent has been the seeds for its de-construction. Over the decades, the testing of ideas associated with androgyny has declined. Indeed, the debates over its usefulness as a construct ended long ago. The judgment nowadays is that debating the constructs of masculinity, femininity, and androgyny as behavioral traits has been long settled, and a contemporary revisiting of androgyny is not warranted. However, from another contemporary viewpoint, if androgyny is to have any future, it needs a new theory devoid of masculinity and femininity. We present a novel theory with the potential to do just that. This article details a new de-gendered theory of psychological androgyny, neo-androgyny, as a candidate to replace traditional models that are now considered outdated and irrelevant. We present five potential factors for inclusion in a de-gendered model: social efficacy, creativity, capability, eminence, and determination. We review these factors concerning the future of androgyny theory.
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Affiliation(s)
| | - Curtis A Samuels
- University of California, Berkeley, CA, USA; University of Connecticut, Storrs, CT, USA
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19
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Oliveira BN, dos Santos PC, da Costa BGG, Malheiros LEA, Lopes MVV, Silva KS. Screen Time Correlates of Bullying Perpetration and Victimization in Brazilian Adolescents. JOURNAL OF CHILD & ADOLESCENT TRAUMA 2023; 16:607-613. [PMID: 37593059 PMCID: PMC10427572 DOI: 10.1007/s40653-023-00515-3] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Accepted: 01/04/2023] [Indexed: 08/19/2023]
Abstract
This study is an investigation of the associations of time spent in different screen time activities with bullying among Brazilian adolescents. In this cross-sectional study, adolescents answered questions related to bullying in the past 30 days and reported the weekly volume of screen time spent studying, working, watching videos, playing video games, and using social media applications. Multilevel logistic regression models were used. Our results indicate that higher social media use was associated with higher odds of bullying victimization among males but not females. Excessive use of screen time for work and social media purposes was associated with a higher likelihood of bullying victimization.
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Affiliation(s)
- Bruno Nunes Oliveira
- Research Center for Physical Activity and Health, School of Sports, Universidade Federal de Santa Catarina, Florianópolis, Santa Catarina Brazil
| | - Priscila Cristina dos Santos
- Research Center for Physical Activity and Health, School of Sports, Universidade Federal de Santa Catarina, Florianópolis, Santa Catarina Brazil
| | - Bruno Gonçalves Galdino da Costa
- Research Center for Physical Activity and Health, School of Sports, Universidade Federal de Santa Catarina, Florianópolis, Santa Catarina Brazil
- School of Physical and Health Education, Nipissing University, North Bay, ON Canada
| | - Luís Eduardo Argenta Malheiros
- Research Center for Physical Activity and Health, School of Sports, Universidade Federal de Santa Catarina, Florianópolis, Santa Catarina Brazil
| | - Marcus Vinicius Veber Lopes
- Research Center for Physical Activity and Health, School of Sports, Universidade Federal de Santa Catarina, Florianópolis, Santa Catarina Brazil
| | - Kelly Samara Silva
- Research Center for Physical Activity and Health, School of Sports, Universidade Federal de Santa Catarina, Florianópolis, Santa Catarina Brazil
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20
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Saba P, Qi H, Saleem A, Chen IJ, Kausar FN, Iqbal MF. Effects of Animated Movies on the Aggression and Behavior Performance of Primary School Students and Their Control Using a Cognitive Behavioral Anger-Control Training (CBACT) Program. Behav Sci (Basel) 2023; 13:659. [PMID: 37622799 PMCID: PMC10451846 DOI: 10.3390/bs13080659] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/30/2023] [Revised: 07/12/2023] [Accepted: 07/27/2023] [Indexed: 08/26/2023] Open
Abstract
This work is a combination of two studies, Study I and Study II, which aimed to examine the impact of animated movies on the aggression and behavioral performance of primary school students, as well as their control using the CBACT program. In Study I, the influence of animated movies on 300 students from ten primary schools in Pakistan with gender differences (50% male), family systems, and viewing time duration was examined. This study was performed on 7- to 9-year-old children on four subscales of the Buss-Perry aggression questionnaire (BPAQ), three subscales of the child behavior questionnaire (CBQ), and toy selection. Following that, in Study II the CBACT intervention was applied to aggressive students (n = 46) selected from Study I. Students were randomly divided into CBACT treatment (50%) and control groups. The results of Study I indicated that violent animated movies had a greater impact on the aggressive behavior of male students than on that of females, while girls were more affected by watching nonviolent movies. Furthermore, male viewers from nuclear families and females from joint families showed more aggressive problems. It was also observed that aggression in students significantly increased (p < 0.001) with increasing viewing animation time duration (10 to 30 min). The results of Study II showed that aggression in the treatment group was significantly reduced (p = 0.000) with the CBACT program but remained constant for the control group. The findings of Study I showed that violent animation is strongly linked with aggression and behavioral performance in primary school students. The CBACT program in Study II indicates that students may not be completely eliminated from watching violent movies, but their aggression levels were reduced when they watched animated movies. Therefore, the CBACT program opens a new window into behavioral problem treatment, which is casually influenced by violent media.
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Affiliation(s)
- Ponam Saba
- School of Education, Soochow University, Suzhou 215123, China; (H.Q.); (F.N.K.)
| | - Haiwen Qi
- School of Education, Soochow University, Suzhou 215123, China; (H.Q.); (F.N.K.)
| | - Atif Saleem
- School of Education, Huaibei Normal University, Huaibei 235000, China;
| | - I-Jun Chen
- School of Education, Soochow University, Suzhou 215123, China; (H.Q.); (F.N.K.)
| | - Fahd Naveed Kausar
- School of Education, Soochow University, Suzhou 215123, China; (H.Q.); (F.N.K.)
- School of Education, Minhaj University Lahore, Lahore 54700, Pakistan
| | - Muhammad Farhan Iqbal
- Department of Education, Qurtuba University of Science and Information Technology, Dera Ismail Khan 29050, Pakistan
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21
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Tan R, Guo X, Chen S, He G, Wu X. Callous-unemotional traits and externalizing problem behaviors in left-behind preschool children: the role of emotional lability/negativity and positive teacher-child relationship. Child Adolesc Psychiatry Ment Health 2023; 17:82. [PMID: 37386597 DOI: 10.1186/s13034-023-00633-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/23/2023] [Accepted: 06/21/2023] [Indexed: 07/01/2023] Open
Abstract
BACKGROUND Callous-unemotional traits and emotional lability/negativity of young children have been regarded as the markers of externalizing problem behaviors. Based on the sensitivity to threat and affiliative reward model and the general aggression model, emotional lability/negativity may act as a mediator in the relationship between callous-unemotional traits and externalizing problem behaviors. Additionally, a positive teacher-child relationship could act as a buffer given the parental absence in left-behind children. However, these links remain unexplored in left-behind preschool children. Therefore, this study explored the link between callous-unemotional traits of left-behind preschool children and externalizing problem behaviors, as well as the mediating role of emotional lability/negativity and the moderating role of a positive teacher-child relationship. METHOD Data were collected on 525 left-behind children aged 3 to 6 years from rural kindergartens in China. Preschool teachers reported all data through an online survey platform. Moderated mediation analysis was performed to examine whether the mediated relation between callous-unemotional traits and externalizing problem behaviors was moderated by a positive teacher-child relationship. RESULTS The results showed callous-unemotional traits significantly predicted externalizing problem behaviors and lability/negativity acted as a mediator, while a positive teacher-child relationship acted as a protective factor in moderating the relationship between callous-unemotional traits and emotional lability/negativity. This study identified a moderated mediation effect among the four variables in left-behind preschool children in China. CONCLUSION The findings provide support for the advancement of theoretical foundations, and provide an avenue for further exploration to support the mental health and overall development of left-behind children during early childhood.
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Affiliation(s)
- Ruifeng Tan
- School of Education, Guangzhou University, Guangzhou, China
| | - Xinying Guo
- School of Education, Guangzhou University, Guangzhou, China
| | - Suiqing Chen
- School of Education, Guangzhou University, Guangzhou, China.
| | - Guixian He
- School of Education, Guangzhou University, Guangzhou, China
- Luoding Secondary Vocational Technical school, Yunfu, China
| | - Xingtao Wu
- School of Education, Guangzhou University, Guangzhou, China
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22
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Hu Y, Cai Y, Wang R, Gan Y, He N. The relationship between self-esteem and aggressive behavior among Chinese adolescents: A moderated chain mediation model. Front Psychol 2023; 14:1191134. [PMID: 37377697 PMCID: PMC10291261 DOI: 10.3389/fpsyg.2023.1191134] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/21/2023] [Accepted: 05/09/2023] [Indexed: 06/29/2023] Open
Abstract
This study aimed to examine the relationship between adolescent self-esteem and aggressive behavior. Specifically, a moderated chain mediation model was developed to investigate the mediating role of jealousy and self-control and the moderating role of gender. Data were collected from 652 Chinese adolescents who completed the Self-Esteem Scale, Self-Report Jealousy Scale, Self-Control Scale and Aggressive Behavior Questionnaire. Results showed that adolescent self-esteem may significantly negatively affect aggressive behavior by mediating with jealousy and self-control. Moreover, gender possibly moderates the serial mediating effect of jealousy and self-control between adolescent self-esteem and aggressive behavior. The results have important theoretical and practical implications in that these reveal the influencing factors of adolescent aggressive behavior and the pathways to reduce such behavior.
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Affiliation(s)
- Yuanyan Hu
- Laboratory of Emotion and Mental Health, Chongqing University of Arts and Sciences, Chongqing, China
- Postdoctoral Workstation of Art Theory, Southeast University, Nanjing, China
| | - Yi Cai
- School of Education, Chongqing University of Arts and Sciences, Chongqing, China
| | - Rui Wang
- Teacher Education Center, Anshan Normal University, Anshan, China
| | - Yihan Gan
- Department of Psychology, Boston University, Boston, MA, United States
| | - Nianqin He
- Southwest Hospital Affiliated to Army Military Medical University, Chongqing, China
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23
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Okumura Y, Kobayashi T. Do infants understand educational television content based on scientific findings? J Exp Child Psychol 2023; 229:105620. [PMID: 36641828 DOI: 10.1016/j.jecp.2022.105620] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/07/2022] [Revised: 11/03/2022] [Accepted: 12/15/2022] [Indexed: 01/15/2023]
Abstract
Although attempts to create evidence-based television content for infants from birth to 2 years of age are notable, it has not been empirically verified to what extent infants understand such content. Our study evaluated whether Japanese 11- to 20-month-olds (N = 97; 52 boys and 45 girls) understand evidence-based television content using a looking-time method. When presented with content based on number themes, infants demonstrated an understanding of addition. When presented with content related to moral cognition, infants preferentially looked at a helper more than at a non-helper. Results reveal that infants understand educational television content based on scientific findings, demonstrating robustness and ecological validity. We discuss the possibility that broadcasting such content promotes infants' sensitivity to numbers and morals and provides learning opportunities through television.
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Affiliation(s)
- Yuko Okumura
- NTT Communication Science Laboratories, Nippon Telegraph and Telephone Corporation, Sōraku-gun, Kyoto 619-0237, Japan.
| | - Tessei Kobayashi
- NTT Communication Science Laboratories, Nippon Telegraph and Telephone Corporation, Sōraku-gun, Kyoto 619-0237, Japan
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24
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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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Habitual Videogame Playing Does Not Compromise Subjective Sleep Quality and Is Associated with Improved Daytime Functioning. Brain Sci 2023; 13:brainsci13020279. [PMID: 36831822 PMCID: PMC9954627 DOI: 10.3390/brainsci13020279] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/19/2022] [Revised: 01/31/2023] [Accepted: 02/03/2023] [Indexed: 02/10/2023] Open
Abstract
Research on the effects of videogames (VGs) on health has produced mixed results. Here, we assess the relationships of VG playing with sleep; chronotype; sleepiness; and levels of depression, anxiety, and stress; and how they are modulated by the level of exposure to VGs. Four hundred-and two adult participants (age = 26.2 ± 7.84; 227 F) completed an online survey including questions on VG use and a set of standardized questionnaires. The sample was divided into three groups: habitual gamers (HGs, 42.2%), nonhabitual gamers (NHGs, 36.5%), and non-gamers (NGs, 21.3%). No between-group differences emerged in sleepiness (Epworth Sleepiness Scale) or Pittsburgh Sleep Quality Index measures except the sleep disturbances subscore, which was higher in NHGs. HGs showed delayed bed- and risetimes and higher eveningness (reduced Morningness-Eveningness Questionnaire). HGs and NHGs showed higher depression subscores (Depression Anxiety Stress Scale) but remained in the subclinical range. Moreover, hours/week of VG playing predicted delayed sleep timing, lower daytime dysfunction, and lower sleepiness. Our data suggest that VG playing does not necessarily compromise sleep quality and may even benefit daytime functioning, underlining the need to reconsider the relationships between VG use and health by taking into account possible modulating factors such as habitual VG exposure.
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From virtual to prosocial reality: The effects of prosocial virtual reality games on preschool Children's prosocial tendencies in real life environments. COMPUTERS IN HUMAN BEHAVIOR 2023. [DOI: 10.1016/j.chb.2022.107546] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/28/2022]
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27
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Chen S, Mao B, Liu Y. The effect of justified video game violence on aggressive behavior and moderated immersion: An experimental approach. Aggress Behav 2023; 49:68-75. [PMID: 36251004 DOI: 10.1002/ab.22054] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/07/2022] [Revised: 07/25/2022] [Accepted: 09/27/2022] [Indexed: 12/14/2022]
Abstract
The effect of violent video games on aggressive behavior is an important topic in the field of game research. Recently, growing evidence suggests that justified game violence decreases feelings of guilt caused by in-game immoral behavior. However, little is known about the impact on aggressive behavior, and whether other factors moderate this effect. In a two-factor experiment, we tested the impact of justification of video game violence on aggressive behavior, and whether this effect would be enhanced by game immersion. Pilot experiment 1 (N = 60) and pilot experiment 2 (N = 40) demonstrated that the justification of violence and game immersion was successfully controlled by avatar and graphics quality. In the Main experiment, 123 participants played one of four conditions of a video game (2 [justification: justified vs. unjustified violence] × 2 [immersion: high vs. low immersion]) and it was found that participants who played in the justified violence condition reported greater aggressive behavior than those in the unjustified violence condition. In addition, participants who played in high immersion reported greater aggressive behavior than those in low immersion. However, game immersion did not moderate the effects of justified violence. This unexpected effect is likely due to participants' distancing themselves from and identifying less with their violent avatars.
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Affiliation(s)
- Shuai Chen
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Bo Mao
- The First Affiliated Hospital of Chongqing Medical University, Chongqing, China
| | - Yanling Liu
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
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Chatzimike-Levidi MD, Collard JJ. An integrated model of aggression: links between core self-evaluations, anger rumination and forgiveness. CURRENT PSYCHOLOGY 2022. [DOI: 10.1007/s12144-022-04077-9] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/04/2022]
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29
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Sharratt K, Nanfuka E, Mason SJ, Ochen E, Turyomurugyendo F, Barwick M, Pearson J, Royston H, Wager N. Evaluation of a serious gaming intervention to prevent child marriage in Uganda. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2022.107627] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/24/2022]
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30
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Guo N, Tsun Luk T, Wu Y, Lai AYK, Li Y, Cheung DYT, Wong JYH, Fong DYT, Wang MP. Between- and within-person associations of mobile gaming time and total screen time with sleep problems in young adults: Daily assessment study. Addict Behav 2022; 134:107408. [PMID: 35717890 DOI: 10.1016/j.addbeh.2022.107408] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/09/2022] [Revised: 04/27/2022] [Accepted: 06/06/2022] [Indexed: 11/16/2022]
Abstract
OBJECTIVES To explore associations of screen time (total, mobile gaming) with sleep problems in Chinese young adults. METHODS This was a 4-week daily morning (completion rate = 82.1%, 909/1107) and evening (completion rate = 92.4%, 1061/1148) assessment study in 41 university students (22 female, mean age = 22.3 [SD 4.2] years). Short sleep duration < 7 h, difficulty initiating sleep, difficulty maintaining sleep, early morning awakening, and any of these three insomnia symptoms were self-reported in the morning. Mobile gaming time was self-reported in the evening, whilst total screen time was objectively tracked. Bayesian multilevel mixed-effects modeling disaggregated between- and within-person associations. RESULTS Between person, longer mobile gaming time predicted short sleep duration (adjusted odds ratio [AOR] = 1.90, 95% CI 1.39, 2.69), any insomnia symptoms (AOR = 1.59, 95% CI 1.20, 2.11), difficulty initiating sleep (AOR = 3.05, 95% CI 1.51, 6.24), and difficulty maintaining sleep (AOR = 2.19, 95% CI 1.18, 3.74). Short sleep duration (adjusted b = 0.99, 95% CI 0.05, 1.95), any insomnia symptoms (adjusted b = 1.19, 95% CI 0.24, 1.94), and difficulty initiating sleep (adjusted b = 1.72, 95% CI 0.11, 3.19) reversely increased mobile gaming time. Within person, any insomnia symptoms (adjusted b = 0.17, 95% CI 0.04, 0.31) and early morning awakening (adjusted b = 0.28, 95% CI 0.08, 0.48) increased next-day mobile gaming time. Total screen time was not associated with sleep problems both between and within person. CONCLUSIONS Bidirectional between-person associations of mobile gaming time with short sleep duration and insomnia symptoms informed multiple-health-behavior-change interventions. Unidirectional within-person associations of insomnia symptoms with next-day mobile gaming time informed just-in-time adaptive interventions addressing daily variations in insomnia symptoms. [250/250 word limits].
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Affiliation(s)
- Ningyuan Guo
- School of Nursing, Shanghai Jiao Tong University, Shanghai, China; School of Nursing, University of Hong Kong, Hong Kong, China
| | - Tzu Tsun Luk
- School of Nursing, University of Hong Kong, Hong Kong, China
| | - Yongda Wu
- School of Nursing, University of Hong Kong, Hong Kong, China
| | | | - Yajie Li
- School of Nursing, University of Hong Kong, Hong Kong, China
| | | | | | | | - Man Ping Wang
- School of Nursing, University of Hong Kong, Hong Kong, China.
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31
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Heart rate, perceived stress and prosocial behaviour: real-time psychophysiological correlates of prosocial behaviour. CURRENT PSYCHOLOGY 2022. [DOI: 10.1007/s12144-022-03881-7] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/03/2022]
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32
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Bilge M, Uçan G, Baydur H. Investigating the Association Between Adolescent Internet Addiction and Parental Attitudes. Int J Public Health 2022; 67:1605065. [PMID: 36299409 PMCID: PMC9589515 DOI: 10.3389/ijph.2022.1605065] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/15/2022] [Accepted: 09/12/2022] [Indexed: 11/13/2022] Open
Abstract
Objectives: In this study, the association between parents’ attitudes and internet addiction among adolescent high school students was investigated through some sociodemographic variables. Methods: The research was carried out with 385 students studying in four high schools in western Turkey. Sociodemographic characteristics, parental attitude scale and internet addiction scale were used in the study. Descriptive statistics, logistic regression analysis and structural equation modeling analysis were applied. Results: The results of multivariate logistic regression analysis demonstrated that there was a significant relationship between the combined mean score obtained from the Parental Attitude Scale and the mean score obtained from the Internet Addiction Scale, and that authoritarian parenting attitude increases the risk of internet addiction [OR = 1.70 (95% CI: 1.33–2.18)]. In the structural equation modeling analysis, the model summary fit values were determined to be at a good level (χ2/df = 2.86, GFI = 0.97, RMSEA = 0.073) regarding the relationship between parental attitude and internet addiction. Conclusion: Adolescents’ internet addiction levels changes related to their parents’ democratic attitude evolve.
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Affiliation(s)
| | - Gülten Uçan
- Manisa Celal Bayar University, Manisa, Turkey
- *Correspondence: Gülten Uçan,
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33
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Chen S, Yi Z, Wei M, Liu Y. Deviant Peer Affiliation: A Newly Verified Mechanism by Which Violent Video Game Exposure Affect Aggressive and Prosocial Behavior. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2022; 25:634-640. [PMID: 36099181 DOI: 10.1089/cyber.2022.0065] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
Past research has provided abundant evidence that violent video game exposure (VVGE) increases aggressive behavior and decreases prosocial behavior. So far, these effects have been explained mainly as resulting from changes in the existing knowledge structures of cognition, affect, or personality, such as desensitization to violence, empathy deficits, or impulsivity deficits. Following the extended General Aggression Model (GAM), the present research examined the role of deviant peer affiliation in VVGE's effects on aggressive and prosocial behavior. A total of 2,152 (46.4 percent male) Chinese children and adolescents completed a self-reported scale for VVGE, deviant peer affiliation, trait aggression, and prosocial behavior. Structural equation modeling was used to analyze the data. The results showed that deviant peer affiliation mediated the effects of VVGE, thus supporting the new paths of GAM and broadening the current understanding of the consequences of VVGE.
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Affiliation(s)
- Shuai Chen
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Zhenshuo Yi
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Mingchen Wei
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Yanling Liu
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
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34
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Dong GH, Potenza MN. Considering gender differences in the study and treatment of internet gaming disorder. J Psychiatr Res 2022; 153:25-29. [PMID: 35793576 DOI: 10.1016/j.jpsychires.2022.06.057] [Citation(s) in RCA: 26] [Impact Index Per Article: 8.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/11/2022] [Revised: 05/10/2022] [Accepted: 06/24/2022] [Indexed: 11/29/2022]
Abstract
BACKGROUND AND AIMS Internet gaming disorder (IGD) is a multifaceted and complex addictive disorder characterized by poor impulse control and altered reward sensitivities, among other features. IGD is a male-predominant condition, and gender-related differences may contribute importantly to the development and maintenance of, and recovery from, IGD. METHODS The current manuscript proposes a framework that incorporates gender-related considerations at different stages of IGD and proposes potential strategies for the prevention and treatment of IGD. RESULTS At the development stage, high impulsivity, impaired inhibitory control, and aggressive behaviors have been more frequently observed among males than females, suggesting potential risk factors for the development of IGD. Loneliness and other emotional dysregulation have been more frequently noted among females (than among males) with IGD. At the maintenance stage, males may be more sensitive to gaming-related rewards than females, and acute gaming behaviors may elicit higher cravings among males than among females and thus weaken their inhibitory control. In recovery, females with IGD have reported more negative mood states than males, and females' gaming behaviors have been linked with affective disorders. DISCUSSIONS The model proposed here highlights gender-related differences in modulating the behavioral and neural systems that contribute to a three-stage framework of IGD. Additional investigation into gender-related differences in IGD may further advance the field by uncovering complex relationships that may underlie vulnerability and provide insights into the development of gender-specific prevention and treatment strategies.
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Affiliation(s)
- Guang-Heng Dong
- Center for Cognition and Brain Disorders, School of Clinical Medicine and the Affiliated Hospital of Hangzhou Normal University, Hangzhou, PR China; Zhejiang Key Laboratory for Research in Assessment of Cognitive Impairments, Hangzhou, Zhejiang Province, PR China.
| | - Marc N Potenza
- Department of Psychiatry and Child Study Center, Yale University School of Medicine, New Haven, CT, USA; Connecticut Mental Health Center, New Haven, CT, USA; Connecticut Council on Problem Gambling, Wethersfield, CT, USA; Department of Neuroscience and Wu Tsai Institute, Yale University, New Haven, CT, USA.
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35
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Ahmed HS. Correlation of psychological well-being among violent and nonviolent gamers with nongamers among university students. Indian J Psychiatry 2022; 64:533-534. [PMID: 36458087 PMCID: PMC9707663 DOI: 10.4103/indianjpsychiatry.indianjpsychiatry_168_22] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/01/2022] [Accepted: 06/25/2022] [Indexed: 11/05/2022] Open
Affiliation(s)
- H Shafeeq Ahmed
- Department of Medicine, Bangalore Medical College and Research Institute, Bangalore, Karnataka, India E-mail:
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36
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Aleissa MA, Alenezi S, Saleheen HN, Bin Talib SR, Khan AH, Altassan SA, Alyahya AS. The Association between Video Game Type and Aggressive Behaviors in Saudi Youth: A Pilot Study. Behav Sci (Basel) 2022; 12:289. [PMID: 36004860 PMCID: PMC9405134 DOI: 10.3390/bs12080289] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/10/2022] [Revised: 08/01/2022] [Accepted: 08/08/2022] [Indexed: 11/27/2022] Open
Abstract
Video gaming is a popular source of entertainment among children and adolescents. Although the Middle East is home to one of the fastest growing communities of video game users, most of the research established on this topic has been carried out through small scale studies. Our aim in this study is to assess the prevalence of video game use and its association with aggressive behaviors among adolescents in Saudi Arabia. This is a cross-sectional study involving boys and girls (aged 15−18 years) in both private and public secondary high schools in Riyadh, Saudi Arabia. Each participant completed a self-administered modified version of the aggression questionnaire, which consisted of 29 items scored on a 5-point Likert scale. This questionnaire assessed aggressive behaviors domains: physical aggression, anger, hostility, and verbal aggression and types of videogames and time of use. A total of 485 students were included in this study. The mean age of participants was 16.5 ± 0.9 years; 48% were boys. Adolescents who participated in action games had higher mean verbal (p < 0.01) and physical aggression (p < 0.01) scores. Adventure game players had significantly higher mean scores in all four types of aggressive behavior (p < 0.01). Participants who played simulation games had higher mean verbal aggressiveness (p < 0.01). Adolescents who participated in sports games had greater mean levels of anger (p = 0.01) and physical aggression (p = 0.01). Those who played strategy/puzzle games reported significantly higher mean scores of anger (p < 0.01), hostility (p = 0.01), and verbal aggression (p = 0.01). Females were more likely to show higher mean anger (p < 0.01) scores, whereas males were more likely to show higher mean physical aggression scores (p < 0.01). Conclusions: Our results do suggest that playing video games increases adolescent aggressive behaviors, which has been supported by other studies. We recommend educating parents on the pros and cons of playing video games and that parents schedule and limit the time their children spend playing video games.
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Affiliation(s)
- Majid A. Aleissa
- National Family Safety Program, King Abdulaziz Medical City, Ministry of National Guard Health Affairs, Riyadh 11426, Saudi Arabia
- Department of Pediatrics, King Abdullah Specialized Children’s Hospital, Riyadh 11426, Saudi Arabia
- King Abdullah International Medical Research Center, Riyadh 11481, Saudi Arabia
| | - Shuliweeh Alenezi
- Department of Psychiatry, College of Medicine, King Saud University, Riyadh 11451, Saudi Arabia
- SABIC Psychological Health Research and Applications Chair (SPHRAC), College of Medicine, King Saud University, Riyadh 12372, Saudi Arabia
| | - Hassan N. Saleheen
- National Family Safety Program, King Abdulaziz Medical City, Ministry of National Guard Health Affairs, Riyadh 11426, Saudi Arabia
| | - Sumayyah R. Bin Talib
- National Family Safety Program, King Abdulaziz Medical City, Ministry of National Guard Health Affairs, Riyadh 11426, Saudi Arabia
| | - Altaf H. Khan
- King Abdullah International Medical Research Center, Riyadh 11481, Saudi Arabia
| | - Shatha A. Altassan
- National Family Safety Program, King Abdulaziz Medical City, Ministry of National Guard Health Affairs, Riyadh 11426, Saudi Arabia
| | - Ahmed S. Alyahya
- Department of Psychiatry, Eradah Complex for Mental Health, Riyadh 12571, Saudi Arabia
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Kim GM, Jeong EJ, Lee JY, Yoo JH. Role of social capital in adolescents’ online gaming: A longitudinal study focused on the moderating effect of social capital between gaming time and psychosocial factors. Front Psychol 2022; 13:931134. [PMID: 36017429 PMCID: PMC9396275 DOI: 10.3389/fpsyg.2022.931134] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/28/2022] [Accepted: 07/18/2022] [Indexed: 11/13/2022] Open
Abstract
Adolescents often create social relationships with their gaming peers who take on the role of offline friends and peer groups. Through collaboration and competition in the games, the social relationships of adolescents are becoming broader and thicker. Although this is a common phenomenon in online games, few studies have focused on the formation and roles of social capital among adolescent gamers. In particular, longitudinal research that examines the role of social capital in terms of influencing gaming time on adolescent gamers’ psychosocial factors has been minimal. This study was designed to fill this gap to see the long-term effect of social capital among adolescent gamers. Specifically, by using the three-year longitudinal data involving 403 adolescents, we analyzed the effect of gaming time on psychological factors (i.e., loneliness, depression, self-esteem, and life satisfaction) with the moderating role of social capital. Results showed that social capital played a crucial moderating role. In the higher social capital group, gaming time enhanced the degree of self-esteem and life satisfaction. However, a vicious circle was found in the lower social capital group: Gaming time increased the degree of depression but decreased self-esteem, which in turn led to increase in gaming time. These results indicate that games work as an important tool for social capital cultivation among adolescent gamers, which imply successful cultivation of social capital is a key to positive gaming effects. Theoretical and practical implications are discussed.
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Affiliation(s)
- Gyoung Mo Kim
- Department of Digital Culture and Contents, Konkuk University, Seoul, South Korea
| | - Eui Jun Jeong
- Department of Digital Culture and Contents, Konkuk University, Seoul, South Korea
- *Correspondence: Eui Jun Jeong,
| | - Ji Young Lee
- Department of Digital Culture and Contents, Konkuk University, Seoul, South Korea
| | - Ji Hye Yoo
- Ministry of Culture, Sports and Tourism, Sejong, South Korea
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38
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Yamamoto M, Mezawa H, Sakurai K, Mori C. Association between Media Use and Bedtime Delays in Young Children: An Adjunct Study of the Japan Environment and Children’s Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19159464. [PMID: 35954819 PMCID: PMC9368443 DOI: 10.3390/ijerph19159464] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 06/29/2022] [Revised: 07/30/2022] [Accepted: 07/31/2022] [Indexed: 12/10/2022]
Abstract
Excessive screen media use has been reported to cause shorter sleep; however, the types of media environments that affect early childhood sleep are less known. This study examined the association of multiple media use, screen time for each device, and the purpose of smartphone and tablet use with delayed bedtime among 4–8-year-olds. Participants were recruited from the Japan Environment and Children’s Study, a nationwide birth cohort study. Mothers of 1837 children reported screen media use and bedtime in a questionnaire. The association between delayed bedtimes (after 22:00 h) and media device use (smartphones, tablets, portable and console games, and TV/DVDs) was examined by logistic regression analysis. Children who used three or more devices besides TV/DVDs were more likely to have delayed bedtimes. Delayed bedtimes were associated with smartphone use, even with a 0.1–1 h/day screen time, and with prolonged screen time for tablets, portable games, and console games, but not for TV/DVDs. Gaming on smartphones and tablets was also associated with delayed bedtime. To ensure adequate sleep for young children, families must develop feasible measures to discourage children’s use of multiple devices and prolonged device use, especially for games, and a social environment that supports such measures.
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Affiliation(s)
- Midori Yamamoto
- Department of Sustainable Health Science, Center for Preventive Medical Sciences, Chiba University, 1-33 Yayoi-cho, Inage-ku, Chiba 263-8522, Japan;
- Correspondence: ; Tel.: +81-43-290-3896; Fax: +81-43-287-8011
| | - Hidetoshi Mezawa
- Medical Support Center for Japan Environment and Children’s Study, National Center for Child Health and Development, 10-1, Okura 2-chome, Setagaya-ku, Tokyo 157-8535, Japan;
| | - Kenichi Sakurai
- Department of Nutrition and Metabolic Medicine, Center for Preventive Medical Sciences, Chiba University, 1-33 Yayoi-cho, Inage-ku, Chiba 263-8522, Japan;
| | - Chisato Mori
- Department of Sustainable Health Science, Center for Preventive Medical Sciences, Chiba University, 1-33 Yayoi-cho, Inage-ku, Chiba 263-8522, Japan;
- Department of Bioenvironmental Medicine, Graduate School of Medicine, Chiba University, 1-8-1 Inohana, Chuo-ku, Chiba 260-8670, Japan
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Swets JA, Cox CR. Aloneliness predicts relational anger and aggression toward romantic partners. Aggress Behav 2022; 48:512-523. [PMID: 35819254 DOI: 10.1002/ab.22044] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/17/2021] [Revised: 06/23/2022] [Accepted: 06/26/2022] [Indexed: 11/11/2022]
Abstract
Aloneliness is the negative psychological state characterized by dissatisfaction with one's lack of solitude, which is connected to well-being deficits (e.g., depression, stress). From an I3 theory perspective, we expected that aloneliness could predict anger and partner-directed aggression among persons in romantic relationships, who must, by nature of their partnership, dedicate time to their romantic partners. In Studies 1a and 1b (N = 554), trait aloneliness positively correlated with trait anger, aggression, and violence, but more strongly among persons in relationships (vs. single persons). In Study 2, aloneliness was experimentally primed among 93 undergraduates in relationships. When aloneliness was salient (vs. a control), participants reported higher anger and used more pins in a partner-representative voodoo doll. These results suggest that solitude is an inhibiting factor against anger and, potentially, the perpetration of partner-directed aggression. Although subsequent work in this area is needed, we add evidence showing the importance of individual differences in the need for solitude.
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Affiliation(s)
- Julie A Swets
- Department of Psychology, Texas Christian University, Fort Worth, Texas, USA
| | - Cathy R Cox
- Department of Psychology, Texas Christian University, Fort Worth, Texas, USA
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40
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Hu F, Lee IC, Chang HL, Lin CP, Huang WH. Helping Others in Virtual Reality Increases Prosocial Self-understanding Among Adolescents. J Youth Adolesc 2022; 51:1873-1885. [PMID: 35789320 DOI: 10.1007/s10964-022-01652-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/17/2022] [Accepted: 06/22/2022] [Indexed: 01/10/2023]
Abstract
Reflection on prosocial experiences may be helpful for adolescents highly attentive to their internal states (i.e., high private self-consciousness) to gain prosocial self-knowledge, yet adolescents with low private self-consciousness may not benefit from it. The current study proposed and examined that engaging in helping behavior would be beneficial for those with low private self-consciousness in self-understanding. Two experimental studies using immersive virtual environment technology were conducted to simulate helping situations. A total of 140 middle school students (n = 59, 47.5% female, Mage = 13.98, SD = 0.89, in Study 1; n = 81, 44.4% female, Mage = 15.31, SD = 1.18, in Study 2) completed the experiments. In both studies, adolescents engaging in helping behaviors identified themselves as more prosocial than those who did not engage in helping behaviors. In Study 2, adolescents' positive prosocial self-concept would increase more through engaging in prosocial behavior than by reflecting on past prosocial experiences. Furthermore, adolescents with high private self-consciousness can gain self-understanding both from self-reflection and engaging in prosocial behavior, whereas adolescents with low private self-consciousness benefit only from engaging in prosocial behavior. The findings suggest the need to consider individual differences and adopt appropriate ways of self-understanding when assisting adolescents' prosocial self-formation.
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Affiliation(s)
- Fei Hu
- Department of Psychology, National Chengchi University, No. 64, Sec.2, Zhinan Rd., Wenshan District, Taipei, 11605, Taiwan ROC
| | - I-Ching Lee
- Department of Psychology, National Taiwan University, No. 1, Sec.4, Roosevelt Rd., Daan District, Taipei, 10617, Taiwan ROC.
| | - Han-Lin Chang
- Department of Business Administration, Fu Jen Catholic University, No. 510, Zhongzheng Rd., Xinzhuang District, New Taipei, 24205, Taiwan ROC
| | - Chin-Ping Lin
- Department of Psychology, National Chengchi University, No. 64, Sec.2, Zhinan Rd., Wenshan District, Taipei, 11605, Taiwan ROC
| | - Wen-Hao Huang
- Department of Psychology, National Chengchi University, No. 64, Sec.2, Zhinan Rd., Wenshan District, Taipei, 11605, Taiwan ROC
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Compton SAH, Ritchie M, Oliver L, Finger E, Mitchell DGV. Dissociable effects of acute versus cumulative violent video game exposure on the action simulation circuit in university students. Soc Neurosci 2022; 17:368-381. [PMID: 35786163 DOI: 10.1080/17470919.2022.2095018] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/17/2022]
Abstract
There is an ongoing debate as to whether violent video game exposure (VGE) has a negative impact on social functioning. This debate continues in part because of methodological concerns and the paucity of identifiable neurocognitive mechanisms. Also, little attention has been given to how specific personality characteristics may influence susceptibility to the purported effects. Using a combined experimental and cross-sectional approach, we examined the impact of VGE on action simulation as a function of trait coldheartedness in a sample of university students. Healthy adults played a violent or nonviolent version of Grand Theft Auto V before completing an fMRI measure of action simulation circuit (ASC) activity. Simulation-related activity was not significantly different between groups; however, greater overall activation was observed in left inferior frontal gyrus for those in the violent condition. Contrary to predictions, no evidence was observed that trait coldheartedness significantly interacts with violent gaming to influence ASC activation. However, prior cumulative VGE was negatively correlated with simulation-related activity in a subsection of the ASC. This study highlights a potential dissociation between the effects of acute versus cumulative violent gaming and may challenge assumptions that the directionality of effects for cross-sectional associations always mirror those of acute exposure.
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Affiliation(s)
- Shannon A H Compton
- Graduate Program in Neuroscience, Schulich School of Medicine and Dentistry, University of Western Ontario, London, Ontario, Canada.,Brain and Mind Institute, University of Western Ontario, London, Ontario, Canada
| | - Mary Ritchie
- Brain and Mind Institute, University of Western Ontario, London, Ontario, Canada.,Graduate Program in Clinical Science and Psychopathology, Department of Psychology, University of Western Ontario, London, Ontario, Canada
| | - Lindsay Oliver
- Campbell Family Mental Health Research Institute, Centre for Addiction and Mental Health, Toronto, Ontario, Canada
| | - Elizabeth Finger
- Robarts Institute, University of Western Ontario, London, Ontario, Canada.,Department of Clinical Neurological Sciences, The University of Western Ontario, London, Ontario, Canada.,Lawson Health Research Institute, London, Ontario, Canada.,Parkwood Institute, St. Joseph's Health Care, London, Ontario, Canada
| | - Derek G V Mitchell
- Brain and Mind Institute, University of Western Ontario, London, Ontario, Canada.,Department of Psychiatry, Schulich School of Medicine and Dentistry, University of Western Ontario, London, Ontario, Canada.,Department of Anatomy and Cell Biology, Schulich School of Medicine and Dentistry, University of Western Ontario, London, Ontario, Canada.,Department of Psychology, Faculty of Social Science, University of Western Ontario, London, Ontario, Canada
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42
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Ho MT, Nguyen THT, Nguyen MH, La VP, Vuong QH. Virtual tree, real impact: how simulated worlds associate with the perception of limited resources. HUMANITIES & SOCIAL SCIENCES COMMUNICATIONS 2022; 9:213. [PMID: 35789927 PMCID: PMC9244435 DOI: 10.1057/s41599-022-01225-1] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 10/05/2021] [Accepted: 06/08/2022] [Indexed: 06/15/2023]
Abstract
Video games have long been considered an effective educational tool. Environmental education studies have found that games positively affect the feeling of nature connectedness, producing pro-environmental attitudes and behaviors. With growing urbanization, video games also provide chances to interact with nature. During the COVID-19 lockdown, Nintendo's Animal Crossing: New Horizon (ACNH) became a household name, with millions of copies sold worldwide. The article used the Bayesian multilevel model to analyze 640 survey responses of ACNH game players from various online communities. The correlations between the perception of limited resources and virtual planting and exploiting behaviors with the varying effect among ethnicities were explored. The findings suggested positive correlations between the perception and in-game actions among all ethnicities, regardless of whether the actions are planting or exploiting. While further evidence is needed, the findings suggest the restraints of game mechanics. To foster a pro-environmental culture, stakeholders can consider video games a novel technological aid to environmental education.
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Affiliation(s)
- Manh-Toan Ho
- Centre for Interdisciplinary Social Research, Phenikaa University, Hanoi, 100803 Vietnam
- National Economics University, Hanoi, 100000 Vietnam
| | - Thanh-Huyen T. Nguyen
- Centre for Interdisciplinary Social Research, Phenikaa University, Hanoi, 100803 Vietnam
| | - Minh-Hoang Nguyen
- Centre for Interdisciplinary Social Research, Phenikaa University, Hanoi, 100803 Vietnam
| | - Viet-Phuong La
- Centre for Interdisciplinary Social Research, Phenikaa University, Hanoi, 100803 Vietnam
| | - Quan-Hoang Vuong
- Centre for Interdisciplinary Social Research, Phenikaa University, Hanoi, 100803 Vietnam
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43
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Formosa J, Johnson D, Türkay S, Mandryk RL. Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic. COMPUTERS IN HUMAN BEHAVIOR 2022; 131:107232. [PMID: 35165496 PMCID: PMC8829687 DOI: 10.1016/j.chb.2022.107232] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/17/2021] [Revised: 01/31/2022] [Accepted: 02/05/2022] [Indexed: 12/15/2022]
Abstract
Since the outbreak of COVID-19, reports have shown a significant rise in videogame engagement due to stay-at-home and quarantine restrictions, which has led to further concerns regarding the wellbeing impacts of videogames. Due to the challenges and stressors associated with living in a pandemic, it is even more crucial now to understand how engagement with videogames influence players’ wellbeing. This study, therefore, utilises Self-Determination Theory and the Dualistic Model of Passion to explore the relationships between people’s need satisfaction (and frustration), passion for videogames, and wellbeing prior to and during the COVID-19 pandemic. Findings showed that, during both periods, in-game need satisfaction could lead to either harmonious or obsessive passion for videogames, while frustration of needs through important life domains was more likely to determine an obsessive passion. The findings also highlighted significant differences in wellbeing outcomes seen prior to and during the COVID-19 pandemic, suggesting that videogame engagement may play an important role in improving players’ vitality and lowering psychological distress during this time.
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44
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Herrmann A, Seubert C, Glaser J. Consequences of Exposure to Violence, Aggression, and Sexual Harassment in Private Security Work: A Mediation Model. JOURNAL OF INTERPERSONAL VIOLENCE 2022; 37:NP9684-NP9711. [PMID: 33380234 PMCID: PMC9136388 DOI: 10.1177/0886260520984432] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Indexed: 06/12/2023]
Abstract
While exposure to violence and aggression is well known for its detrimental effects on employees' health as well as organizational outcomes, certain high-risk work domains have scarcely been researched. Thus, this study set out to determine negative consequences of work-related exposure to four forms of harmful behaviors in private security. In a sample of 487 German-speaking security guards, 23% had experienced outsider-initiated violence, 56% aggressive acts, 30% vicarious violent acts, and 3% were sexually harassed over the past 12 months. Additionally, 19% reported substantial to extreme worries about violence. By presenting an integrated model of negative consequences to outsider-initiated violent, aggressive as well as sexual harassing acts, we strived to extend previous research by showing that turnover intention (as an ultimate negative behavioral outcome) is only indirectly related to these experiences via worries about violence and psychosomatic complaints. Structural equation modeling provided support for the model and plausibility for a sequential "two-step" prediction of turnover intention. Further, we provided support that worries about violence are not solely triggered by directly experiencing physical violence but also vicarious violence, aggressive acts, and sexual harassment. Consistent with previous studies, worries about violence were identified as a central mediator in the transmission process from exposure to harmful behaviors at work to negative consequences, that is, psychosomatic complaints and turnover intention. Our findings have implications for the detailed understanding of consequences emerging from exposure to workplace violence and aggression as well as the development of effective prevention strategies especially in high-risk occupations such as private security.
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Stress-Relieving Video Game and Its Effects: A POMS Case Study. COMPUTATIONAL INTELLIGENCE AND NEUROSCIENCE 2022; 2022:4239536. [PMID: 35498201 PMCID: PMC9045975 DOI: 10.1155/2022/4239536] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/09/2021] [Revised: 03/01/2022] [Accepted: 03/11/2022] [Indexed: 11/17/2022]
Abstract
Stress is the response or a change in our bodies to environmental factors like challenges or demands that are physical and emotional. The main cause of stress is illnesses and it is gaining more interest, a hot topic for many researchers. Stress can be brought about by a wide range of normal life occasions that are hard to avoid. Stress generally refers to two things: first, the psychological perception of pressure and the body’s response to it. On the other hand, it involves multiple systems, from metabolism to muscles to memory. Many methods and tools are being developed to reduce stress in humans. Stress can be a short-term issue or a long-term problem, depending on what changes in your life. The emphasis of this article is to reduce the effects of stress by developing a stress-releasing game and verifying its results through the Profile of Mood States (POMS) and POMS-2 survey. Games are associated with stress levels; hence, parameters like sounds, visuals, and colors associated with reducing stress are used to develop a game for the stress reduction in the players. The survey research aims to determine that the purpose-built game will affect the player's stress level using a reliable psychological survey paper. The survey collected a variety of information from its participants over six months. Different aspects of a person’s psychology and reactions are recorded in this scenario by calculating the mean, standard deviation, degree of freedom, zero-error, and probability-value%. The POMS and POMS-2 results are obtained from the custom-built game, and these are found to be effective in reducing stress.
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Ferrari M, Sabetti J, McIlwaine SV, Fazeli S, Sadati SMH, Shah JL, Archie S, Boydell KM, Lal S, Henderson J, Alvarez-Jimenez M, Andersson N, Nielsen RKL, Reynolds JA, Iyer SN. Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion. Front Digit Health 2022; 4:814248. [PMID: 35465647 PMCID: PMC9021794 DOI: 10.3389/fdgth.2022.814248] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/13/2021] [Accepted: 01/26/2022] [Indexed: 11/13/2022] Open
Abstract
Nearly all young people use the internet daily. Many youth with mental health concerns, especially since the Covid-19 pandemic, are using this route to seek help, whether through digital mental health treatment, illness prevention tools, or supports for mental wellbeing. Videogames also have wide appeal among young people, including those who receive mental health services. This review identifies the literature on videogame interventions for young people, ages 12-29, and maps the data on game use by those with mental health and substance use problems, focusing on evidence for the capacity of games to support treatment in youth mental health services; how stakeholders are involved in developing or evaluating games; and any potential harms and ethical remedies identified. A systematic scoping review methodology was used to identify and assess relevant studies. A search of multiple databases identified a total of 8,733 articles. They were screened, and 49 studies testing 32 digital games retained. An adapted stepped care model, including four levels, or steps, based on illness manifestation and severity, was used as a conceptual framework for organizing target populations, mental health conditions and corresponding digital games, and study results. The 49 selected studies included: 10 studies (20.4%) on mental health promotion/prevention or education for undiagnosed youth (Step 0: 7 games); 6 studies (12.2%) on at-risk groups or suspected mental problems (Step 1: 5 games); 24 studies (49.0%) on mild to moderate mental conditions (Steps 2-3: 16 games); and 9 studies (18.4%) focused on severe and complex mental conditions (Step 4: 7 games). Two interventions were played by youth at more than one level of illness severity: the SPARX game (Steps 1, 2-3, 4) and Dojo (Steps 2-3 and 4), bringing the total game count to 35 with these repetitions. Findings support the potential integration of digital games in youth services based on study outcomes, user satisfaction, relatively high program retention rates and the potential usefulness of most games for mental health treatment or promotion/prevention. Most studies included stakeholder feedback, and involvement ratings were very high for seven games. Potential harms were not addressed in this body of research. This review provides an important initial repository and evaluation of videogames for use in clinical settings concerned with youth mental health.
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Affiliation(s)
- Manuela Ferrari
- Department of Psychiatry, McGill University, Montreal, QC, Canada
- Douglas Mental Health University Institute, Montreal, QC, Canada
| | - Judith Sabetti
- Douglas Mental Health University Institute, Montreal, QC, Canada
| | - Sarah V. McIlwaine
- Douglas Mental Health University Institute, Montreal, QC, Canada
- Department of Epidemiology, Biostatistics, and Occupational Health, McGill University, Montreal, QC, Canada
| | - Sahar Fazeli
- Department of Psychiatry, McGill University, Montreal, QC, Canada
- Douglas Mental Health University Institute, Montreal, QC, Canada
| | - S. M. Hani Sadati
- Douglas Mental Health University Institute, Montreal, QC, Canada
- Department of Integrated Studies in Education, McGill University, Montreal, QC, Canada
| | - Jai L. Shah
- Department of Psychiatry, McGill University, Montreal, QC, Canada
- Douglas Mental Health University Institute, Montreal, QC, Canada
- Department of Epidemiology, Biostatistics, and Occupational Health, McGill University, Montreal, QC, Canada
| | - Suzanne Archie
- Department of Psychiatry and Behavioural Neurosciences, McMaster University, Hamilton, ON, Canada
| | - Katherine M. Boydell
- Black Dog Institute and School of Psychiatry, University of New South Wales, Sydney, NSW, Australia
| | - Shalini Lal
- Douglas Mental Health University Institute, Montreal, QC, Canada
- School of Rehabilitation, Faculty of Medicine, Université de Montréal, Montreal, QC, Canada
- Health Innovation and Evaluation Hub, Université de Montréal Hospital Research Centre, Montreal, QC, Canada
| | | | - Mario Alvarez-Jimenez
- Orygen, Parkville, VIC, Australia
- Centre for Youth Mental Health, The University of Melbourne, Parkville, VIC, Australia
| | - Neil Andersson
- Department of Family Medicine, McGill University, Montreal, QC, Canada
- Centro de Investigación de Enfermedades Tropicales (CIET), Universidad Autónoma de Guerrero, Acapulco, Mexico
| | | | | | - Srividya N. Iyer
- Department of Psychiatry, McGill University, Montreal, QC, Canada
- Douglas Mental Health University Institute, Montreal, QC, Canada
- Department of Epidemiology, Biostatistics, and Occupational Health, McGill University, Montreal, QC, Canada
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Digital media inhibit self-regulatory private speech use in preschool children: The “digital bubble effect”. COGNITIVE DEVELOPMENT 2022. [DOI: 10.1016/j.cogdev.2022.101180] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/18/2022]
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48
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Jimoyiannis A, Boyle EA, Tsiotakis P, Terras MM, Leith MS. Exploring the Impact of the "RUEU?" Game on Greek Students' Perceptions of and Attitudes to European Identity. Front Psychol 2022; 13:834846. [PMID: 35369146 PMCID: PMC8966699 DOI: 10.3389/fpsyg.2022.834846] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/13/2021] [Accepted: 02/10/2022] [Indexed: 11/13/2022] Open
Abstract
European identity is a complex, multi-faced and inherently imprecise concept relating to a range of socio-political and psychological factors. Addressing this topic in educational practice, particularly with respect to Higher Education students, constitutes a complex and open problem for research. This paper reports on an experimental study designed to explore the effectiveness of the educational game "RUEU?" in supporting university students in understanding the key socio-political issues regarding European identity. Quantitative data regarding Greek university students' (N = 92) attitudes to European identity, before and after playing the game, were collected. Students' performance of the game group (N = 46) was compared with that of a control group (N = 46) who explored the same issues about European identity through a tutor-guided discussion. The findings showed that both instructional interventions were effective but in different ways. The participants in the game-based group appeared more attached to the EU after the intervention and moved toward a more balanced description of their Greek and European identity. On the other hand, the students in the control group rated higher what "European identity" and being EU citizen means to them. The findings indicated the potential of game-based interventions to deliver not only academic content but also to promote students' reflection and influence them at an attitudinal and emotional level.
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Affiliation(s)
| | - Elizabeth A. Boyle
- School of Education and Social Sciences, University of the West of Scotland, Paisley, United Kingdom
| | - Panagiotis Tsiotakis
- Department of Social and Educational Policy, University of Peloponnese, Korinthos, Greece
| | - Melody M. Terras
- School of Education and Social Sciences, University of the West of Scotland, Paisley, United Kingdom
| | - Murray S. Leith
- School of Education and Social Sciences, University of the West of Scotland, Paisley, United Kingdom
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Li Y. Linking violent video games to cyberaggression among college students: A cross-sectional study. Aggress Behav 2022; 48:241-252. [PMID: 34676565 DOI: 10.1002/ab.22002] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/13/2021] [Revised: 10/09/2021] [Accepted: 10/11/2021] [Indexed: 11/12/2022]
Abstract
To explore the relationship between exposure to violent video games and college students' cyberaggressive behavior and its internal mechanism, a cross-sectional survey was carried out with a sample of 1141 college students who completed the Violent Video Game Listing Questionnaire (VVLQ), Adolescent Online Aggressive Behavior Scale (AOABS), Beliefs Supportive of Violence Scale (BSVS), and Trait Anger Scale (TAS). The results showed that (1) exposure to violent video games was positively associated with college students' cyberaggressive behavior; (2) trait anger moderated the positive relationship between exposure to violent video games and college students' cyberaggressive behavior; (3) trait anger moderated the positive relationship between exposure to violent video games and college students' attitude toward violence; (4) attitude toward violence acted as a partial mediator in the positive relationship between exposure to violent video games and college students' cyberaggressive behavior; and (5) through attitude toward violence, trait anger plays a mediated moderating role in the positive relationship between exposure to violent video games and college students' aggressive behavior.
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Affiliation(s)
- Yongzhan Li
- Department of Psychology Xuchang University, Education College Xuchang Henan 461000 China
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50
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Media attention, dependency, self-efficacy, and prosocial behaviours during the outbreak of COVID-19: A constructive journalism perspective. GLOBAL MEDIA AND CHINA 2022; 7:81-98. [PMCID: PMC8907874 DOI: 10.1177/20594364211021331] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 08/29/2023]
Abstract
The COVID-19 pandemic has caused disruption not only in the global health and economic sectors, but also in the field of journalism. As media has played and continues to play a pivotal role in disseminating information during the pandemic crisis, it is critical to examine how media influences the behaviour of their target audience. Subsequently, this study aimed to examine the relationship between media attention, dependency, self-efficacy, and prosocial behaviours amid the COVID-19 pandemic. A total of 905 participants from China responded to the survey questionnaire, the data from which was analysed via SPSS-AMOS v.23. The results indicated a significant correlation between media attention and self-efficacy. Likewise, media dependency is correlated with self-efficacy. Media attention, dependency, and self-efficacy demonstrated significant effects on prosocial attitudes and behaviours. Subsequently, this study showed that self-efficacy mediates the effects of media attention and dependency on prosocial behaviour. At the time of the COVID-19 pandemic, the findings of this study could serve as a guide to media practitioners in shaping the behaviour of their audience through meaningful and responsible information dissemination.
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