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Branson IS, Speelman CP, Rogers SL. Intrinsic motivation in a virtual reality mock crime affects participants' willingness to invest more effort in deceptive interviews. Sci Rep 2024; 14:33. [PMID: 38167933 PMCID: PMC10762196 DOI: 10.1038/s41598-023-50515-4] [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: 01/19/2023] [Accepted: 12/20/2023] [Indexed: 01/05/2024] Open
Abstract
In studies of investigative interviewing, it is not well understood how participant experience of mock-crime activities might affect participants' desire to perform (well) in subsequent interviews. In this study, we utilized two immersive virtual reality mock-crimes to examine if participants' intrinsic motivation (i.e., competence, autonomy, relatedness) while committing the virtual mock-crime affects their desire to perform well in interviews. We also examined if the self-reported feeling of presence during the virtual reality mock-crime is associated with participants' intrinsic motivation. We found significant positive associations between presence and all intrinsic motivation variables in both truth and lie conditions. We also found that competence and relatedness significantly predicted the self-reported effort to perform well in interviews. We discuss these results in the context of prior literature and provide recommendations for researchers on the design of mock-crime experiences.
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Affiliation(s)
- Isabella S Branson
- Experimental Psychology Unit, Edith Cowan University, Perth, WA, Australia
| | - Craig P Speelman
- Experimental Psychology Unit, Edith Cowan University, Perth, WA, Australia
| | - Shane L Rogers
- Experimental Psychology Unit, Edith Cowan University, Perth, WA, Australia.
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Yee AZH, Yu R, Lim SS, Lim KH, Dinh TTA, Loh L, Hadianto A, Quizon M. ScreenLife Capture: An open-source and user-friendly framework for collecting screenomes from Android smartphones. Behav Res Methods 2023; 55:4068-4085. [PMID: 36289177 PMCID: PMC9607811 DOI: 10.3758/s13428-022-02006-z] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 10/08/2022] [Indexed: 11/08/2022]
Abstract
As our interactions with each other become increasingly digitally mediated, there is growing interest in the study of people's digital experiences. To better understand digital experiences, some researchers have proposed the use of screenomes. This involves the collection of sequential high-frequency screenshots which provide detailed objective records of individuals' interaction with screen devices over time. Despite its usefulness, there remains no readily available tool that researchers can use to run their own screenome studies. To fill this gap, we introduce ScreenLife Capture, a user-friendly and open-source software to collect screenomes from smartphones. Using this tool, researchers can set up smartphone screenome studies even with limited programming knowledge and resources. We piloted the tool in an exploratory mixed-method study of 20 college students, collecting over 740,000 screenshots over a 2-week period. We found that smartphone use is highly heterogeneous, characterized by threads of experiences. Using in-depth interviews, we also explored the impact that constant background surveillance of smartphone use had on participants. Participants generally had slight psychological discomfort which fades after a few days, would suspend screen recording for activity perceived to be extremely private, and recounted slight changes in behavior. Implications for future research is discussed.
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Affiliation(s)
- Andrew Z H Yee
- Humanities, Arts, and Social Sciences, Singapore University of Technology and Design, 8 Somapah Road, Singapore, 487372, Singapore.
| | - Ryan Yu
- Information Systems Technology and Design, Singapore University of Technology and Design, 8 Somapah Road, Singapore, 487372, Singapore
| | - Sun Sun Lim
- Humanities, Arts, and Social Sciences, Singapore University of Technology and Design, 8 Somapah Road, Singapore, 487372, Singapore
| | - Kwan Hui Lim
- Information Systems Technology and Design, Singapore University of Technology and Design, 8 Somapah Road, Singapore, 487372, Singapore
| | - Tien Tuan Anh Dinh
- Information Systems Technology and Design, Singapore University of Technology and Design, 8 Somapah Road, Singapore, 487372, Singapore
| | - Lionell Loh
- Information Systems Technology and Design, Singapore University of Technology and Design, 8 Somapah Road, Singapore, 487372, Singapore
| | - Andre Hadianto
- Information Systems Technology and Design, Singapore University of Technology and Design, 8 Somapah Road, Singapore, 487372, Singapore
| | - Miguel Quizon
- Information Systems Technology and Design, Singapore University of Technology and Design, 8 Somapah Road, Singapore, 487372, Singapore
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Monley CM, Liese BS, Oberleitner LM. Gamers' and non-gamers' perspectives on the development of problematic video game play. CURRENT PSYCHOLOGY 2023; 43:1-10. [PMID: 36776145 PMCID: PMC9900197 DOI: 10.1007/s12144-023-04278-w] [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] [Accepted: 01/15/2023] [Indexed: 02/09/2023]
Abstract
Gaming Disorder was recently included in the 11th Edition of the International Classification of Diseases and Internet Gaming Disorder may be introduced in the sixth edition of The Diagnostic and Statistical Manual. Much is not understood about how problems with video games develop. This qualitative study aimed to better understand the development of problematic gaming through focus groups. Eleven young adult "frequent gamers," twelve young adult "non-frequent or non-gamers," and five older adult "non-gamers" discussed vulnerabilities and risk factors of problematic gaming. Participants across all groups believed that problematic gaming developed when people used video games as a primary means of meeting basic psychological needs that were unsatisfied, thwarted, or blocked outside of video games. Frequent and non-frequent gamers, compared to older adult non-gamers, were more likely to view video games as a healthy way to meet basic psychological needs and less likely to stereotype gamers. Video games are equipped to meet basic psychological needs for autonomy, competence, and relatedness. That is, gamers often experience a sense of agency, skill, and connection to others when playing video games. However, problematic gaming may develop when people with unmet psychological needs rely exclusively on video games to meet them. Treatment and prevention approaches to problematic gaming can benefit from greater attention to helping at risk individuals meet needs for autonomy, competence, and relatedness outside of video games.
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Affiliation(s)
- Corey M. Monley
- Department of Educational and Counseling Psychology, University at Albany-State University of New York, 1400 Washington Ave, Catskill 228, Albany, NY 12222 USA
- Cofrin Logan Center for Addiction Research and Treatment, University of Kansas, Lawrence, KS USA
| | - Bruce S. Liese
- Cofrin Logan Center for Addiction Research and Treatment, University of Kansas, Lawrence, KS USA
- Department of Family Medicine and Community Health, University of Kansas Medical Center, Kansas City, KS USA
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Mesce M, Ragona A, Cimino S, Cerniglia L. The impact of media on children during the COVID-19 pandemic: A narrative review. Heliyon 2022; 8:e12489. [PMID: 36568660 PMCID: PMC9762042 DOI: 10.1016/j.heliyon.2022.e12489] [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: 05/31/2022] [Revised: 08/09/2022] [Accepted: 12/10/2022] [Indexed: 12/23/2022] Open
Abstract
Although mobile technologies are a fundamental part of daily life, several studies have shown increased use of electronic devices, TV, and gaming during childhood in conjunction with the COVID-19 pandemic. The virus affected almost every country, causing uncertainty about the future, social isolation, and distress. This narrative review has searched the scientific literature in the field focusing on children. A non-systematic literature review was conducted in May 2022. Various databases were employed to conduct the document research for this paper, such as "Google Scholar", "PubMed", "Web of Science". Keywords for the search included "screen time", "media", "digital use", "social media", "COVID-19", "pandemic", "lockdown", "children", "effect of media on children during COVID". It was found that both children and adolescents seem to have used technologies to confront struggles provoked by COVID-19, such as the onset or exacerbation of symptoms of anxiety, depression, and attention-deficit/hyperactivity disorder. However, moreover, other studies have suggested that increased media use can have positive effects on children depending on usage and monitoring by the parents.
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Affiliation(s)
- M. Mesce
- Sapienza, University of Rome, Department of Dynamic Clinical and Health Psychology, Via degli Apuli, 1, 00186, Rome, Italy
| | - A. Ragona
- Sapienza, University of Rome, Department of Dynamic Clinical and Health Psychology, Via degli Apuli, 1, 00186, Rome, Italy
| | - S. Cimino
- Sapienza, University of Rome, Department of Dynamic Clinical and Health Psychology, Via degli Apuli, 1, 00186, Rome, Italy
| | - L. Cerniglia
- International Telematic University Uninettuno, Faculty of Psychology, Corso Vittorio Emanuele II, 39, 00186, Rome, Italy,Corresponding author
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