RESUMO
Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness. This may lead them to develop a passion for the activity, which can be harmonious or obsessive. These different types of passions are associated with different well-being outcomes: harmonious passion (HP) is associated with positive effects such as Satisfaction with Life (SWL), obsessive passion (OP) is associated with adverse effects such as psychological distress. Although time spent playing video games has sometimes been found to be a predictor of poor well-being, there is a lack of understanding in its role in explaining the relationship between passion and well-being compared with other factors. Self-regulation is an important factor in predicting habits, including video game play. In this cross-sectional study (N = 182), we investigated whether self-regulation or playtime better mediated the associations between different passion orientations and well-being (i.e., SWL, global subjective well-being, and psychological distress) among video game players. A path analysis revealed that people with higher HP for video games reported higher levels of self-regulation and those with higher OP for video games reported lower levels of self-regulation. Our findings also indicate that self-regulation provides a more comprehensive explanation for the relationship between passion and well-being. Overall, this study provides further support for the importance of self-regulation as a determinant of well-being in video game players rather than more arguably surface-level metrics such as time spent playing. These findings have implications for game developers and clinicians who design interventions for individuals who may experience unregulated video game play.
Assuntos
Autocontrole , Jogos de Vídeo , Estudos Transversais , Humanos , Motivação , Inquéritos e Questionários , Jogos de Vídeo/psicologiaRESUMO
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.
RESUMO
Robotic surgery is increasing in prevalence, thanks to its potential benefits for patients (e.g., reduced blood loss) and surgeons (e.g., ergonomics). It is important to know what inherent characteristics of potential surgeons may facilitate robotic surgery training and performance. Findings from previous studies indicate videogames can be inexpensive tools that help improve hand-eye coordination, coordination of 3-D movements with 2-D images, and spatial orientation. In the context of robotic-assisted knee arthroscopy using a MAKO robotic arm, this study explored performance and subjective experiences of novices (N = 104) with a fake bone shaving task at a public event. Participants' performance was measured based on how much of the bone they successfully shaved. Findings showed that duration of videogame play per week was negatively related to performance with the robotic arm. Male and female participants performed similarly on the bone shaving task, and reported similar difficulty with and enjoyment of the task. However, female participants who played videogames performed better than those who did not play videogames. Participants who were younger than 11 had the worst performance and the most difficulty with the robotic arm. Overall, the findings indicate that the effect of videogame experience on the performance with the robotic arm may differ based on gender and age. This has implications on the length of training for surgeons of different gender using videogames and other emerging technologies.
Assuntos
Procedimentos Cirúrgicos Robóticos , Cirurgiões , Jogos de Vídeo , Ergonomia , Feminino , Humanos , Masculino , Procedimentos Cirúrgicos Robóticos/métodos , Cirurgiões/educaçãoRESUMO
Online education is rapidly expanding in response to rising demand for higher and continuing education, but many online students struggle to achieve their educational goals. Several behavioral science interventions have shown promise in raising student persistence and completion rates in a handful of courses, but evidence of their effectiveness across diverse educational contexts is limited. In this study, we test a set of established interventions over 2.5 y, with one-quarter million students, from nearly every country, across 247 online courses offered by Harvard, the Massachusetts Institute of Technology, and Stanford. We hypothesized that the interventions would produce medium-to-large effects as in prior studies, but this is not supported by our results. Instead, using an iterative scientific process of cyclically preregistering new hypotheses in between waves of data collection, we identified individual, contextual, and temporal conditions under which the interventions benefit students. Self-regulation interventions raised student engagement in the first few weeks but not final completion rates. Value-relevance interventions raised completion rates in developing countries to close the global achievement gap, but only in courses with a global gap. We found minimal evidence that state-of-the-art machine learning methods can forecast the occurrence of a global gap or learn effective individualized intervention policies. Scaling behavioral science interventions across various online learning contexts can reduce their average effectiveness by an order-of-magnitude. However, iterative scientific investigations can uncover what works where for whom.
Assuntos
Ciências do Comportamento/métodos , Educação a Distância , Comportamento , Objetivos , Humanos , Internet , Pesquisa , Estudantes/psicologiaRESUMO
Despite the prevalence of PowerPoint in professional and educational presentations, surprisingly little is known about how effective such presentations are. All else being equal, are PowerPoint presentations better than purely oral presentations or those that use alternative software tools? To address this question we recreated a real-world business scenario in which individuals presented to a corporate board. Participants (playing the role of the presenter) were randomly assigned to create PowerPoint, Prezi, or oral presentations, and then actually delivered the presentation live to other participants (playing the role of corporate executives). Across two experiments and on a variety of dimensions, participants evaluated PowerPoint presentations comparably to oral presentations, but evaluated Prezi presentations more favorably than both PowerPoint and oral presentations. There was some evidence that participants who viewed different types of presentations came to different conclusions about the business scenario, but no evidence that they remembered or comprehended the scenario differently. We conclude that the observed effects of presentation format are not merely the result of novelty, bias, experimenter-, or software-specific characteristics, but instead reveal a communication preference for using the panning-and-zooming animations that characterize Prezi presentations.