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1.
PLoS One ; 19(5): e0302429, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38696501

RESUMO

Personality questionnaires stand as crucial instruments in personnel selection but their limitations turn the interest towards alternatives like game-related assessments (GRAs). GRAs developed for goals other than fun are called serious games. Within them, gamified assessments are serious games that share similarities with traditional assessments (questionnaires, situational judgment tests, etc.) but they incorporate game elements like story, music, and game dynamics. This paper aims to contribute to the research on serious games as an alternative to traditional personality questionnaires by analyzing the characteristics of a gamified assessment called VASSIP. This gamified assessment, based on an existing measure of the Big Five personality traits, incorporates game elements such as storyfication, immersion, and non-evaluable gamified dynamics. The study performed included 98 university students (77.6% with job experience) as participants. They completed the original personality measure (BFI-2-S), the gamified evaluation of personality (VASSIP), a self-report measure of the main dimensions of job performance (task performance, contextual performance, and counterproductive work behaviors), and measures of applicant reactions to BFI-2-S and VASSIP. Results showed that the gamified assessment behaved similarly to the original personality measure in terms of reliability and participants' scores, although the scores in Conscientiousness were substantially higher in VASSIP. Focusing on self-reports of the three dimensions of job performance, regression models showed that the gamified assessment could explain all of them. Regarding applicant reactions, the gamified assessment obtained higher scores in perceptions of comfort, predictive validity, and attractiveness, although the effect size was small except for the latter. Finally, all applicant reactions except for attractiveness were related to age and personality traits. In conclusion, gamified assessments have the potential to be an alternative to traditional personality questionnaires but VASSIP needs more research before its application in actual selection processes.


Assuntos
Personalidade , Humanos , Masculino , Feminino , Inquéritos e Questionários , Adulto , Adulto Jovem , Jogos de Vídeo/psicologia , Determinação da Personalidade , Reprodutibilidade dos Testes , Estudantes/psicologia
2.
Games Health J ; 13(1): 25-32, 2024 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-37768848

RESUMO

Objective: In recent years, an increasing number of gamification tools have been developed for older adults; however, few studies have explored the acceptability of these tools after initial use and sustained use in older adults. In the current study, we focus on "FISHERMAN," an executive function training game containing a cognitive game and an exergame, with the aim of investigating and comparing the acceptability of both versions of "FISHERMAN" after initial use and 3 months of sustained use in older adults. Materials and Methods: Seventy-six older adults were randomly assigned to the cognitive game training group or the exergame training group. Participants completed two 1-hour sessions per week for 12 weeks. Acceptability was evaluated through a validated, 7-point, self-rating, Interactive Technology Art Installation Technology Acceptance Model Questionnaire after the first and last training sessions, with higher ratings representing higher acceptability. The questionnaire included 22 items and 9 acceptability dimensions: usage behavior, intention to use, perceived usefulness, perceived ease of use, perceived playfulness, subjective norm, image, output quality, and result demonstrability. Descriptive statistics were conducted to evaluate acceptability after initial and sustained use. Two-way (time: initial use and sustained use; group: cognitive game group and exergame group) repeated ANOVAs were conducted to investigate the differences in acceptability. Post hoc, within-group, paired-sample t test analyses were performed to evaluate changes in game acceptability for each group over time. Results: After initial use and 3 months of sustained use, the average scores for overall acceptability and individual dimensions exceeded 5.5 of 7 points in both groups. The two groups presented different changes from initial use to sustained use. The overall acceptability, usage behavior, perceived usefulness, and perceived ease of use were significantly improved after training within the cognitive game group, while perceived playfulness was significantly reduced within the exergame group. Conclusions: The current study provided preliminary evidence that older adults had high acceptability for both the cognitive game and exergame versions of "FISHERMAN." After sustained use, acceptability of the cognitive game increased and acceptability of the exergame decreased, highlighting the importance of assessing game acceptability after initial and sustained use.


Assuntos
Função Executiva , Jogos de Vídeo , Humanos , Idoso , Jogos de Vídeo/psicologia , Inquéritos e Questionários , Jogos Eletrônicos de Movimento
3.
Sensors (Basel) ; 23(23)2023 Dec 02.
Artigo em Inglês | MEDLINE | ID: mdl-38067945

RESUMO

Video game trailers are very useful tools for attracting potential players. This research focuses on analyzing the emotions that arise while viewing video game trailers and the link between these emotions and storytelling and visual attention. The methodology consisted of a three-step task test with potential users: the first step was to identify the perception of indie games; the second step was to use the eyetracking device (gaze plot, heat map, and fixation points) and link them to fixation points (attention), viewing patterns, and non-visible areas; the third step was to interview users to understand impressions and questionnaires of emotions related to the trailer's storytelling and expectations. The results show an effective assessment of visual attention together with visualization patterns, non-visible areas that may affect game expectations, fixation points linked to very specific emotions, and perceived narratives based on the gaze plot. The innovation in the mixed methodological approach has made it possible to obtain relevant data regarding the link between the emotions perceived by the user and the areas of attention collected with the device. The proposed methodology enables developers to understand the strengths and weaknesses of the information being conveyed so that they can tailor the trailer to the expectations of potential players.


Assuntos
Jogos de Vídeo , Jogos de Vídeo/psicologia , Emoções , Percepção , Percepção Visual
4.
Cogn Sci ; 47(6): e13308, 2023 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-37354036

RESUMO

Rapid individual cognitive phenotyping holds the potential to revolutionize domains as wide-ranging as personalized learning, employment practices, and precision psychiatry. Going beyond limitations imposed by traditional lab-based experiments, new efforts have been underway toward greater ecological validity and participant diversity to capture the full range of individual differences in cognitive abilities and behaviors across the general population. Building on this, we developed Skill Lab, a novel game-based tool that simultaneously assesses a broad suite of cognitive abilities while providing an engaging narrative. Skill Lab consists of six mini-games as well as 14 established cognitive ability tasks. Using a popular citizen science platform (N = 10,725), we conducted a comprehensive validation in the wild of a game-based cognitive assessment suite. Based on the game and validation task data, we constructed reliable models to simultaneously predict eight cognitive abilities based on the users' in-game behavior. Follow-up validation tests revealed that the models can discriminate nuances contained within each separate cognitive ability as well as capture a shared main factor of generalized cognitive ability. Our game-based measures are five times faster to complete than the equivalent task-based measures and replicate previous findings on the decline of certain cognitive abilities with age in our large cross-sectional population sample (N = 6369). Taken together, our results demonstrate the feasibility of rapid in-the-wild systematic assessment of cognitive abilities as a promising first step toward population-scale benchmarking and individualized mental health diagnostics.


Assuntos
Jogos de Vídeo , Humanos , Estudos Transversais , Jogos de Vídeo/psicologia , Cognição , Aprendizagem , Aptidão
5.
Psychiatry Res ; 324: 115187, 2023 06.
Artigo em Inglês | MEDLINE | ID: mdl-37060687

RESUMO

OBJECTIVE: To develop and validate Kiddie Schedule for Affective Disorders and Schizophrenia, Present and Lifetime version (K-SADS-PL) for Internet Gaming Disorder (IGD) in adolescents. METHODS: Questions and threshold criteria of the K-SADS-IGD was generated based on the related section of K-SADS-PL. Then, the sample consist of IGD group and matched control group with no significant difference in psychiatric comorbidities from clinical settings were included to assess the psychometric properties of the K-SADS-IGD. Exploratory and Confirmatory Factor analysis were conducted to evaluate and compare DSM model of IGD and two different Models of IGD proposal in adolescents. RESULTS: Exploratory Factor Analysis of K-SADS-IGD revealed a single factor explaining 61.469% of the total variance. Confirmatory Factor Analysis indicates that although the K-SADS-IGD model fit indices were also acceptable, Model 1, which excluded the 7th criterion of IGD criteria of DSM-5 showed better fit in adolescent population. The Likelihood Ratio Positive and the Likelihood Ratio Negative estimates for the diagnosis of K-SADS-IGD were 31.4 and 0.12, respectively, suggesting that K-SADS-IGD was beneficial for determining the presence and the absence of IGD in adolescents. Also, K-SADS-IGD could detect disordered gamers with significantly low functionality (even after controlling the impact of comorbidities) from non-disordered gamers. CONCLUSION: K-SADS-IGD was found to be a reliable and valid instrument in adolescents. The model excluding 7th criteria of DSM-5 IGD was found to be more consistent than the current DSM-5 IGD model in the adolescent population. Therefore, the diagnostic criteria might be required to adjust according to the age group since the clinical symptomatology of IGD in adolescents may differ from that in adults. The K-SADS-IGD may meet the need for a certain and standardized tool to assess IGD in this population.


Assuntos
Comportamento Aditivo , Esquizofrenia , Jogos de Vídeo , Adulto , Adolescente , Humanos , Esquizofrenia/diagnóstico , Transtorno de Adição à Internet , Reprodutibilidade dos Testes , Escalas de Graduação Psiquiátrica , Transtornos do Humor/diagnóstico , Transtornos do Humor/etiologia , Internet , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/psicologia , Jogos de Vídeo/psicologia
6.
Cuestiones infanc ; 23(2): 48-65, Oct. 19, 2022.
Artigo em Espanhol | LILACS, UNISALUD, BINACIS | ID: biblio-1427032

RESUMO

Este trabajo parte de un interrogante actual y acuciante: qué condiciones de subjetivación encuentran las infancias y adolescencias contemporáneas en el ambiente tecnológico. Tomando el jugar como hilo conductor por su valencia estructurante y considerando su derrotero en los contextos virtuales, se van examinando las posibilidades y las encerronas que niños y adolescentes tienen en la actualidad. Se emplea la distinción winnicottiana entre jugar (play) y juego (game) como modelo para examinar tanto la cualidad del hacer de niños y adolescentes con la virtualidad, como así también la propuesta cultural conectiva. Por último, se describe la configuración de un gameepocal destituyente del jugar y del lazo social y se propone restituir una política sobre el jugar como apuesta subjetivante, dado que sin creatividad y sin poder pensar con otros, resulta extremadamente difícil habitar un mundo tan tambaleante, complejo y disruptivo AU


This work is based on a current and pressing question, what conditions of subjectivation do contemporary childhoods and adolescentsfind in the technological environment. Taking play as a guiding thread due to its structuring valence and considering its course in virtual contexts, the possibilities and obstacles that children and adolescents have today are examined. The Winnicottian distinction between playing (play) and game (game) is used as a model to examine both the quality of children and adolescents doing with virtuality, as well as the connective cultural proposal. Finally, the configuration of an epochal game destituting playing and the social bond is described and it is proposed to restore a policy on playing as a subjectivizing bet, given that without creativity and without being able to think with others, it is extremely difficult to inhabit such a shaky world. complex and disruptive AU


Ce travail est basé sur une question actuelle et pressante, quelles conditions de subjectivationles enfances et les adolescents contemporains trouvent-ils dans l'environnement technologique. En prenant le jeu comme fil conducteur en raison de sa valence structurante et en considérant son déroulement dans des contextes virtuels, les possibilités et les obstacles que les enfants et les adolescents ont aujourd'hui sont examinés. La distinction winnicottienne entre playet gameest utilisée comme modèle pour examiner à la fois la qualité des enfants et des adolescents faisant avec la virtualité, ainsi que la proposition culturelle connective. Enfin, la configuration d'un jeu d'époque dénué de jeu et de lien social est décrite et il est proposé de restituer une politique du jeu comme pari subjectivant, étant donné que sans créativité et sans pouvoir penseravec les autres, il est extrêmement difficile d'habiter un monde si instable, complexe et perturbateur AU


Este trabalho parte de uma questão atual e premente, quais as condições de subjetivação que as infâncias e os adolescentes contemporâneos encontram no ambiente tecnológico. Tomando o brincar como fio condutor por sua valência estruturante e considerando seu percurso em contextos virtuais, examinam-se as possibilidades e os obstáculos que as crianças e adolescentes têm hoje. A distinção winnicottiana entre brincar (jogar) e jogo (jogo) é utilizada como modelo para examinar tanto a qualidade do fazer de crianças eadolescentes com a virtualidade, quanto a proposta cultural conectiva. Por fim, descreve-se a configuração de um jogo epocal que destitui o brincar e o vínculo social e propõe-se restaurar uma política do brincar como aposta subjetivante, pois sem criatividade e sem poder pensar com os outros é extremamente difícil habitar um mundo tão instável, complexo e perturbador AU


Assuntos
Humanos , Masculino , Feminino , Criança , Adolescente , Jogos de Vídeo/psicologia , Confiança/psicologia , Tecnologia Digital , Fatores Socioeconômicos , Luto , Puberdade/psicologia , Comparação Social
7.
PLoS One ; 17(2): e0263560, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35192661

RESUMO

This article considers players' experiences seeking out new games to play, and their use of the Australian National Classification Scheme in doing so. The global video game industry is booming, with hundreds of games being released each month across numerous platforms. As a result, players have an unprecedented number of games available when choosing what games to purchase. However, a number of confounding issues around the emergent content of games and the subjective nature of game reviewing makes it difficult to relate what kinds of experiences a given game will facilitate. In this study, we surveyed game players in order to find their game platform and acquisition preferences; strategies and experiences when choosing games; and attitudes towards classification systems. Our findings suggest that players find it difficult to choose what games to purchase, and that existing classification systems are mostly only beneficial when choosing games for minors.


Assuntos
Comportamento Aditivo/psicologia , Comportamento de Escolha , Jogos de Vídeo/psicologia , Adolescente , Adulto , Fatores Etários , Idoso , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Inquéritos e Questionários , Terminologia como Assunto , Jogos de Vídeo/economia , Jogos de Vídeo/estatística & dados numéricos
8.
Soc Sci Med ; 295: 112728, 2022 02.
Artigo em Inglês | MEDLINE | ID: mdl-31879045

RESUMO

We examine internet gaming-related suffering as a novel syndemic most prevalent among contemporary emerging adults. Synthetic analysis of our prior research on internet gaming and health affirms how social factors and mental and physical wellness mutually condition each other in this online play context. Employing biocultural anthropological mixed methods, we focus on statistical interactions between intensive gaming and social well-being in relation to genomic markers of immune function. We show that among gamers with low social well-being, intensive game play is associated with compromised immunity markers, but among those with robust social connection, that same play correlates with decreased activation of stress-related immunity activation. The apparently beneficial interaction of higher social well-being and intensive game play resonates with an emerging body of research showing how positive practices-in this case, engaged and pleasurable videogame play-can increase resilience to the negative linked psychological and genomic responses to precarity. Based on these findings, we argue, in relation to gaming behaviors, a syndemics analysis could usefully be expanded by attending to both sides of the synergistic interaction between two social conditions: not just exacerbation of dysfunction in relation to their combined effect, but also non-additive enhancement of health that may stem from such combinations. We draw on literature emphasizing the relevance to health of "eudaimonic" well-being-psychosocial processes that transcend immediate self-gratification and involve the pursuit of meaningful and pro-social goals. On that basis, we propose the term "syndaimonics" to capture synergies between social context and mental flourishing, which, in this context and presumably others, can illuminate sources of health resilience and overall improved psychosocial wellbeing.


Assuntos
Comportamento Aditivo , Jogos de Vídeo , Adulto , Comportamento Aditivo/psicologia , Genômica , Humanos , Internet , Sindemia , Jogos de Vídeo/psicologia
9.
Eur Arch Psychiatry Clin Neurosci ; 272(6): 1119-1134, 2022 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-34275007

RESUMO

The self-concept-defined as the cognitive representation of beliefs about oneself-determines how individuals view themselves, others, and their actions. A negative self-concept can drive gaming use and internet gaming disorder (IGD). The assessment of the neural correlates of self-evaluation gained popularity to assess the self-concept in individuals with IGD. This attempt, however, seems to critically depend on the reliability of the investigated task-fMRI brain activation. As first study to date, we assessed test-retest reliability of an fMRI self-evaluation task. Test-retest reliability of neural brain activation between two separate fMRI sessions (approximately 12 months apart) was investigated in N = 29 healthy participants and N = 11 individuals with pathological internet gaming. We computed reliability estimates for the different task contrasts (self, a familiar, and an unknown person) and the contrast (self > familiar and unknown person). Data indicated good test-retest reliability of brain activation, captured by the "self", "familiar person", and "unknown person" contrasts, in a large network of brain regions in the whole sample (N = 40) and when considering both experimental groups separately. In contrast to that, only a small set of brain regions showed moderate to good reliability, when investigating the contrasts ("self > familiar and unknown person"). The lower reliability of the contrast can be attributed to the fact that the constituting contrast conditions were highly correlated. Future research on self-evaluation should be cautioned by the findings of substantial local reliability differences across the brain and employ methods to overcome these limitations.


Assuntos
Comportamento Aditivo , Jogos de Vídeo , Humanos , Comportamento Aditivo/diagnóstico por imagem , Encéfalo/diagnóstico por imagem , Mapeamento Encefálico , Autoavaliação Diagnóstica , Internet , Transtorno de Adição à Internet , Imageamento por Ressonância Magnética/métodos , Reprodutibilidade dos Testes , Jogos de Vídeo/psicologia
10.
Games Health J ; 10(4): 207-219, 2021 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-33945326

RESUMO

Objective: Applied games are considered a promising approach to deliver mental health interventions. Nonspecific factors such as expectations and motivation may be crucial to optimize effectiveness yet have not been examined so far. The current study examined the effect of expectations for improvement on (1) experienced fun and positive affect, and (2) in-game play behaviors while playing MindLight, an applied game shown to reduce anxiety. The secondary aim was to examine the moderating role of symptom severity and motivation to change. Materials and Methods: Fifty-seven participants (47 females; 17-21 years old) preselected on anxiety symptoms viewed a trailer in which MindLight was promoted as either a mental health or an entertainment game. These trailers were used to induce different expectations in participants. Participants subsequently played the game for 60 minutes. Before playing, participants filled out questionnaires about their general anxiety symptoms, motivation to change, state anxiety, affect, and arousal. While playing, in-game behaviors and galvanic skin response (GSR) were recorded continuously. After playing, state anxiety, affect, and arousal were measured again as well as experienced fun. Results: Participants in both trailer conditions showed increases in state anxiety, arousal, and GSR. Expectations did not influence experienced fun and positive affect, nor in-game behaviors. In addition, no moderation effects of motivation to change and symptom severity were found. Conclusion: Experiences and engagement with MindLight were not influenced by expectations, motivation to change, and symptom severity. For future research, it is recommended to examine individual differences in these effects, and long-term and more distal outcomes and processes.


Assuntos
Participação Social/psicologia , Jogos de Vídeo/normas , Adolescente , Ansiedade/psicologia , Ansiedade/terapia , Feminino , Humanos , Masculino , Motivação , Inquéritos e Questionários , Jogos de Vídeo/psicologia , Adulto Jovem
11.
Games Health J ; 10(3): 147-157, 2021 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-33945335

RESUMO

Objective: The use of gamification can promote health-related behavior. This article is the first attempt to provide a historical overview of the use of games in patients undergoing hip arthroplasty. Materials and Methods: We conducted a scoping review to map and characterize the games used for the person undergoing hip arthroplasty. To perform this review, the respective descriptors were identified using search syntax appropriate to each of the databases: MEDLINE_ (Medical Literature Analysis and Retrieval System Online), CINAHL_ (Cumulative Index to Nursing and Allied Health Literature), SPORTDiscus, in the Psychology and Behavioral Sciences Collection, SCOPUS, SciELO (Scientific Electronic Library Online), and PEDRo (Physiotherapy Evidence Database). Results: An initial 968 articles were identified, of which 7 articles were included. The domains of the games under analysis essentially focus on aspects of rehabilitation (n = 5), or related (n = 2), and mostly exergames (n = 6). However, the instruments, characteristics, and procedures used to evaluate the games in the included studies have little depth and large variability. Conclusion: Few games exist that support people who have undergone hip arthroplasty. Most of the games under review were exergames to support rehabilitation. Consequently, we recommend developing another type of game with a focus on monitoring, counseling, and/or social support for selfmanagement training in persons undergoing hip arthroplasty.


Assuntos
Artroplastia de Quadril/normas , Promoção da Saúde/métodos , Jogos de Vídeo/normas , Artroplastia de Quadril/métodos , Artroplastia de Quadril/estatística & dados numéricos , Humanos , Jogos de Vídeo/psicologia , Jogos de Vídeo/estatística & dados numéricos
12.
Int J Psychol ; 56(5): 812-823, 2021 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-33786817

RESUMO

Understanding why different nations have different homicide and suicide rates has been of interest to scholars, policy makers and the general public for years. Multiple theories have been offered, related to the economy, presence of guns and even exposure to violence in video games. In the current study, several factors were considered in combination across a sample of 92 countries. These included income inequality (Gini index), Human Capital Index (education and employment), per capita gun ownership and per capita expenditure on video games. Results suggest that economic factors primarily were related to homicide and suicide cross-nationally. Video game consumption was not a major indicative factor (other than a small negative relationship with homicides). More surprisingly, per capita gun ownership was not an indicator factor cross-nationally. The results suggest that a focus on economic factors and income inequality are most likely to bear fruit regarding reduction of violence and suicide.


Assuntos
Fatores Econômicos , Armas de Fogo/estatística & dados numéricos , Homicídio/estatística & dados numéricos , Suicídio/estatística & dados numéricos , Jogos de Vídeo/estatística & dados numéricos , Feminino , Homicídio/psicologia , Humanos , Masculino , Pobreza/psicologia , Pobreza/estatística & dados numéricos , Suicídio/psicologia , Jogos de Vídeo/psicologia , Violência/psicologia , Violência/estatística & dados numéricos
13.
Int Rev Psychiatry ; 33(4): 435-441, 2021 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-33210563

RESUMO

The mental health gap has been a persistent concern globally, especially in low and middle-income countries (LMIC). In an attempt to mitigate resource limitations, the psychiatric practice has been undergoing a paradigm shift into digitalized mental health interventions. One such innovation involves digital gaming utilizing the principles of 'gamification' to incorporate both the playfulness component of online gaming as well as the domain-targeted design of gaming elements. Digital gaming-based interventions have been to deliver psychotherapy, biofeedback, cognitive training and rehabilitation, as well as behavioural modification and social skills training. Research shows their utility in autism spectrum disorders, attention deficit disorders, schizophrenia, depression, anxiety disorders, post-traumatic stress, eating disorders, neurocognitive disorders and also to promote healthy aging. Though promising in scope, these interventions face pragmatic challenges for implementation in developing countries. Even though increased use of technology, internet penetration and growing digital literacy have enhanced their accessibility and feasibility, various factors like socio-cultural diversity, lack of standardization, poor infrastructural support, bandwidth issues and lack of practice can impair their use and acceptability. Keeping this in the background, this commentary critically discusses the scope, applications and challenges of digital gaming in mental healthcare delivery in one of the rapidly globalizing LMIC nations, India.


Assuntos
Comportamento Aditivo/psicologia , Comportamento Aditivo/terapia , Saúde Mental/estatística & dados numéricos , Jogos de Vídeo/psicologia , Comportamento Aditivo/reabilitação , Humanos , Índia , Saúde Mental/economia , Psicoterapia
14.
PLoS One ; 15(10): e0240196, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-33085667

RESUMO

Games involving virtual worlds are popular in several segments of the population and societies. The online environment facilitates that players from different countries interact in a common virtual world. Virtual worlds involving social and economic interactions are particularly useful to test social and economic theories. Using data from EVE Online, a massive online multi-player game simulating a fantasy galaxy, we analyse the relation between the real-world context in which players live and their in-game behaviour at the country level. We find that in-game aggressiveness to non-player characters is positively related to real-world levels of aggressiveness as measured by the Global Peace Index and the Global Terrorist Index at the country level. The opposite is true for in-game aggressiveness towards other players, which seems to work as a safety valve for real-world player aggressiveness. The ability to make in-game friends is also positively related to real-world levels of aggressiveness in much the same way. In-game trading behaviour is dependent on the macro-economic environment where players live. The unemployment rate and exchange rate make players trade more efficiently and cautiously in-game. Overall, we find evidence that the real-world environment affects in-game behaviour, suggesting that virtual worlds can be used to experiment and test social and economic theories, and to infer real-world behaviour at the country level.


Assuntos
Jogos de Vídeo/psicologia , Realidade Virtual , Humanos , Internacionalidade , Fatores Socioeconômicos
15.
Cyberpsychol Behav Soc Netw ; 23(11): 773-781, 2020 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-32845725

RESUMO

Risk taking (RT) is an essential component in decision-making process that depicts the propensity to make risky decisions. RT assessment has traditionally focused on self-report questionnaires. These classical tools have shown clear distance from real-life responses. Behavioral tasks assess human behavior with more fidelity, but still show some limitations related to transferability. A way to overcome these constraints is to take advantage from virtual reality (VR), to recreate real-simulated situations that might arise from performance-based assessments, supporting RT research. This article presents results of a pilot study in which 41 individuals explored a gamified VR environment: the Spheres & Shield Maze Task (SSMT). By eliciting implicit behavioral measures, we found relationships between scores obtained in the SSMT and self-reported risk-related constructs, as engagement in risky behaviors and marijuana consumption. We conclude that decontextualized Virtual Reality Serious Games are appropriate to assess RT, since they could be used as a cross-disciplinary tool to assess individuals' capabilities under the stealth assessment paradigm.


Assuntos
Técnicas de Observação do Comportamento/métodos , Tomada de Decisões , Assunção de Riscos , Jogos de Vídeo/psicologia , Realidade Virtual , Adulto , Simulação por Computador , Feminino , Humanos , Masculino , Aprendizagem em Labirinto , Projetos Piloto
16.
Games Health J ; 9(6): 389-404, 2020 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-32589482

RESUMO

Objective: This article presents the results of a systematic review of the latest, state-of-the-art research on videogames designed for older adults (i.e., those aged 65 or older) and the health benefits derived from playing these games. Findings from each study that met the inclusion criteria were analyzed and summarized into emergent themes to determine the impact of digital games in promoting healthy behaviors and benefits among these older adults. Materials and Methods: Five databases (PubMed, ScienceDirect, IEEE Xplore, ACM Digital Library, and Google Scholar) were searched for studies that evaluated interventions of videogames for older adults aged 65 and older. The initial search yielded 806 articles. After evaluating them against the inclusion criteria, 23 studies remained. Results: Out of the 23 studies we reviewed, 20 reported the significant impact of videogame interventions on the elderly's physical health. In addition, 14 studies reported effects on the elderly's mental health. Exergame is the most popular type of game used in these videogame-based interventions. This review also includes the details of study design (e.g., type of intervention, length, frequency), population sample, and measurements used in the studies. Conclusions: This systematic review demonstrates that videogame-based interventions are helpful in promoting physical health (i.e., balance, mobility, strength, physical fitness, and walking performance/gait parameters) and mental health (i.e., balance confidence, executive functions, reaction time, and processing speed) among older adults. It can also be used by researchers in this field to inform their design decisions. We have listed guidelines that can be used to frame future research in the area and enhance its quality.


Assuntos
Envelhecimento/psicologia , Benefícios do Seguro/tendências , Jogos de Vídeo/normas , Humanos , Saúde Mental , Aptidão Física/fisiologia , Aptidão Física/psicologia , Jogos de Vídeo/psicologia , Jogos de Vídeo/tendências
18.
Am J Addict ; 29(6): 528-530, 2020 11.
Artigo em Inglês | MEDLINE | ID: mdl-32353204

RESUMO

BACKGROUND AND OBJECTIVES: Although gaming disorder is increasingly recognized, there has been limited consideration of the impact of free-to-play games with in-game purchases, also called microtransactions. METHODS: Case report (n = 1). RESULTS: A patient with posttraumatic stress disorder, major depressive disorder in remission, polysubstance use disorders in remission, and opioid use disorder on buprenorphine/naloxone developed gaming disorder (based on International Classification of Diseases, 11th revision) and spent up to 40% of his monthly income on microtransactions within a smartphone game. Treatment consisted of relinquishing access to electronic payment mechanisms, motivational interviewing, and couples therapy. DISCUSSION AND CONCLUSIONS: The case highlights how in-game purchases may cause patients with gaming disorder to experience financial consequences, and the need for further characterization of the clinical ramifications of microtransactions. SCIENTIFIC SIGNIFICANCE: To the best of our knowledge, this is the first report in the medical literature of a patient with gaming disorder developing excessive in-game spending from expenditures on microtransactions. (Am J Addict 2020;29:528-530).


Assuntos
Comportamento Aditivo/economia , Comportamento Aditivo/psicologia , Aplicativos Móveis/economia , Smartphone , Transtornos de Estresse Pós-Traumáticos/psicologia , Jogos de Vídeo/economia , Jogos de Vídeo/psicologia , Comportamento Aditivo/terapia , Humanos , Masculino , Pessoa de Meia-Idade , Transtornos de Estresse Pós-Traumáticos/complicações , Transtornos de Estresse Pós-Traumáticos/economia , Transtornos de Estresse Pós-Traumáticos/terapia , Estados Unidos , Saúde dos Veteranos
19.
Pediatr Int ; 62(7): 848-856, 2020 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-32187796

RESUMO

BACKGROUND: The determination of the protective and risk factors associated with Internet gaming disorder (IGD) is among the most important pathways to the development of prevention strategies for IGD. Previous research has shown that familial factors are associated with IGD. In our study, we aimed to assess the parental attitude of adolescents with IGD and investigate psychiatric comorbidity. METHODS: We assessed family structure, family relationship, parental attitude (in a bi-directional assessment), and psychiatric comorbidity in 50 adolescents aged 12-18 years who meet DSM-5 criteria for IGD in comparison with the control group. Parental attitudes were assessed with the Parental Attitude Research Instrument (filled by the mother) and the Parenting Style Inventory (filled by adolescents). RESULTS: Our findings suggest that according to mothers' opinions there were no significant differences in the subscale scores between the IGD group and the control group. On the other hand, acceptance-involvement and psychological autonomy subscale scores of the PSI filled by adolescents were found to be significantly lower in the IGD group. Limit setting in areas other than the Internet was significantly lower in the IGD group. High rates of psychiatric comorbidity were also found in adolescents with IGD. CONCLUSIONS: Our study identified that adolescents with IGD perceived their parents "cared less about them" and "minded less on their autonomy" compared with the control group. Our survey demonstrated that parental attitudes may be among the risk factors for IGD and the presence of psychiatric comorbidity may affect the management of IGD.


Assuntos
Transtorno de Adição à Internet/epidemiologia , Pais/psicologia , Adolescente , Atitude Frente a Saúde , Comportamento Aditivo/psicologia , Criança , Comorbidade , Manual Diagnóstico e Estatístico de Transtornos Mentais , Relações Familiares/psicologia , Humanos , Internet , Transtorno de Adição à Internet/psicologia , Masculino , Fatores de Risco , Inquéritos e Questionários , Jogos de Vídeo/psicologia
20.
PLoS One ; 15(3): e0230378, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32203522

RESUMO

Loot boxes are digital containers of randomised rewards available in many video games. Due to similarities between some loot boxes and traditional forms of gambling, concerns regarding the relationship between spending on loot boxes in video games and symptoms of problematic gambling have been expressed by policy makers and the general public. We present the first investigation of these concerns in large cross-sectional cross-national samples from three countries (Aotearoa New Zealand, Australia, and the United States). A sample of 1,049 participants were recruited through Qualtrics' Survey Targeting service from a broad cross-section of the population in Australia (n = 339), Aotearoa New Zealand (n = 323), and the United States (n = 387). Participants answered a survey assessing problem gambling, problem gaming symptomology, and how much they spent on loot boxes per month. On average, individuals with problem gambling issues spent approximately $13 USD per month more on loot boxes than those with no such symptoms. Loot box spending was also associated with both positive and negative moods, albeit with small effect sizes. Analyses showed both interactions and correlations between problematic gambling and problematic gaming symptoms, indicating both some commonality in the mechanisms underlying, and independent contributions made by, these proposed diagnostic criteria. These results provide context for dialogues regarding how best to reduce the impacts of loot box spending among those with problematic gambling symptoms.


Assuntos
Comportamento Aditivo/prevenção & controle , Comparação Transcultural , Jogo de Azar/prevenção & controle , Jogos de Vídeo/psicologia , Pessoal Administrativo/estatística & dados numéricos , Adulto , Austrália , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/psicologia , Estudos Transversais , Feminino , Jogo de Azar/diagnóstico , Jogo de Azar/psicologia , Humanos , Masculino , Pessoa de Meia-Idade , Nova Zelândia , Inquéritos e Questionários/estatística & dados numéricos , Estados Unidos , Jogos de Vídeo/economia , Adulto Jovem
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