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2.
Front Psychol ; 11: 598947, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-33244307

RESUMEN

With the advent of digital games came the advent of gamer cultures and identities. A "gamer" became a new social first for the group of individuals who played video games (primarily in arcades) in the late 1970's. Over time, however, gamer cultures have grown into what is largely discussed as "toxic cultures," and come to become more associated with exclusion than inclusion if you don't fit a certain mold. Despite its prevalence, deviant behaviors in games as a subject of academic study is a confusing space, with different researchers using different criteria to describe the same things. This article provides the first comprehensive cataloging and overview of dark participation in games. This includes defining these behaviors, cataloging their variants, and discussing their social and psychological impact and their potential underpinnings. It is critical to establish a shared language about what these behaviors are in order to effectively understand and combat them.

3.
Soc Sci Med ; 216: 124-132, 2018 11.
Artículo en Inglés | MEDLINE | ID: mdl-30257787

RESUMEN

RATIONALE: Mental and behavioral health recovery includes concepts related not just to symptom improvement, but also to participating in activities that contribute to wellness and a meaningful life. Video game play can relieve stress and provide a way to connect, which may be especially important for military veterans. OBJECTIVE: We examined how military veterans used video game play to further their mental and behavioral health recovery by conducting an exploratory thematic analysis of the gaming habits of 20 United States military veterans who were in treatment for mental or behavioral health problems. METHOD: We conducted semi-structured interviews in 2016 and used a framework analytic approach to determine salient themes linking video gaming to mental and behavioral health recovery. RESULTS: Veteran participants reported that video games helped not only with managing moods and stress, but also with three areas related to other aspects of recovery: adaptive coping (e.g. distraction, control, symptom substitution); eudaimonic well-being (confidence, insight, role functioning); and socializing (participation, support, brotherhood). Meaning derived from game narratives and characters, exciting or calming gameplay, and opportunities to connect, talk, and lead others were credited as benefits of gaming. Responses often related closely to military or veteran experiences. At times, excessive use of games led to life problems or feeling addicted, but some veterans with disabilities felt the advantages of extreme play outweighed these problems. CONCLUSION: Video games seem to provide some veterans with a potent form of "personal medicine" that can promote recovery. Although reasons and results of gaming may vary within and among individuals, clinicians may wish to discuss video game play with their patients to help patients optimize their use of games to support recovery.


Asunto(s)
Trastornos Mentales/rehabilitación , Recuperación de la Salud Mental , Veteranos/psicología , Juegos de Video/psicología , Adaptación Psicológica , Adulto , Femenino , Humanos , Entrevistas como Asunto/métodos , Masculino , Trastornos Mentales/psicología , Persona de Mediana Edad , Investigación Cualitativa , Juegos de Video/tendencias
4.
Cyberpsychol Behav Soc Netw ; 18(4): 197-202, 2015 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-25844719

RESUMEN

From the oversexualized characters in fighting games, such as Dead or Alive or Ninja Gaiden, to the overuse of the damsel in distress trope in popular titles, such as the Super Mario series, the under- and misrepresentation of females in video games has been well documented in several content analyses. Cultivation theory suggests that long-term exposure to media content can affect perceptions of social realities in a way that they become more similar to the representations in the media and, in turn, impact one's beliefs and attitudes. Previous studies on video games and cultivation have often been cross-sectional or experimental, and the limited longitudinal work in this area has only considered time intervals of up to 1 month. Additionally, previous work in this area has focused on the effects of violent content and relied on self-selected or convenience samples composed mostly of adolescents or college students. Enlisting a 3 year longitudinal design, the present study assessed the relationship between video game use and sexist attitudes, using data from a representative sample of German players aged 14 and older (N=824). Controlling for age and education, it was found that sexist attitudes--measured with a brief scale assessing beliefs about gender roles in society--were not related to the amount of daily video game use or preference for specific genres for both female and male players. Implications for research on sexism in video games and cultivation effects of video games in general are discussed.


Asunto(s)
Actitud , Sexismo/psicología , Juegos de Video/psicología , Adolescente , Adulto , Factores de Edad , Agresión , Femenino , Humanos , Estudios Longitudinales , Masculino , Percepción , Sexismo/estadística & datos numéricos , Juegos de Video/estadística & datos numéricos , Adulto Joven
5.
Cyberpsychol Behav Soc Netw ; 17(7): 447-53, 2014 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-24660878

RESUMEN

Some researchers believe that online gaming spaces can be socially accommodating environments for socially inhibited individuals, such as the socially inept, socially anxious, or shy. While previous research has examined, and found, significant links between these populations and online video game play, it remains unknown to what extent these spaces are contributing to tangible social benefits for the socially inhibited. The current study addresses this question by evaluating the link between gaming-related friendships and shyness, as quantified by emotional sensitivity. Drawing from a representative sample of German game players, the results indicate that emotionally sensitive players are using online gaming spaces differently from their less emotionally sensitive counterparts and reporting tangible differences in their in-game friendship networks. This suggests that online games hold the potential to be socially advantageous for shy individuals by allowing them to overcome their traditional social difficulties and generate new friendships as well as strengthen old ones.


Asunto(s)
Amigos/psicología , Timidez , Apoyo Social , Juegos de Video/psicología , Adolescente , Adulto , Anciano , Emociones , Femenino , Humanos , Internet , Masculino , Persona de Mediana Edad , Adulto Joven
6.
Cyberpsychol Behav Soc Netw ; 17(3): 141-6, 2014 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-24053382

RESUMEN

Online gaming has become an activity associated with a highly specific, caricatured, and often negative image. This "stereotype" has permeated the collective consciousness, as online gamers have become common caricatures in popular media. A lack of comprehensive demographic inquiries into the online gaming population has made it difficult to dispute these stereotypical characteristics and led to rising concerns about the validity of these stereotypes. The current study aims to clarify the basis of these negative characterizations, and determine whether online video game players display the social, physical, and psychological shortcomings stereotypically attributed them. Sampling and recruiting was conducted using a two-stage approach. First, a representative sample of 50,000 individuals aged 14 and older who were asked about their gaming behavior in an omnibus telephone survey. From this sample, 4,500 video game players were called for a second telephone interview, from which the current data were collected. Only those participants who completed all of the questions relating to video game play were retained for the current analysis (n=2,550). Between- and within-group analyses were enlisted to uncover differences between online, offline, and nongame playing communities across varying degrees of involvement. The results indicate that the stereotype of online gamers is not fully supported empirically. However, a majority of the stereotypical attributes was found to hold a stronger relationship with more involved online players than video game players as a whole, indicating an empirical foundation for the unique stereotypes that have emerged for this particular subgroup of video game players.


Asunto(s)
Sobrepeso , Aislamiento Social , Estereotipo , Juegos de Video , Actividades Cotidianas , Adolescente , Adulto , Anciano , Recolección de Datos , Femenino , Humanos , Masculino , Persona de Mediana Edad , Juegos de Video/psicología , Juegos de Video/estadística & datos numéricos , Adulto Joven
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