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1.
J Addict Dis ; 40(4): 501-513, 2022.
Article in English | MEDLINE | ID: mdl-35353652

ABSTRACT

Gaming Disorder (GD) has been recognized as an official psychiatric condition characterized by individuals' impaired control over gaming, continuous gaming despite the occurrence of negative side-effects, and gaming taking increasing priority over other important areas of life, thus leading to significant impairments in their everyday lives. To date few prevention and treatment programs have been developed. The present pilot study aimed to investigate the effects of an early psycho-educational intervention for young adults with excessive gaming behaviors. A one-group pre- and post-test design without a control group was used. A total of 22 young adults (20 males and 2 females) aged between 18 and 28 (M = 23.05, SD = 3.02) years old, engaged with the intervention. The severity of gaming-related problems, average gaming time per day, quality of life, and mental well-being were assessed at pretest and post-test stages. Participants demonstrated a slight reduction in gaming time (d = 0.13, p = .545 for weekdays, and d = 0.08, p = .714 for weekend days) and in the severity of problematic gaming (d = 0.17, p = .411) over the three-month intervention period. Changes in neither gaming-related measures nor self-assessed quality of life (p > .01) and mental well-being (d = 0.23, p = .288) reached statistical significance, however. Regardless of limitations on sample size, this study shows encouraging signs that this brief 10-session and three-month educational intervention can achieve positive effects on gaming behavior. A larger scale investigation is needed to develop the intervention further.


Subject(s)
Behavior, Addictive , Video Games , Adolescent , Adult , Behavior, Addictive/psychology , Female , Humans , Male , Mental Health , Pilot Projects , Quality of Life , Video Games/psychology , Young Adult
2.
Article in English | MEDLINE | ID: mdl-35206593

ABSTRACT

PURPOSE: Adolescents' excessive social media use has characteristics similar to other addictive behaviours. This study aims to explore whether the same risk factors are associated with excessive social media use as with excessive gaming and gambling among Finnish adolescents. METHODS: Multinomial logistic regression analyses were carried out using the European School Survey Project on Alcohol and Other Drugs data, collected from Finnish adolescents aged 15-16 in 2019 (n = 4595). RESULTS: Excessive use of social media was more common among girls (reported by 46% of respondents) than boys of the same age (28%), whereas boys reported both excessive gaming (23%) and gambling (6%) more often than girls (4% and 1%, respectively). All differences between genders were statistically significant (p < 0.0001). Daily smoking was associated with a high risk of excessive gambling (AOR = 3.23) and low risk of excessive gaming (AOR = 0.27) but had no significant effect on excessive social media use. Cannabis use in the past 12 months was positively associated only with excessive gambling (AOR = 2.39), while past 12 months alcohol consumption increased the risk for excessive social media use (AOR = 1.25). CONCLUSIONS: Adolescent girls are at greater risk of excessive social media use than boys, while boys are at greater risk of excessive gaming and gambling. The associations with known risk factors are somewhat different for excessive use of social media as compared to excessive gambling and gaming and should be acknowledged when developing preventive measures for adolescents.


Subject(s)
Behavior, Addictive , Gambling , Social Media , Video Games , Adolescent , Behavior, Addictive/epidemiology , Female , Finland/epidemiology , Gambling/complications , Gambling/epidemiology , Humans , Male , Risk Factors
3.
PLoS One ; 13(7): e0199962, 2018.
Article in English | MEDLINE | ID: mdl-30036400

ABSTRACT

Visual performance is asymmetric across the visual field, but locational biases that occur during dichoptic viewing are not well understood. In this study, we characterized horizontal, vertical and naso-temporal biases in visual target detection during dichoptic stimulation and explored whether the detection was facilitated by non-spatial auditory tones associated with the target's location. The detection time for single monocular targets that were suppressed from view with a 10 Hz dynamic noise mask presented to the other eye was measured at the 4° intercardinal location of each eye with the breaking Continuous Flash Suppression (b-CFS) technique. Each target was either combined with a sound (i.e., high or low pitch tone) that was congruent or incongruent with its vertical location (i.e., upper or lower visual field) or presented without a sound. The results indicated faster detection of targets in the upper rather than lower visual field and faster detection of targets in the nasal than temporal hemifield of each eye. Sounds generally accelerated target detection, but the tone pitch-elevation congruency did not further enhance performance. These findings suggest that visual detection during dichoptic viewing differs from standard viewing conditions with respect to location-related perceptual biases and crossmodal modulation of visual perception. These differences should be carefully considered in experimental designs employing dichoptic stimulation techniques and in display applications that utilize dichoptic viewing.


Subject(s)
Auditory Perception/physiology , Retina/physiology , Visual Perception/physiology , Adult , Female , Humans , Male , Photic Stimulation , Retina/anatomy & histology , Visual Cortex/physiology
4.
Behav Res Methods ; 50(5): 1933-1942, 2018 10.
Article in English | MEDLINE | ID: mdl-28917032

ABSTRACT

CFS toolbox is an open-source collection of MATLAB functions that utilizes PsychToolbox-3 (PTB-3). It is designed to allow a researcher to create and run continuous flash suppression experiments using a variety of experimental parameters (i.e., stimulus types and locations, noise characteristics, and experiment window settings). In a CFS experiment, one of the eyes at a time is presented with a dynamically changing noise pattern, while the other eye is concurrently presented with a static target stimulus, such as a Gabor patch. Due to the strong interocular suppression created by the dominant noise pattern mask, the target stimulus is rendered invisible for an extended duration. Very little knowledge of MATLAB is required for using the toolbox; experiments are generated by modifying csv files with the required parameters, and result data are output to text files for further analysis. The open-source code is available on the project page under a Creative Commons License ( http://www.mikkonuutinen.arkku.net/CFS_toolbox/ and https://bitbucket.org/mikkonuutinen/cfs_toolbox ).


Subject(s)
Illusions , Psychological Techniques/instrumentation , Software , Female , Humans , Male , Young Adult
5.
Hum Factors ; 57(6): 1029-50, 2015 Sep.
Article in English | MEDLINE | ID: mdl-25850112

ABSTRACT

OBJECTIVE: In this study, we aim to investigate how users' visual performance with a small flexible display changes based on the direction (i.e., convex, concave) and the magnitude (i.e., low, high) of the display curvature. BACKGROUND: Despite the wide interest in flexible display materials and deformable displays, the potential effects of nonplanar display surfaces on human perception and performance have received little attention. This study is the first to demonstrate how curving affects visual performance with an actual flexible display (4.5-in. active-matrix organic light-emitting diode). METHOD: In a series of three experiments, we compared the performance with a planar display to the performance with concave and convex display surfaces with low and high curvature magnitudes. Two visual search tasks were employed that required the subject to detect target letters based on their contrast (Experiments 1 and 2) and identity (Experiment 3). Performance was measured as the sensitivity of target detection (d') and threshold time of the search, respectively. RESULTS: There were similar sensitivities for targets across the curvature variants, but the high-magnitude curvatures resulted in prolonged search times, especially for the convex form. In both of the tasks, performance was dependent on the display location, which was defined as the target's distance from the display center. CONCLUSION: High curvature magnitudes should be avoided, even in small displays, because large local changes in visual stimuli decrease processing speed outside the central display. APPLICATION: The findings have implications for the development of technologies, applications, and user interfaces for flexible displays and the design of visual display devices.


Subject(s)
Computers, Handheld/standards , Data Display , Pattern Recognition, Visual/physiology , Task Performance and Analysis , Adult , Equipment Design , Humans
6.
J Exp Psychol Appl ; 19(4): 333-44, 2013 Dec.
Article in English | MEDLINE | ID: mdl-24188332

ABSTRACT

A monocular see-through head-mounted display (HMD) allows the user to view displayed information while simultaneously interacting with the surrounding environment. This configuration lets people use HMDs while they are moving, such as while walking. However, sharing attention between the display and environment can compromise a person's performance in any ongoing task, and controlling one's gait may add further challenges. In this study, the authors investigated how the requirements of HMD-administered visual tasks altered users' performance while they were walking. Twenty-four university students completed 3 cognitive tasks (high- and low-working memory load, visual vigilance) on an HMD while seated and while simultaneously performing a paced walking task in a controlled environment. The results show that paced walking worsened performance (d', reaction time) in all HMD-administered tasks, but visual vigilance deteriorated more than memory performance. The HMD-administered tasks also worsened walking performance (speed, path overruns) in a manner that varied according to the overall demands of the task. These results suggest that people's ability to process information displayed on an HMD may worsen while they are in motion. Furthermore, the use of an HMD can critically alter a person's natural performance, such as their ability to guide and control their gait. In particular, visual tasks that involve constant monitoring of the HMD should be avoided. These findings highlight the need for careful consideration of the type and difficulty of information that can be presented through HMDs while still letting the user achieve an acceptable overall level of performance in various contexts of use.


Subject(s)
Data Display , Psychomotor Performance , Walking/psychology , Adult , Arousal , Cognition , Equipment Design , Humans , Memory, Short-Term , Task Performance and Analysis , Young Adult
7.
J Exp Psychol Hum Percept Perform ; 37(1): 207-21, 2011 Feb.
Article in English | MEDLINE | ID: mdl-21142380

ABSTRACT

Brain-imaging research has shown that a viewed acting hand is mapped to the observer's hand representation that corresponds with the identity of the hand. In contrast, behavioral research has suggested that rather than representing a seen hand in relation to one's own manual system, it is represented in relation to the midline of an imaginary body. This view was drawn from the finding that indicated that the posture of the viewed hand determines how the hand facilitates responses. The present study explored how an identity of a viewed static hand facilitates responses by varying the onset time and the posture of the hand. The results were in line with the view that an observed hand can activate the observer's hand representation that corresponds with the identity of the hand. However, the posture of the hand did not influence these mapping processes. What mattered was the perspective (i.e., egocentric vs. allocentric) from which the hand was viewed.


Subject(s)
Hand , Movement , Visual Perception , Adolescent , Adult , Female , Humans , Male , Motion Perception , Photic Stimulation , Psychomotor Performance , Reaction Time , Young Adult
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