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1.
Article in English | MEDLINE | ID: mdl-32708906

ABSTRACT

First person shooter or action video games represent one of the most popular genres within the gaming industry. Studies reveal that action gaming experience leads to enhancements of visuo-spatial processing. In contrast, some correlational evidence reveals that experience with action video games may be associated with reduced proactive cognitive control. The two primary goals of the current study were to test the causal nature of the effect of action gaming on proactive cognitive control and to examine whether an increase in visuo-spatial processing and a decrease in proactive cognitive control arise from the same amount of experience playing an action video game. Participants completed tasks measuring visuo-spatial processing and cognitive control before and after 10 practice sessions involving one of three video games or were assigned to a no gaming experience control group. The data revealed the typical increase in visuo-spatial processing and a decrease in proactive, but not reactive, cognitive control following action game training. The sizes of these two training effects were similar in magnitude, but interpretation of the effects was constrained by baseline differences between the four groups of subjects. The possibility of a causal effect of action gaming on proactive cognitive control is interesting within the context of correlational evidence linking greater action gaming experience to reduced cognitive control, poor decision making, and increased impulsivity.


Subject(s)
Spatial Processing , Video Games , Cognition , Humans , Impulsive Behavior
2.
Pediatrics ; 140(Suppl 2): S81-S85, 2017 Nov.
Article in English | MEDLINE | ID: mdl-29093038

ABSTRACT

The American Psychiatric Association recently included Internet gaming disorder (IGD) as a potential diagnosis, recommending that further study be conducted to help illuminate it more clearly. This paper is a summary of the review undertaken by the IGD Working Group as part of the 2015 National Academy of Sciences Sackler Colloquium on Digital Media and Developing Minds. By using measures based on or similar to the IGD definition, we found that prevalence rates range between ∼1% and 9%, depending on age, country, and other sample characteristics. The etiology of IGD is not well-understood at this time, although it appears that impulsiveness and high amounts of time gaming may be risk factors. Estimates for the length of time the disorder can last vary widely, but it is unclear why. Although the authors of several studies have demonstrated that IGD can be treated, no randomized controlled trials have yet been published, making any definitive statements about treatment impossible. IGD does, therefore, appear to be an area in which additional research is clearly needed. We discuss several of the critical questions that future research should address and provide recommendations for clinicians, policy makers, and educators on the basis of what we know at this time.


Subject(s)
Adolescent Behavior/psychology , Behavior, Addictive/psychology , Child Behavior/psychology , Internet/statistics & numerical data , Video Games/adverse effects , Video Games/psychology , Adolescent , Behavior, Addictive/diagnosis , Behavior, Addictive/epidemiology , Child , Child Behavior Disorders/diagnosis , Child Behavior Disorders/epidemiology , Child Behavior Disorders/psychology , Diagnostic and Statistical Manual of Mental Disorders , Humans , Internet/trends , Video Games/trends
3.
Pers Soc Psychol Bull ; 43(7): 986-998, 2017 Jul.
Article in English | MEDLINE | ID: mdl-28903698

ABSTRACT

Cultural generality versus specificity of media violence effects on aggression was examined in seven countries (Australia, China, Croatia, Germany, Japan, Romania, the United States). Participants reported aggressive behaviors, media use habits, and several other known risk and protective factors for aggression. Across nations, exposure to violent screen media was positively associated with aggression. This effect was partially mediated by aggressive cognitions and empathy. The media violence effect on aggression remained significant even after statistically controlling a number of relevant risk and protective factors (e.g., abusive parenting, peer delinquency), and was similar in magnitude to effects of other risk factors. In support of the cumulative risk model, joint effects of different risk factors on aggressive behavior in each culture were larger than effects of any individual risk factor.


Subject(s)
Aggression , Exposure to Violence , Mass Media , Adolescent , Adult , Cross-Cultural Comparison , Female , Humans , Male , Risk Factors , Video Games , Young Adult
4.
Pers Soc Psychol Bull ; 41(11): 1560-74, 2015 Nov.
Article in English | MEDLINE | ID: mdl-26338854

ABSTRACT

The positive role of secure attachment in reducing intergroup biases has been suggested in prior studies. We extend this work by testing the effects of secure attachment primes on negative emotions and aggressive behaviors toward outgroup members across four experiments. Results from Studies 1A and 1B reveal that secure attachment prime, relative to neutral, can reduce negative outgroup emotions. In addition, Studies 1B and 3 results rule out positive mood increase as an alternative explanation for the observed effects. Results from Studies 2 and 3 reveal that secure attachment primes can reduce aggressive behavior toward an outgroup member. The effect of secure attachment primes on outgroup harm was found to be fully mediated by negative emotions in Studies 2 and 3. An interaction between secure attachment primes and ingroup identification in Study 2 indicated that the positive effects of secure attachment in reducing outgroup harm may be especially beneficial for highly identified ingroup members.


Subject(s)
Emotions , Object Attachment , Prejudice , Psychological Distance , Social Identification , Adolescent , Adult , Aggression , Female , Humans , Male , Young Adult
5.
Adv Child Dev Behav ; 46: 215-44, 2014.
Article in English | MEDLINE | ID: mdl-24851351

ABSTRACT

Although the effects of media violence on children and adolescents have been studied for over 50 years, they remain controversial. Much of this controversy is driven by a misunderstanding of causality that seeks the cause of atrocities such as school shootings. Luckily, several recent developments in risk and resilience theories offer a way out of this controversy. Four risk and resilience models are described, including the cascade model, dose-response gradients, pathway models, and turning-point models. Each is described and applied to the existing media effects literature. Recommendations for future research are discussed with regard to each model. In addition, we examine current developments in theorizing that stressors have sensitizing versus steeling effects and recent interest in biological and gene by environment interactions. We also discuss several of the cultural aspects that have supported the polarization and misunderstanding of the literature, and argue that applying risk and resilience models to the theories and data offers a more balanced way to understand the subtle effects of media violence on aggression within a multicausal perspective.


Subject(s)
Child Development , Mass Media , Models, Psychological , Resilience, Psychological , Violence/psychology , Adaptation, Psychological , Adolescent , Aggression/psychology , Causality , Child , Cross-Cultural Comparison , Humans , Parenting/psychology , Peer Group , Rejection, Psychology , Research , Risk Assessment , Stress, Psychological/complications , Television , Video Games
6.
JAMA Pediatr ; 168(5): 450-7, 2014 May.
Article in English | MEDLINE | ID: mdl-24663396

ABSTRACT

IMPORTANCE: Although several longitudinal studies have demonstrated an effect of violent video game play on later aggressive behavior, little is known about the psychological mediators and moderators of the effect. OBJECTIVE: To determine whether cognitive and/or emotional variables mediate the effect of violent video game play on aggression and whether the effect is moderated by age, sex, prior aggressiveness, or parental monitoring. DESIGN, SETTING, AND PARTICIPANTS: Three-year longitudinal panel study. A total of 3034 children and adolescents from 6 primary and 6 secondary schools in Singapore (73% male) were surveyed annually. Children were eligible for inclusion if they attended one of the 12 selected schools, 3 of which were boys' schools. At the beginning of the study, participants were in third, fourth, seventh, and eighth grades, with a mean (SD) age of 11.2 (2.1) years (range, 8-17 years). Study participation was 99% in year 1. MAIN OUTCOMES AND MEASURES: The final outcome measure was aggressive behavior, with aggressive cognitions (normative beliefs about aggression, hostile attribution bias, aggressive fantasizing) and empathy as potential mediators. RESULTS: Longitudinal latent growth curve modeling demonstrated that the effects of violent video game play are mediated primarily by aggressive cognitions. This effect is not moderated by sex, prior aggressiveness, or parental monitoring and is only slightly moderated by age, as younger children had a larger increase in initial aggressive cognition related to initial violent game play at the beginning of the study than older children. Model fit was excellent for all models. CONCLUSIONS AND RELEVANCE: Given that more than 90% of youths play video games, understanding the psychological mechanisms by which they can influence behaviors is important for parents and pediatricians and for designing interventions to enhance or mitigate the effects.


Subject(s)
Aggression/psychology , Cognition , Emotions , Video Games/psychology , Violence/psychology , Adolescent , Child , Female , Humans , Longitudinal Studies , Male , Risk Factors , Singapore , Time Factors
7.
Psychol Sci ; 25(2): 358-68, 2014 Feb.
Article in English | MEDLINE | ID: mdl-24335350

ABSTRACT

Despite recent growth of research on the effects of prosocial media, processes underlying these effects are not well understood. Two studies explored theoretically relevant mediators and moderators of the effects of prosocial media on helping. Study 1 examined associations among prosocial- and violent-media use, empathy, and helping in samples from seven countries. Prosocial-media use was positively associated with helping. This effect was mediated by empathy and was similar across cultures. Study 2 explored longitudinal relations among prosocial-video-game use, violent-video-game use, empathy, and helping in a large sample of Singaporean children and adolescents measured three times across 2 years. Path analyses showed significant longitudinal effects of prosocial- and violent-video-game use on prosocial behavior through empathy. Latent-growth-curve modeling for the 2-year period revealed that change in video-game use significantly affected change in helping, and that this relationship was mediated by change in empathy.


Subject(s)
Aggression/psychology , Empathy/physiology , Helping Behavior , Social Media/statistics & numerical data , Video Games/psychology , Violence/psychology , Adult , Cross-Cultural Comparison , Humans , Longitudinal Studies , Male , Singapore , Young Adult
8.
J Cardiol ; 63(5): 365-72, 2014 May.
Article in English | MEDLINE | ID: mdl-24216316

ABSTRACT

BACKGROUND: Stentless prostheses have an interesting hemodynamic performance when compared to stented prostheses and are recommended in cases of small aortic annulus. MATERIALS AND METHODS: From January 1996 to January 2004, 138 patients suffering from aortic disease, underwent aortic valve replacement. • Group A: 93 patients underwent stentless aortic valve implantation [stentless Biocor (Biocor Industria e Pesguisa Ltda, Belo Horizonte, Brazil) and stentless Sorin (Sorin Group, Saluggia, Italy)]. • Group B: 45 patients underwent stented aortic valve implantation (stented Biocor). Patients were assessed by clinical evaluation and echocardiography after a mean follow up of 124.5 ± 58.2 months. RESULTS: There was a significant difference in terms of time of extracorporeal circulation and aortic cross clamp. The actuarial survival at 4, 8, 12, and 15 years is 77%, 50%, 21%, and 18%, respectively. Freedom from reoperation at 4, 8, 12, and 14 years was 92%, 83%, 73%, and 63%, respectively. Freedom from all events, death, and reoperation at 4, 8, 12, and 14 years was 70%, 39%, 13%, and 8%, respectively. There is no statistical difference among the two groups in terms of actuarial survival, freedom from reoperation, and freedom from re-hospitalization for prosthesis-related causes. DISCUSSION: There was a significantly higher incidence of pacemaker implantation in Group A and the causes are not known. The rate of freedom from reoperation is high in both groups for the patients who remained alive. There was no statistical difference about prosthesis dysfunction between the two groups. The higher incidence of death in Group A cannot be explained by causes related to the prosthesis because there is no difference in terms of causes of death. Rates of reoperation did not differ between the two groups. CONCLUSIONS: The results obtained with stentless prostheses are encouraging even in long-term follow-up.


Subject(s)
Aortic Valve/surgery , Heart Valve Prosthesis Implantation/methods , Stents , Aged , Constriction , Extracorporeal Circulation , Female , Follow-Up Studies , Heart Valve Prosthesis Implantation/mortality , Humans , Male , Middle Aged , Prosthesis Failure , Reoperation/statistics & numerical data , Survival Rate , Time Factors
9.
Pediatr Clin North Am ; 59(3): 647-58, viii, 2012 Jun.
Article in English | MEDLINE | ID: mdl-22643171

ABSTRACT

Video games are a pervasive pastime among children and adolescents. The growing popularity of video games has instigated a debate among parents, researchers, video game producers, and policymakers concerning potential harmful and helpful effects of video games on children. This article provides an overview of research findings on the positive and negative effects of video games, thus providing an empirical answer to the question, are video games good or bad? The article also provides some guidelines to help pediatricians, parents, and other caregivers protect children from negative effects and to maximize positive effects of video games.


Subject(s)
Adolescent Behavior/psychology , Aggression/psychology , Video Games/adverse effects , Violence/psychology , Adolescent , Humans , Video Games/psychology
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