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1.
Front Psychol ; 14: 1154976, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37588246

RESUMO

Introduction: Recalling personal memories on the loss and deriving new meanings from them is deemed necessary for adapting to bereavement. Recent studies suggest that games can afford players meaningful experiences that can support players through stressful life events, but its potential on the meaning-making of loss has not been much explored. To address this gap, we investigated the bereaved players' experiences of playing commercial video games that elicited their personal memories of loss and what meanings they derived from those experiences. Method: Twelve adult players with bereavement experiences (six male, six female, age range: 20-31) played two video games (Bear's Restaurant and Spiritfarer). Their experiences during and after gameplay were tracked via play diaries and in-depth interviews. Data was analyzed using thematic analysis method. Results: We discovered seven themes on the meanings that players made from their gameplay experience: "Recalling memories", "Avoiding engagement with the pain", "Recognizing positive emotions", "Acknowledging the deceased's perspective", "Reviewing the meaning of loss", "Planning a better future", and "Fulfilling a wish". Our findings indicate that bereaved players recalled and related their autobiographical memories to their in-game experiences. Furthermore, they derived new meanings on both the loss and their post-loss life after playing video games. Discussion: We discuss how video games can provide a unique meaning-making experience to bereaved players by affording them an agency to actively reconstruct their narrative of loss and facilitating the sharing of grief.

2.
Front Psychol ; 12: 709926, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34646199

RESUMO

While player characters (PCs) are the key element in engaging players in narrative games, the experience and relationship of the player with the PC have received scarce attention from the perspective of the subjective player experience. The diversity of players and the importance of the PC in the game suggests meaningful connections between how players relate to their PC and the resulting satisfaction with the game. We, therefore, investigated in this study how the player-character relationship influences satisfaction of the player with the game. We performed semi-structured in-depth interviews with 12 players of The Last of Us Part II, a game that has elicited highly polarized reactions in relation to how players responded to a switch of the PC in the game. Through thematic analysis, three themes were found, illustrating the connection between aspects of the player-character relationship and the overall game satisfaction. The themes are "Tolerance of forced character switch", "Malleability of character image" and "Flexibility of character attachment". We discuss how those findings should be taken into consideration when designing diverse and meaningful gaming experiences.

3.
JMIR Serious Games ; 9(2): e24449, 2021 May 20.
Artigo em Inglês | MEDLINE | ID: mdl-34014175

RESUMO

BACKGROUND: The number of older adult gamers who play mobile games is growing worldwide. Earlier studies have reported that digital games provide cognitive, physical, and socioemotional benefits for older adults. However, current mobile games that understand older adults' gameplay experience and reflect their needs are very scarce. Furthermore, studies that have analyzed older adults' game experience in a holistic manner are rare. OBJECTIVE: The purpose of this study was to suggest mobile game design guidelines for adults older than 50 years from a holistic gaming experience perspective. Adopting a human-centric approach, this study analyzes middle-aged and older adults' gameplay experience and suggests practical design guides to increase accessibility and satisfaction. METHODS: We organized a living laboratory project called the "Intergenerational Play Workshop." In this workshop, 40 middle-aged and older adults (mean age 66.75 years, age range 50-85 years) played commercial mobile games of various genres with young adult partners for 1 month (8 sessions). Using a convergent parallel mixed-method design, we conducted a qualitative analysis of dialogue, game diaries, and behavioral observations during the workshop and a quantitative analysis of the satisfaction level of the game elements for the mobile games that they played. RESULTS: This project was active from April 2019 to December 2021, and the data were collected at the workshops from July 1 to August 28, 2019. Based on the identified themes of positive and negative experiences from the qualitative data, we proposed 45 design guides under 3 categories: (1) cognitive and physical elements, (2) psychological and socioemotional elements, and (3) consumption contextual elements. Our empirical research could reaffirm the proposals from previous studies and provide new guidelines for improving the game design. In addition, we demonstrate how existing commercial games can be evaluated quantitatively by using the satisfaction level of each game's elements and overall satisfaction level. CONCLUSIONS: The final guidelines were presented to game designers to easily find related information and enhance the overall understanding of the game experience of middle-aged and older adults.

4.
J Med Internet Res ; 22(7): e17996, 2020 07 14.
Artigo em Inglês | MEDLINE | ID: mdl-32460233

RESUMO

BACKGROUND: Research on problematic internet use has focused on devising diagnostic criteria or describing the factors that influence internet overuse. However, a paradigm shift is necessary in studying the phenomenon of increased internet use not just from a pathological point of view but also from a developmental point of view that considers children's behavior of adapting to a technology-oriented society. OBJECTIVE: In this paper, we propose the Cyclic Value-Context Reinforcement Model (CVCRM) to understand problematic internet use behavior. The purpose of our study was to construct a developmental process model that provides a holistic understanding of problematic internet use behavior of children and to empirically validate the proposed model by conducting a thematic analysis on actual counseling data. METHODS: To validate the CVCRM, we conducted thematic analysis using the counseling data from 312 Korean children aged 7-18 years. For the coding process, 7 master's and doctoral student researchers participated as coders, and 2 professors supervised the coding process and results. RESULTS: This project was funded from October 2015 to September 2019 to analyze counseling data from 312 children who participated in counseling sessions during January 2012 to May 2014. Based on the data analysis, we present the CVCRM, which integrates existing theoretical approaches and encompasses the 3 interacting aspects that induce and reinforce problematic internet use in children: psychosocial value, environmental context, and internet utility. Specifically, using counseling data, we empirically ascertained that problematic internet use behavior feeds into children's psychosocial values and environmental contexts, which in turn facilitates problematic internet use in a cyclical manner. CONCLUSIONS: Through this empirical validation, the CVCRM can provide a theoretical framework and an integrated perspective on the developmental mechanism of problematic internet use behavior of children.


Assuntos
Comportamento Aditivo/psicologia , Aconselhamento/métodos , Uso da Internet/ética , Estudantes/psicologia , Adolescente , Criança , Feminino , Humanos , Masculino
5.
Artigo em Inglês | MEDLINE | ID: mdl-32110951

RESUMO

Although Korea has achieved successful economic, social, cultural, and technological development over the past decades, Korean people do not seem to be particularly happy. To enhance an individual's happiness, we need to be aware of what situations and environmental conditions are conducive for happiness and explore the values of happiness we pursue. This study investigated the types of happiness expressed by Korean people using a mixed-method approach. Personal in-depth (n = 15) and focus group (n = 16) interviews were conducted with people who reported feeling a high level of happiness. Happiness categorization was conducted using Q methodology (n = 63). Subsequently, we surveyed 999 nationally representative samples of Korean adults to generalize the results of the Q analysis. The findings revealed seven types of adult happiness in Korea: (1) Self-actualization, (2) Belongingness, (3) Mission, (4) Social recognition, (5) Enjoyment, (6) Material success, and (7) Parenting. The combined results of the qualitative and quantitative analyses showed that in Korea, people pursuing money or social success feel the unhappiest, whereas people pursuing a mission or sense of belonging feel the happiest. In conclusion, we discussed the need for happiness literacy education, to provide each adult an opportunity to understand the type of happiness they pursue.


Assuntos
Emoções , Felicidade , Adulto , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Motivação , República da Coreia , Inquéritos e Questionários
6.
J Behav Addict ; 7(3): 644-653, 2018 Sep 01.
Artigo em Inglês | MEDLINE | ID: mdl-30264604

RESUMO

BACKGROUND AND AIMS: Past research on the classification of problematic Internet use (PIU) has focused on symptom-based severity and usage motive in order to understand its mechanism. Recently, usage context, such as family or social relationships, has been identified as a key influencing factor of PIU. Therefore, we extended the classification of PIU to include usage context in addition to symptom-based severity and usage motive. METHODS: To classify PIU types, we conducted two studies. First, we performed a clustering analysis, where 265 counseling cases were clustered into usage types in terms of motive and context. After characterizing each usage type, we examined their hierarchical relationships by considering symptoms. Second, we performed a focus group interview with six counselors to increase the transferability of usage types. This transferability was established by matching counselors' quotations to the usage types. When usage types showed consistency between quotations and the clustering analysis, we identified the progression patterns between hierarchical relationships. RESULTS: The clustering analysis of motive and context yielded six usage types with three hierarchical relationships. The focus group interview results verified the transferability of these six types and identified two progression patterns between the hierarchical relationships. DISCUSSION AND CONCLUSION: Although usage motive and context were given equal weight before the clustering analysis, the resulting types revealed that usage context played a greater role in the classification process.


Assuntos
Comportamento Aditivo/classificação , Motivação , Comportamento Problema , Adolescente , Comportamento do Adolescente/classificação , Comportamento do Adolescente/psicologia , Comportamento Aditivo/psicologia , Comportamento Aditivo/terapia , Criança , Aconselhamento , Meio Ambiente , Feminino , Grupos Focais , Humanos , Internet , Masculino , Comportamento Problema/psicologia , Estudantes/psicologia , Adulto Jovem
7.
Prev Sci ; 19(2): 233-249, 2018 02.
Artigo em Inglês | MEDLINE | ID: mdl-28677089

RESUMO

Problems related to high levels of gaming and Internet usage are increasingly recognized as a potential public health burden across the developed world. The aim of this review was to present an international perspective on prevention strategies for Internet gaming disorder and related health conditions (e.g., Internet addiction), as well as hazardous gaming and Internet use. A systematic review of quantitative research evidence was conducted, followed by a search of governmental reports, policy and position statements, and health guidelines in the last decade. The regional scope included the USA, UK, Australia, China, Germany, Japan, and South Korea. Prevention studies have mainly involved school-based programs to train healthier Internet use habits in adolescents. The efficacy of selective prevention is promising but warrants further empirical attention. On an international scale, the formal recognition of gaming or Internet use as a disorder or as having quantifiable harms at certain levels of usage has been foundational to developing structured prevention responses. The South Korean model, in particular, is an exemplar of a coordinated response to a public health threat, with extensive government initiatives and long-term strategic plans at all three levels of prevention (i.e., universal, selective, and indicated). Western regions, by comparison, are dominated by prevention approaches led by non-profit organizations and private enterprise. The future of prevention of gaming and Internet problems ultimately relies upon all stakeholders working collaboratively in the public interest, confronting the reality of the evidence base and developing practical, ethical, and sustainable countermeasures.


Assuntos
Comportamento Aditivo/prevenção & controle , Política de Saúde , Jogos de Vídeo , Criança , Países Desenvolvidos , Manual Diagnóstico e Estatístico de Transtornos Mentais , Feminino , Humanos , Internacionalidade , Internet , Masculino , Saúde Pública
8.
Clin Psychol Rev ; 54: 123-133, 2017 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-28458097

RESUMO

Treatment services for Internet gaming disorder are becoming increasingly prevalent worldwide, particularly in East Asia. This international systematic review was designed to appraise the quality standards of the gaming disorder treatment literature, a task previously undertaken by King et al. (2011) prior to the inclusion of Internet gaming disorder in Section III of the DSM-5 and 'Gaming disorder' in the draft ICD-11. The reporting quality of 30 treatment studies conducted from 2007 to 2016 was assessed. Reporting quality was defined according to the 2010 Consolidating Standards of Reporting Trials (CONSORT) statement. The results reaffirmed previous criticisms of these trials, namely: (a) inconsistencies in the definition, diagnosis, and measurement of disordered use; (b) lack of randomization and blinding; (c) lack of controls; and (d) insufficient information on recruitment dates, sample characteristics, and effect sizes. Although cognitive-behavioral therapy has a larger evidence base than other therapies, it remains difficult to make definitive statements on its benefits. Study design quality has not improved over the last decade, indicating a need for greater consistency and standardization in this area. Continuing international efforts to understand the core psychopathology of gaming disorder are vital to developing a model of best practice in treatment.


Assuntos
Comportamento Aditivo/terapia , Terapia Cognitivo-Comportamental , Internet , Comportamento Aditivo/psicologia , Humanos , Jogos de Vídeo/psicologia
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