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1.
Soft Matter ; 19(22): 4109-4122, 2023 Jun 07.
Artigo em Inglês | MEDLINE | ID: mdl-37248864

RESUMO

We measure and model monolayers of concentrated diffusing colloidal probes interacting with polymerized liquid crystal (PLC) planar surfaces. At topological defects in local nematic director profiles at PLC surfaces, we observe time-averaged two-dimensional particle density profiles of diffusing colloidal probes that closely correlate with spatial variations in PLC optical properties. An inverse Monte Carlo analysis of particle concentration profiles yields two-dimensional PLC interfacial energy landscapes on the kT-scale, which is the inherent scale of many interfacial phenomena (e.g., self-assembly, adsorption, diffusion). Energy landscapes are modelled as the superposition of macromolecular repulsion and van der Waals attraction based on an anisotropic dielectric function obtained from the liquid crystal birefringence. Modelled van der Waals landscapes capture most net energy landscape variations and correlate well with experimental PLC director profiles around defects. Some energy landscape variations near PLC defects indicate either additional local repulsive interactions or possibly the need for more rigorous van der Waals models with complete spectral data. These findings demonstrate direct, sensitive measurements of kT-scale van der Waals energy landscapes at PLC interfacial defects and suggest the ability to design interfacial anisotropic materials and van der Waals energy landscapes for colloidal assembly.

2.
Rev. esp. drogodepend ; 45(4): 49-64, oct.-dic. 2020. tab, graf
Artigo em Espanhol | IBECS | ID: ibc-199685

RESUMO

El diseño de videojuegos es una profesión relativamente nueva. Con todo, en la breve vida de este fenómeno se ha observado su crecimiento incesante y su coronación como uno de los sectores lúdicos por excelencia. A tenor de este ímpetu los diseñadores de juegos han iniciado un camino de estandarización del acto creativo que, en su mayoría, se rige por principios psicológicos con gran bagaje teórico y científico. Desde el entendimiento del videojuego como una experiencia de aprendizaje, los diseñadores han adoptado conceptos como el moldeamiento de la conducta, la autoeficacia y las necesidades psicológicas básicas, entre otros, para asegurar el éxito de sus productos. En muchas ocasiones este éxito se atribuye a los patrones de consumo del jugador y estos son consecuencia natural de la implicación del usuario en el juego. Esta implicación es en ocasiones susceptible de convertirse en adicción. Dado el uso que los desarrolladores de videojuegos hacen de los principios psicológicos, los clínicos y académicos deberíamos tener un conocimiento igualmente extenso sobre cuál es el proceso y métodos que usan los diseñadores de videojuegos al crear sus productos con el objetivo de entender mejor de donde surge su potencial adictivo, más allá de la sintomatología asociada


Video game design is a relatively new profession. This phenomenon has undergone continuous growth during its short lifespan, becoming one of the world's primary entertainment industries. Based on this impetus, game designers have begun a path of standardization of the creative act that is mostly governed by psychological principles with significant theoretical and scientific baggage. Understanding video games as a learning experience, designers have adopted concepts such as behavior shaping, self-efficacy, and underlying psychological needs, among others, to ensure the success of their products. This success is often attributed to the consumption patterns of the player, and these are a natural consequence of the user's engagement with the game. This engagement is sometimes liable to become an addiction. Given the use that video game developers make of psychological principles, clinicians and academics should have an equally extensive knowledge of the process and methods that video game designers use when creating their products, in order to better understand where its addictive 4 potential comes from, beyond the associated symptoms


Assuntos
Humanos , Jogos de Vídeo/psicologia , Design de Software , Comportamento Aditivo/psicologia , Motivação , Aprendizagem
3.
Artigo em Inglês | MEDLINE | ID: mdl-32899364

RESUMO

Casual videogames (CVGs), played on smartphones, are becoming increasingly popular, especially among females and adults. Whereas the addictive potential of online (computer) videogames is well-established, there is yet insufficient evidence for Internet gaming disorder (IGD) in mobile gamers and for the mediating role of some mechanisms involved. The aim of this study is to investigate the impact of the frustration of psychological needs on mobile videogamers' addictive behavior as well as the role of cognitions (game-use expectancies) and behaviors (time spent playing) through a hypothesized serial mediation model, while controlling for important correlates, such as game genre, age, gender and payment during play. A total of 471 mobile game users (211 males) with an average age of 21.73 replied to an online survey containing sociodemographic and game variables, the Need Satisfaction and Frustration Scale (NSFS), the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) and a slightly modified version of the Internet Use Expectancies Scale (IUES). The results corroborate the negative effects of need frustration on IGD among mobile gamers and clarify the role of time spent playing and game-use expectancies in the development of IGD, highlighting the important role of cognitions in this relationship. We conclude that both the time spent playing and game-use expectancies should be important targets for clinical interventions, even though they are not included in the diagnostic criteria.


Assuntos
Comportamento Aditivo , Frustração , Aplicativos Móveis , Jogos de Vídeo , Feminino , Humanos , Internet , Masculino , Papel (figurativo) , Tempo
4.
J Behav Addict ; 7(3): 727-736, 2018 Sep 01.
Artigo em Inglês | MEDLINE | ID: mdl-30203694

RESUMO

BACKGROUND AND AIMS: In recent years, we have witnessed a growing research interest in behavioral addictions and in pleasurable behaviors that generate a certain discomfort in the people who engage in them. The objective of this study was to assess if users of collectible card games, miniatures, and dice from the Star Wars Universe Games (SWUG) may also present criteria of addiction and if the presence of these criteria is related to demographic variables, game-playing habits, and other variables. METHODS: SWUG players were contacted through specialized gaming chats, and 218 of them completed the Internet Gaming Disorder Scale - Short Form (IGDS-SF9), a scale that assesses motivation to engage in the game (Massively Multiplayer Online Motivations Scale), the Rosenberg Self-Esteem Questionnaire, the Diener Satisfaction with Life Scale, and a question for the self-assessment of addiction. RESULTS: Significant predictors of addictive symptoms were the motivation to seek dissociation and (negatively) self-esteem. Users more significantly dedicate indirect hours to the game (thinking about the game, preparing material, etc.) than to actually playing. No participant could be considered pathologically addicted, as no one scored above the tentative cut-off point of the IGDS-SF9. DISCUSSION AND CONCLUSIONS: Despite the fact that many players considered themselves "addicted" and some presented various economic and family problems related to their activity, it was found that playing these games could not be equated to true addictive behavior, since no player had scores above the cut-off point. This finding contributes to current discussions about the tendency to overestimate excessive pleasurable behaviors.


Assuntos
Comportamento Aditivo , Jogos Recreativos , Internet , Adolescente , Adulto , Comportamento Aditivo/psicologia , Feminino , Jogos Recreativos/psicologia , Humanos , Masculino , Pessoa de Meia-Idade , Filmes Cinematográficos , Motivação , Satisfação Pessoal , Autoimagem , Adulto Jovem
5.
Int J Prev Med ; 7: 63, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-27141282

RESUMO

BACKGROUND: The goals of the present work were to retrieve the scientific articles published on addiction to the Internet, video games, and cell phones and to analyze the pattern of publications in this area (who is doing the research, when and where it is taking place, and in which journals it is being published), to determine the research being conducted as well as to document geographical trends in publication over time in three types of technological addictions: Internet, cell phones, and video games. METHODS: Articles indexed in PubMed and PsycINFO between 2006 and 2010 related to the pathological use of Internet, cell phones, and video games were retrieved. Search results were reviewed to eliminate articles that were not relevant or were duplicates. RESULTS: Three hundred and thirty valid articles were retrieved from PubMed and PsycINFO from 2006 to 2010. Results were compared with those of 1996-2005. The year with the highest number of articles published was 2008 (n = 96). The most productive countries, in terms of number of articles published, were China (n = 67), the United States (n = 56), the United Kingdom (n = 47), and Taiwan (n = 33). The most commonly used language was English (70.3%), followed by Chinese (15.4%). Articles were published in 153 different journals. The journal that published the most articles was Cyberpsychology and Behavior (n = 73), followed by Chinese Journal of Clinical Psychology (n = 27) and International Journal of Mental Health and Addiction (n = 16). Internet was the area most frequently studied, with an increasing interest in other areas such as online video games and cell phones. CONCLUSIONS: The number of publications on technological addictions reached a peak in 2008. The scientific contributions of China, Taiwan, and Korea are overrepresented compared to other scientific fields such as drug addiction. The inclusion of Internet Gaming Disorder in the Diagnostic and Statistical Manual of Mental Disorders, 5(th) Edition could change the publication trends in the technological addiction area and underline the relevance of this upcoming disorder in dissatisfaction with life in general.

6.
Cyberpsychol Behav Soc Netw ; 17(5): 292-7, 2014 May.
Artigo em Inglês | MEDLINE | ID: mdl-24611801

RESUMO

Passion represents one of the factors involved in online video gaming. However, it remains unclear how passion affects the way gamers are involved in massively multiplayer online role-playing games (MMORPGs). The objective of the present study was to analyze the relationships between passions and motivations for online game playing. A total of 410 MMORPG players completed an online questionnaire including motives for gaming and the Passion Scale. Results indicated that passionate gamers were interested in relating with others through the game and exhibited a high degree of interest in discovery of the game, gaining leadership and prestige but little interest in escape from reality. However, some differences were observed with respect to the role of the two types of passion in the different types of motivation. Specifically, harmonious passion (HP) predicted higher levels of exploration, socialization, and achievement, in that order, while obsessive passion (OP) predicted higher levels of dissociation, achievement, and socialization. The present findings suggest that HP and OP predict different ways of engaging in MMORPGs and confirm that passion is a useful construct to help understand different motivational patterns demonstrated by MMORPG players.


Assuntos
Internet , Relações Interpessoais , Motivação , Desempenho de Papéis , Jogos de Vídeo/psicologia , Adolescente , Adulto , Feminino , Humanos , Masculino , Inquéritos e Questionários , Adulto Jovem
7.
Span J Psychol ; 16: E43, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-23866239

RESUMO

Knowledge about users interacting with Massively Multiplayer Online Role-Playing Games (MMORPG) is fundamental in order to prevent their potential negative effects on behavior. For this reason, the present study analyzed the relationship between styles of play and motivations. An online questionnaire asking for socio-demographic details, playing style, characteristics of the game played and motivations for playing, was answered by 430 Spanish-speaking MMORPG players (45.1% males). The identified profile for players, far away from the stereotype of an adolescent, consisted in a person who mainly plays on PvP (Player versus Player) servers, choosing the type of game according to his experience. Regarding motivations, they were interested in relating with other players through the game (Socialization), in discovering the game's possibilities and development of its adventures (Exploration), to a lesser extent in leadership and prestige (Achievement) and, lastly, identification with an avatar and escape from reality (Dissociation). Although part of the reason for playing was escapism and/or stress relief, the main motivation had a social nature. We conclude that MMORPG offer an attractive environment for a broad spectrum of people, and we have not been able to confirm the stereotype of a loner avoiding reality, taking refuge in games.


Assuntos
Motivação , Desempenho de Papéis , Comportamento Social , Jogos de Vídeo/psicologia , Logro , Adolescente , Adulto , Comportamento Aditivo , Transtornos Dissociativos , Comportamento Exploratório , Feminino , Humanos , Internet , Relações Interpessoais , Masculino , Recreação/psicologia , Inquéritos e Questionários , Adulto Jovem
8.
Span. j. psychol ; 16: e43.1-e43.8, 2013. tab
Artigo em Inglês | IBECS | ID: ibc-116271

RESUMO

Knowledge about users interacting with Massively Multiplayer Online Role-Playing Games (MMORPG) is fundamental in order to prevent their potential negative effects on behavior. For this reason, the present study analyzed the relationship between styles of play and motivations. An online questionnaire asking for socio-demographic details, playing style, characteristics of the game played and motivations for playing, was answered by 430 Spanish-speaking MMORPG players (45.1% males). The identified profile for players, far away from the stereotype of an adolescent, consisted in a person who mainly plays on PvP (Player versus Player) servers, choosing the type of game according to his experience. Regarding motivations, they were interested in relating with other players through the game (Socialization), in discovering the game’s possibilities and development of its adventures (Exploration), to a lesser extent in leadership and prestige (Achievement) and, lastly, identification with an avatar and escape from reality (Dissociation). Although part of the reason for playing was escapism and/or stress relief, the main motivation had a social nature. We conclude that MMORPG offer an attractive environment for a broad spectrum of people, and we have not been able to confirm the stereotype of a loner avoiding reality, taking refuge in games (AU)


No disponible


Assuntos
Humanos , Masculino , Feminino , Jogo de Azar/psicologia , Estereotipagem , Comportamento do Adolescente/psicologia , Medicina do Adolescente/métodos , Psicologia do Adolescente/instrumentação , Psicologia do Adolescente/métodos , Jogos Experimentais , Psicologia do Adolescente/normas , Saúde do Adolescente
9.
Pap. psicol ; 33(2): 83-89, ago. 2012. tab
Artigo em Espanhol | IBECS | ID: ibc-104901

RESUMO

Determinar los factores que diferencian el uso de Internet y móvil saludable del patológico. Método: Se revisaron doce estudios empíricos publicados por investigadores españoles sobre adicción a Internet y teléfono móvil entre 2002 y 2011, obtenidos a partir de una búsqueda en PsycINFO y en Psicodoc. Resultados y Discusión: Se observó una relación entre el uso problemático de Internet y diversos trastornos psicológicos y entre el uso problemático y el tiempo conectado. La comunicación alterada de identidad podría explicar la diferencia entre uso seguro y problemático de Internet y móvil. La cautela de los investigadores sugiere que no se puede confirmar la existencia de un trastorno adictivo grave y persistente relacionado con el móvil e Internet en base a encuestas poblacionales (AU)


Determine the factors that differentiate problematic from healthy use of Internet and mobile. Method: Twelve empirical studies about Internet addiction and mobile phone published by Spanish researchers between 2002 and 2011 were reviewed. They were obtained from a search in PsycINFO and Psicodoc. Results and Discussion: There was a relationship between problematic Internet use and psychological disorders and between problematic use and time online. Altered identity communication could explain the difference between safe and problematic Internet and mobile phone use. The researchers caution suggests that we cannot confirm the existence of a serious and persistent addictive disorder associated with the mobile and the Internet based on population surveys (AU)


Assuntos
Humanos , Masculino , Feminino , Adolescente , Adulto Jovem , Comportamento Aditivo/psicologia , Internet , Telefone Celular , Comportamento do Adolescente/psicologia , Inquéritos Epidemiológicos , Pesquisa Comportamental/métodos
10.
An. psicol ; 28(1): 274-280, ene.-abr. 2012. graf, tab
Artigo em Inglês | IBECS | ID: ibc-96431

RESUMO

La popularidad de los videojuegos ha aumentado considerablemente en los últimos años, convirtiéndose en uno de los mayores productos de ocio siendo los Juegos de Rol Online (MMORPGs) uno de los mayores exponentes; sin embargo, también ha aumentado la sospecha y alarma social de que puedan poseer cierto potencial adictivo enmarcado en el contexto de las adicciones conductuales o que los usuarios puedan desarrollar conductas desadaptativas entorno a esta tecnología. El objetivo del presente estudio evalúa las motivaciones psicológicas para jugar al al World of Warcraft (WoW) y las relaciona con variables sociodemográficas y estilos de juego. Se aplicó un cuestionario para evaluar diferentes motivaciones online a un colectivo de jugadores de WoW. A partir de una muestra final de 253 jugadores españoles (hombres jóvenes) el análisis factorial mostró la presencia de cuatro motivos de juego: socialización, exploración, logro y disociación. Además, los jugadores españoles, preferían el entorno Jugador contar Jugador, un aspecto que parece prevenir las potenciales consecuencias negativas al impedir el juego solitario. Los resultados indican que una de las motivaciones más importantes es la socialización y el estilo de Jugador contra Jugador, lo cual indica en gran parte el uso de este juego se hace de forma psicológicamente adaptativo (AU)


The popularity of playing videogames has increased considerably during the last few decades, and has become one of the most popular leisure activities worldwide. Some of the most popular game types are the Massively Multiplayer Online Role-Playing Games (MMORPGs). However, there has also been increased suspicion and social alarm that these games may possess an addictive potential, similar to other behavioural addictions, and that the user may develop maladaptive behaviours with respect to these games. The purpose of the present study was to assess the psychological motivations of playing World of Warcraft (WoW) and to relate them to sociodemographic variables and gaming styles. A questionnaire for assessing these motivations was developed and applied online to a collective of games. The final sample comprised 253 Spanish WoW players (all young males). Factor analysis of the questionnaire scores showed the presence of four motivations for gaming: socialisation, exploration, achievement, and dissociation. Results indicated that socialisation was one of the main motivational factors and that the gamers preferred the Player-versus-Player environment. Both of these aspects appear to be factors that may prevent potentially negative outcomes by inhibiting solitary play (AU)


Assuntos
Humanos , Masculino , Feminino , Sintomas Comportamentais/diagnóstico , Sintomas Comportamentais/patologia , Transtornos Dissociativos/diagnóstico , Transtornos Dissociativos/patologia , Internet , Jogos e Brinquedos/psicologia , Jogos de Vídeo/psicologia , Motivação/fisiologia , Sintomas Comportamentais/etiologia , Sintomas Comportamentais/psicologia , Sintomas Comportamentais/terapia , Transtornos Dissociativos/etiologia , Transtornos Dissociativos/prevenção & controle , Transtornos Dissociativos/terapia , Ludoterapia/métodos , Ludoterapia/tendências
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