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1.
Artigo em Inglês | MEDLINE | ID: mdl-36012072

RESUMO

The present study analyzed the relationship between gaming disorder (GD), motives for gaming, and psychological problems in daily life (i.e., depression, loneliness, and self-control deficits) among Polish gamers. More specifically, the purpose of the present study was to analyze the indirect effects between GD and psychological problems in daily life via motives for gaming among male and female gamers. Additionally, the present study examined gender differences in motives for gaming and the relationship between the analyzed variables. The sample comprised 652 gamers (233 females; M = 28.77 years; SD = 7.18; age range: 18-48 years). The nine-item Internet Gaming Disorder Scale-Short Version (IGDS9-SF) was used to assess GD. The motives for gaming were assessed using the Motives for Online Gaming Questionnaire (MOGQ). The nine-item Patient Health Questionnaire (PHQ-9) was used to assess depressive symptoms, and the Brief Self-Control Scale (BSCS) was used to assess self-control. Loneliness was assessed using the De Jong Gierveld Loneliness Scale. In order to examine the relationship between the study variables, path analysis and indirect effects analysis were performed among both male and female gamers. The present study showed that depressive symptoms and self-control exerted a significant indirect effect on GD via escape and fantasy motives for gaming. Additionally, there was an indirect effect between depressive symptoms and GD via social motives for gaming. However, these indirect effects were found among male gamers only. The present study also showed gender differences in all analyzed gaming motives except escape (males scoring higher on all of them) and in the relationship between depressive symptoms and escape. These findings contribute to a better understanding of GD development mechanisms, which are associated with psychological problems in daily life.


Assuntos
Comportamento Aditivo , Autocontrole , Jogos de Vídeo , Adolescente , Adulto , Comportamento Aditivo/psicologia , Depressão/epidemiologia , Feminino , Humanos , Internet , Solidão , Masculino , Pessoa de Meia-Idade , Polônia/epidemiologia , Jogos de Vídeo/psicologia , Adulto Jovem
2.
PLoS One ; 15(8): e0237610, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32810183

RESUMO

Over the past few decades, many new technologies have emerged, such as portable computers, the internet and smartphones, which have contributed to improving the lives of individuals. While the benefits of these new technologies are overwhelmingly positive, negative consequences are experienced by a minority of individuals. One possible negative aspect of new technologies is their problematic use due to impulsive use which may lead to lower life satisfaction. The present study investigated the mediating role of problematic video gaming (PVG) and problematic Facebook use (PFU) in the relationship between impulsivity dimensions and life satisfaction as well as the relationship between impulsivity dimensions and problematic behaviors. Additionally, the potential impact of gender differences was also examined. The study comprised 673 gamers (391 females) aged 17-38 years (M = 21.25 years, SD = 2.67) selected from 1365 individuals who completed an offline survey. PFU was assessed using the Facebook Intrusion Scale, and PVG was assessed using the nine-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF). Impulsivity dimensions such as attention, cognitive instability, motor, perseverance, self-control, and cognitive complexity were assessed using the Barratt Impulsiveness Scale (BIS-11), and life satisfaction was assessed using the Satisfaction With Life Scale (SWLS). Depending on the specific impulsivity dimension, findings showed both positive and negative relationships between impulsivity and life satisfaction. Attention and perseverance subtypes of impulsivity were primarily associated with problematic behaviors. Additionally, cognitive complexity was associated with PFU among female gamers, whereas cognitive instability was associated with PVG among male gamers. Additionally, PVG was primarily associated with lower life satisfaction. However, there was no mediation effects between impulsivity dimensions and life satisfaction via PFU or PVG. These findings provide a better understanding of the relationship between problematic behaviors, life satisfaction, and impulsivity among gamers and the differences between male and female gamers.


Assuntos
Comportamento Impulsivo/fisiologia , Satisfação Pessoal , Comportamento Problema , Mídias Sociais , Jogos de Vídeo , Adolescente , Adulto , Comportamento Aditivo/fisiopatologia , Comportamento Aditivo/psicologia , Feminino , Humanos , Internet , Masculino , Comportamento Problema/psicologia , Fatores Sexuais , Inquéritos e Questionários , Jogos de Vídeo/psicologia , Adulto Jovem
3.
Int J Psychophysiol ; 129: 9-17, 2018 07.
Artigo em Inglês | MEDLINE | ID: mdl-29758238

RESUMO

The primary objective of the present study was to verify whether the differences in imagined timbre are reflected by the event-related potentials (ERPs). It was verified the hypotheses that imagining of sounds, varying in spectral characteristics of timbre, influence the amplitude of the late positive component (LPC), associated with auditory imagery-related processes. It was also verified whether the manipulation of the perceived timbre corresponds to the amplitude fluctuations of the auditory evoked potentials (AEPs) N1 and P2. Also, it was expected that the amplitudes of the LPC, N1 and P2 components depend on musical expertise. Musicians and non-musicians took part in two experiments, each of which involved timbre manipulation in term of one parameter of the sound spectrum - spectral centroid or spectral irregularity. Each experiment consisted of auditory perception task followed by auditory imagery training and auditory imagery task. The present study showed that differences in perceived timbre associated with spectral centroid and spectral irregularity are reflected by fluctuations in the amplitude of the N1 and P2 potentials. Perceived differences in spectral centroid are sufficiently distinctive that generation of auditory images of sounds differing in this property induces changes in the amplitude of the late positive component (LPC), recorded during auditory imagery. This means that the LPC is sensitive to changes in the timbre of the imagined sound. Musicians are more accurate in performing auditory imagery task related to timbre than non-musicians. However, musical expertise does not affect the amplitude of the N1, P2 and LPC potentials.


Assuntos
Córtex Auditivo/fisiologia , Percepção Auditiva/fisiologia , Potenciais Evocados Auditivos/fisiologia , Imaginação/fisiologia , Estimulação Acústica , Adolescente , Adulto , Mapeamento Encefálico , Eletroencefalografia , Feminino , Humanos , Masculino , Música , Adulto Jovem
4.
Neurosci Lett ; 628: 30-4, 2016 08 15.
Artigo em Inglês | MEDLINE | ID: mdl-27289044

RESUMO

The purpose of our experiment was to test event-related potentials (ERP) accompanying the process of brand extension evaluation in people speaking Indo-European languages. The experimental procedure consisted of sequential presentations of pairs of stimuli; namely, a beverage brand name and a product name. The products fell into the category of beverages (congruent trials) or clothes (incongruent trials). In the response condition (RC), the participants decided whether they accepted the product as an extension of the brand. In the no-response condition (NRC), the participants' task was to attend the stimuli and try to remember them. In the response condition, the amplitudes of the N270, P300 and N400 components were sensitive to incongruence between the product category and the previously presented brand. However, in the no-response condition, differences emerged only at the level of early P1 and P2 components. Our results suggest that, in people speaking one of the Indo-European languages, the process of categorisation in brand extension evaluation is not automatic.


Assuntos
Córtex Cerebral/fisiologia , Comportamento de Escolha/fisiologia , Comportamento do Consumidor , Reconhecimento Psicológico/fisiologia , Adulto , Bebidas , Vestuário , Eletroencefalografia , Potenciais Evocados , Feminino , Humanos , Idioma , Masculino , Estimulação Luminosa , Percepção Visual/fisiologia , Adulto Jovem
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