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1.
Cyberpsychol Behav Soc Netw ; 24(1): 24-31, 2021 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-33434092

RESUMO

Adolescents play video games as a social leisure activity, yet it is unclear whether peer influences play a role in spreading violent video game exposure (VVE) and aggression. It has been suggested that adolescents' aggression increases because of their friend's exposure to violent video games. This study tests this suggestion by using longitudinal social network analyses to investigate selection and socialization of aggression owing to VVE. A total of 796 adolescents from 34 different classrooms were followed from grade 7 to grade 8 (Mage = 12.60 years, 51 percent male adolescents). Exposure to violent video games, physical aggression, and within-classroom friendships were assessed at both time points. Data were analyzed by means of stochastic actor-based modeling in RSiena to estimate the effects of VVE and aggressive behavior on changes in friendships (selection), and the effects of friendships on changes in participants' VVE and aggressive behavior (socialization). Results showed homotypic selection effects, that is, adolescents became friends with peers who were similar in aggression and similar in violent video game exposure. Furthermore, there was a homotypic socialization effect, as friends became more similar in aggression over time. Friends did not become more similar in VVE over time. Violent games played by friends did not increase adolescents' own aggressive behavior. This suggests that concerns about peer influences on violent video games are unwarranted. Future studies on socialization processes of VVE should focus on influences from closest friends and investigate behavior during actual play.


Assuntos
Comportamento do Adolescente/psicologia , Agressão/psicologia , Exposição à Violência/psicologia , Socialização , Jogos de Vídeo/psicologia , Adolescente , Feminino , Amigos/psicologia , Humanos , Estudos Longitudinais , Masculino , Grupo Associado , Comportamento Social , Rede Social
2.
Cyberpsychol Behav Soc Netw ; 24(1): 17-23, 2021 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-33434093

RESUMO

Research is divided on the effects of violent video games (VVGs). Some scholars claimed that VVG promotes aggression, reduces empathy, increases self-injury, and externalization, whereas others claim that a minimal or, in some cases, no traits as reported by the former is associated with playing VVGs. This study provides evidence to support claims that VVG is associated with aggressive behavior among young adults. However, the study focused more importantly on the moderating effects of adverse environmental factors on this relationship from a cross-cultural perspective. A total of 3,219 young adults between 18 and 35 years sampled from colleges and game centers in Ghana and China provided support for this study. We adopted a parallel moderated-mediation regression analysis and found that increased exposure to VVG is associated with reduced empathy concerns, aggression-related thoughts, and increased aggressive behavior. Although controlling for gender, setting, and location, the results pointed to the magnifying effects of the adverse environments in explaining the association between VVG and aggressive behavior. This study thus provides strong support for the frequently debated adverse effects of playing VVG among young adults with a particular reference to environmental factors and will hence aid in communicating a more representative viewpoint on the effects of VVG.


Assuntos
Agressão/psicologia , Empatia , Meio Ambiente , Jogos de Vídeo/psicologia , Violência/psicologia , Adolescente , Adulto , China , Comparação Transcultural , Feminino , Gana , Humanos , Masculino , Análise de Regressão , Violência/etnologia , Adulto Jovem
3.
Cyberpsychol Behav Soc Netw ; 24(1): 48-55, 2021 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-33434094

RESUMO

It has been proposed that exposure to violent video games (VVGs) resulted in alterations of social behaviors such as increased aggression. The most damaging reported effect of playing VVGs is neural desensitization to violent stimuli and this is a major concern given the reported number of players and time spent playing major video game titles. The aim of this study was to investigate the existence of neural desensitization that was reported at the P300 component of event-related potentials (ERPs) in response to violent stimuli. Eighty-seven participants were recruited and placed into one of two conditions based on their video gaming behavior (violent games players and nonplayers). ERPs were recorded from participants who passively viewed violent and neutral images selected from the International Affective Picture System (IAPS). The participants then played a VVG, postplaying ERPs were recorded while viewing the neutral and violent IAPS images. The mean amplitudes of the P300 were analyzed with respect to condition, time, and content. There was a significant effect of image but not of VVG player and nonplayer. The results were interpreted as evidence against the neural desensitization hypothesis. The findings of this study are consistent with imaging research and the implications for the reported negative effects of playing VVGs are discussed.


Assuntos
Agressão/psicologia , Dessensibilização Psicológica , Potencial Evocado P300/fisiologia , Jogos de Vídeo/psicologia , Violência/psicologia , Adolescente , Adulto , Feminino , Humanos , Masculino , Estimulação Luminosa , Comportamento Social , Adulto Jovem
4.
Neurosci Lett ; 746: 135668, 2021 02 16.
Artigo em Inglês | MEDLINE | ID: mdl-33497717

RESUMO

OBJECTIVES: This study aims to explore the age-related changes in cerebral cortex activation and functional connectivity (FC) during finger-to-thumb opposition movement based on video games (FTOMBVG). METHODS: A electronic fingercot was developed for FTOMBVG. The oxygenated hemoglobin concentration (Delta [HbO]) signals, measured by functional near-infrared spectroscopy (fNIRS), were recorded from prefrontal cortex (PFC), motor cortex (MC) and occipital lobe (OL) of two groups of subjects (old and young). RESULTS: The cognitive region of the old group showed bilateral activation, while the young group only showed unilateral activation. Both groups showed a wide range of bilateral activation in the motor region. The FC between cognitive region and motor region of the old group was enhanced considerably. CONCLUSION: Changes in cerebral cortex activation and the FC of different brain regions in the old group help explain the decline in cognitive executive and motor control function in the old from the perspective of brain functional structure, and provide a theoretical reference for the prevention of neural diseases caused by aging.


Assuntos
Envelhecimento/metabolismo , Envelhecimento/psicologia , Córtex Cerebral/metabolismo , Dedos/fisiologia , Polegar/fisiologia , Jogos de Vídeo/psicologia , Adulto , Idoso , Eletrodos , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Rede Nervosa/metabolismo , Espectroscopia de Luz Próxima ao Infravermelho/métodos , Jogos de Vídeo/tendências , Adulto Jovem
5.
Cyberpsychol Behav Soc Netw ; 24(1): 41-47, 2021 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-33325791

RESUMO

Effects of violent video games on aggression remain contentious despite decades of empirical investigations. Using eight-wave panel data collected from 662 South Korean adolescents (grades 4, 7, and 10) for a 4-year period (number of observations = 5,296), the current research critically tested competing hypotheses concerning the relations between violent video games and aggression. In so doing, we directly compared the results from dynamic fixed-effects (FE) regression with those from conventional contemporaneous FE regression to observe if different statistical models yield different outcomes. Consistent with the catharsis hypothesis, the dynamic FE model showed that violent (vs. nonviolent) game playing significantly lowered both verbal and physical aggression among heavy players, with no corresponding effect of the game type for light players. By contrast, results from the contemporaneous FE model lent support to the stimulation hypothesis, with violent game playing leading to increased physical aggression as well as verbal aggression among heavy players. Violent game playing did not significantly affect anger and hostility, but overall game time did, although in opposite directions depending on the statistical model. Specifically, the dynamic FE model indicated a significant reduction of the negative emotions as a result of increased game playing, whereas the contemporaneous FE model showed a significant increase in both emotions. Methodological implications and directions for future research are discussed.


Assuntos
Comportamento do Adolescente/psicologia , Agressão/psicologia , Catarse , Modelos Psicológicos , Jogos de Vídeo/psicologia , Violência/psicologia , Adolescente , Criança , Emoções , Feminino , Humanos , Estudos Longitudinais , Masculino , Análise de Regressão , República da Coreia
6.
Cyberpsychol Behav Soc Netw ; 24(1): 11-16, 2021 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-33337262

RESUMO

A host of studies have examined the impact of playing violent video games on aggressive behavior. However, longitudinal research is rare, and existing studies have allowed little room for individual variability in the trajectories of violent video game play. The current study used a person-centered approach to examine trajectories, predictors, and outcomes of violent video game play over a 10-year period. Three groups of individuals emerged: high initial violence (4 percent), moderate (23 percent), and low increasers (73 percent). High initial violence and moderate groups showed a curvilinear pattern of violent video game play across time, whereas low increasers group increased slightly in violent video game play across time. The high initial violence and moderate groups were more likely to be male, and those in the high initial violence group were more likely to be depressed at the initial wave. There was no difference in prosocial behavior at the final time point across all the three groups, but individuals in the moderate group displayed the highest levels of aggressive behavior at the final wave. Implications of the results are discussed.


Assuntos
Comportamento do Adolescente/psicologia , Agressão/psicologia , Roubo/psicologia , Jogos de Vídeo/psicologia , Violência/psicologia , Adolescente , Altruísmo , Criança , Feminino , Humanos , Estudos Longitudinais , Masculino , Fatores de Tempo
7.
NeuroRehabilitation ; 48(1): 1-8, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-33361614

RESUMO

BACKGROUND: With the recent developments in science, full-immersion virtual reality devices have been developed, which may have feasibility for stroke rehabilitation. OBJECTIVE: This case report investigated the feasibility of training using a full-immersion virtual reality video game for improving motor function, balance, and gait in a young stroke survivor. METHOD: The case was a 27-year-old woman with stroke. A training using full-immersion virtual reality video game (Sony PlayStation®VR) was performed for 30 minutes per session, 3 sessions per week, for 6 weeks, with a total of 18 sessions. Before training and at each training for 6 weeks, with a total of 19 times, the motor function, balance, and gait were assessed using the Motor Assessment Scale (MAS), Berg Balance Scale (BBS), Timed Up and Go (TUG) Test, and Tinetti Balance Assessment, 10 Meter Walk Test (10MWT), Tinetti Gait Assessment, and Dynamic Gait Index (DGI). RESULTS: During the training, there were no adverse events reported. The case achieved 14 points higher than the pre-assessment with 34 points on the MAS, 16 points higher than the pre-assessment with 48 points on BBS, 6.85 sec lower than the pre-assessment, with 13.58 sec on TUG, 5 points higher than the pre-assessment with 13 points on the Tinetti Balance Assessment, 5.36 sec lower than the pre-assessment, with 8.15 sec on the 10MWT, 4 points higher than the pre-assessment with 10 points on the Tinetti Gait Assessment, and 10 points higher than the pre-assessment with 21 points on the DGI. CONCLUSION: This case report suggests that training using a full-immersion virtual reality video game may be a safe and effective method to improve motor function, balance, and gait in a young stroke survivor.


Assuntos
Reabilitação do Acidente Vascular Cerebral/métodos , Reabilitação do Acidente Vascular Cerebral/psicologia , Acidente Vascular Cerebral/psicologia , Sobreviventes/psicologia , Jogos de Vídeo/psicologia , Terapia de Exposição à Realidade Virtual/métodos , Adulto , Estudos de Viabilidade , Feminino , Marcha/fisiologia , Humanos , Equilíbrio Postural/fisiologia , Acidente Vascular Cerebral/fisiopatologia
8.
Cyberpsychol Behav Soc Netw ; 24(1): 5-10, 2021 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-33370158

RESUMO

In this study, we examined how playing a violent video game affected aggressive cognition and aggressive behavior. A total of 300 children (Mage = 6.38, SD = 0.25) were randomly recruited to play a violent or a nonviolent video game. Results revealed that briefly exposing children to a violent video game increased aggressive cognition and aggressive behavior. In addition, a significant game × sex interaction showed that this effect was larger for boys than for girls. Mediational pathways were found such that aggressive cognition mediated the relationship between violent video games and aggressive behavior, especially for boys. Findings were interpreted within and supported the framework of the general aggression model. Violent video game effects remain a societal concern, and boys should be regarded as a special group for aggression intervention.


Assuntos
Agressão/psicologia , Comportamento Infantil/psicologia , Cognição , Jogos de Vídeo/psicologia , Violência/psicologia , Criança , Feminino , Humanos , Masculino , Modelos Psicológicos , Fatores Sexuais
10.
Rev. esp. drogodepend ; 45(4): 14-28, oct.-dic. 2020. tab
Artigo em Espanhol | IBECS | ID: ibc-199683

RESUMO

El abuso de videojuegos es una conducta de prevalencia creciente que podría variar en función del tipo de videojuego, y que además podría concurrir con otras adicciones como el trastorno de juego o el abuso de sustancias. Por tanto, este estudio tiene como objetivo medir la co-ocurrencia del abuso de videojuegos con estas conductas en función del sexo, rendimiento académico y edad, y analizar estos perfiles en función del tipo de videjuego predominante (Fortnite, FIFA, u otros videojuegos). La muestra estuvo compuesta por 393 usuarios de videojuegos de entre 18 y 36 años (21.6% de mujeres y un 76.8% de hombres). Los resultados mostraron un mayor nivel de trastorno de juego en el grupo de hombres y mayores niveles de abuso de videojuegos y sustancias en el grupo de repetidores de 2 cursos o más. En cuanto a la edad, a mayor edad se halló mayor uso de cartas y apuestas deportivas offline, lotería online, cocaína, y speed, y a menor edad mayor uso de bebidas energéticas y mayor nivel de abuso de videojuegos, especialmente en el caso de los usuarios de Fortnite, en los que también se relacionó con el abuso de sustancias. En el caso de los usuarios de FIFA, se encontró una relación significativa del abuso de videojuegos con el trastorno juego. En este grupo, el trastorno de juego y el abuso de sustancias mostraron una relación significativa con las apuestas deportivas. Estos resultados delimitan perfiles diferenciales de interés para la prevención y la intervención


Video games abuse is a behaviour of increasing prevalence that may vary depending on the type of video game, and may co-occur with other addictions such as gambling disorder or substance use disorder. Therefore, this study aims to analyse the co-occurrence of video game abuse with these behaviours as a function of age, sex, and academic performance, and to analyse these profiles depending on which the main video game that used is (Fornite, FIFA, or other video games). The sample comprised 393 video game users (18-36 years old; 21.6% were female and 76.8% male). The results showed greater degrees of gambling disorder in males and greater degrees of video game and substance abuse in repeaters of 2 or more courses. Regarding age, older participants showed a greater use of offline card and sports betting, online lottery, cocaine, and speed, and younger participants showed greater use of energy drinks and video games, especially in Fortnite users, in which video game abuse was related with substance abuse. In the case of FIFA users, there was a significant relationship of video game abuse with gambling disorder. In this group, gambling disorder and substance abuse showed a significant relationship with sports betting. These results draw differential profiles which are of interest for prevention and intervention


Assuntos
Humanos , Masculino , Feminino , Adolescente , Adulto Jovem , Adulto , Comportamento Aditivo/epidemiologia , Jogo de Azar/epidemiologia , Jogos de Vídeo/estatística & dados numéricos , Transtornos Relacionados ao Uso de Substâncias/epidemiologia , Comportamento Aditivo/psicologia , Jogos de Vídeo/psicologia , Transtornos Relacionados ao Uso de Substâncias/psicologia , Fatores Sexuais , Fatores Etários , Fatores de Tempo , Inquéritos e Questionários , Escala de Avaliação Comportamental , Fatores de Risco , Desempenho Acadêmico , Espanha/epidemiologia
11.
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
12.
Rev. esp. drogodepend ; 45(4): 86-95, oct.-dic. 2020. tab
Artigo em Espanhol | IBECS | ID: ibc-199687

RESUMO

Una de las características más relevantes de las drogodependencias es la comorbilidad entre diferentes sustancias. No existe, sin embargo, mucha información en lo que se refiere a las adicciones comportamentales entre sí, especialmente entre las denominadas adicciones tecnológicas y el juego. En este trabajo se analiza la correlación en el entre los criterios de la adicción al juego con los de las tecnologías y consumo de tabaco y alcohol en una muestra de 2.074 adolescentes entre 14 y 19 años a los que se les administró el programa de prevención de la adicción al juego, Ludens. En el caso de las adicciones comportamentales, solamente se encontraron correlaciones elevadas entre las puntuaciones de adicción a móvil y redes sociales, lo cual está en la línea de la hipótesis de que la existencia de comorbilidad entre adicciones comportamentales requiere de la participación de procesos psicológicos comunes y de que la absorción en la que se imbuyen las personas con este tipo de adicciones es difícilmente compatible con la presencia de otras adicciones comportamentales que también requieran de un elevado grado de implicación


Comorbidity in drug use is one of the most relevant aspects of substance addictions. It is, however, an issue on which there is still not enough scientific research regarding behavioral addictions and the relationship with other addictions, especially in regard to the so-called technological addictions. This paper analyzes the relationship between the main criteria of gambling addiction with that of technology, and tobacco and alcohol consumption in 2,074 adolescents between 14 and 19 years of age who were administered the addiction prevention program to gambling, Ludens. In the case of behavioral addictions, the only high correlations were found between mobile and social network addiction scores. This result is in line with the hypothesis that the existence of comorbidity among behavioral addictions requires the participation of common psychological processes. Besides, the absorption into which people with this type of addiction are imbued is usually incompatible with the presence of other behavioral addictions that also require a high degree of involvement


Assuntos
Humanos , Masculino , Feminino , Adolescente , Adulto Jovem , Comportamento Aditivo/epidemiologia , Comportamento do Adolescente/psicologia , Transtornos Relacionados ao Uso de Substâncias/epidemiologia , Transtornos Relacionados ao Uso de Substâncias/psicologia , Jogos de Vídeo/psicologia , Jogos de Vídeo/estatística & dados numéricos , Redes Sociais Online , Comorbidade , Distribuição por Sexo , Tecnologia , Fatores de Tempo , Espanha/epidemiologia , Jogo de Azar/epidemiologia , Jogo de Azar/psicologia
13.
Pap. psicol ; 41(3): 211-218, sept.-dic. 2020.
Artigo em Espanhol | IBECS | ID: ibc-197409

RESUMO

El trastorno de juego por internet (conocida como adicción a videojuegos) se caracteriza por un patrón de comportamiento de juego persistente y recurrente que conlleva un deterioro o malestar clínicamente significativo por un periodo de 12 meses. El objetivo del presente análisis del estado de la cuestión es comentar los retos y oportunidades del DSM-5 y la CIE-11 para su diagnóstico dada su actualidad y su rápida evolución. Para ello se revisan las posibles adicciones tecnológicas que no están incluidas en el DSM-5, sus ventajas y retos y oportunidades y se comentan algunos de ellos: gravedad de los síntomas y del trastorno, el riesgo de patologizar la vida cotidiana, edad de la población afectada, los juegos freemium y los pay-to-play, los e-Sports y la cartera de servicios de salud


Internet gaming disorder (IGD) (formerly known as video game addiction) is characterized by a pattern of persistent and recurring video game behavior leading to clinically significant impairment or distress for a period of 12 months. The objective of the following state-of-the-art analysis is to comment on the challenges and opportunities of the DSM-5 and ICD-11 regarding the diagnosis of IGD that is still being developed. With this purpose in mind, possible technological addictions that are not included in the DSM-5 are reviewed and some of their advantages, challenges, and opportunities are commented on, including severity of effects, age of the most affected population, freemium vs. pay-to-play games, the risk of pathologizing daily life, e-Sports, and the health services portfolio


Assuntos
Humanos , Comportamento Aditivo/diagnóstico , Jogos de Vídeo/classificação , Jogos de Vídeo/psicologia , Manual Diagnóstico e Estatístico de Transtornos Mentais , Internet , Comportamento Aditivo/complicações , Comportamento Aditivo/psicologia
14.
PLoS One ; 15(12): e0243512, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-33370334

RESUMO

Rodd et al. (2016) report that recreational rowers' acquisition of sport-related terminology affected their interpretation of words that have both rowing-related and non-rowing-related meanings (e.g., crab). The extent to which the rowing- and non-rowing-related meanings were accessible to the participants depended on experiential factors, such as how long the participant had been a rower, and how long it had been since they last rowed. We present two experiments that attempt to replicate these findings with another group of hobbyists, namely video game players. Experiment 1 examined the differences in word meaning choice between gamers and non-gamers. Participation in video-gaming lead to participants generating more gaming-related word meanings in a word association task. Experiment 2 further examined the effects of video gaming experience on the lexical representation of gaming-related words. Participants who had spent more years as gamers were more likely to produce gaming-related word meanings in a word association task. The effect of time spent gaming was no longer significant when we took into account whether the participant engaged with video-game related media (such as YouTube channels or gaming-related message boards). This finding helps us to refine our understanding of the results reported by Rodd et al. (2016), suggesting that it may not be the time spent in an activity that affects the interpretation of ambiguous words, but rather the specific exposure to activity-related vocabulary.


Assuntos
Semântica , Jogos de Vídeo/psicologia , Vocabulário , Adolescente , Feminino , Humanos , Idioma , Masculino , Inquéritos e Questionários , Testes de Associação de Palavras , Adulto Jovem
15.
PLoS One ; 15(12): e0240680, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-33373379

RESUMO

Social ostracism triggers an increase in affiliative behaviours. One such behaviour is the rapid copying of others' facial expressions, called facial mimicry. Insofar, it remains unknown how individual differences in intrinsic affiliation motivation regulate responses to social ostracism during early development. We examined children's facial mimicry following ostracism as modulated by individual differences in the affiliation motivation, expressed in their attachment tendencies. Resistant and avoidant tendencies are characterized by high and low affiliation motivation, and were hypothesized to lead to facial mimicry enhancement or suppression towards an ostracizing partner, respectively. Following an ostracism manipulation in which children played a virtual game (Cyberball) with an includer and an excluder peer, mimicry of the two peers' happy and sad facial expressions was recorded with electromyography (EMG). Attachment was assessed via parent-report questionnaire. We found that 5-year-olds smiled to sad facial expressions of the excluder peer, while they showed no facial reactions for the includer peer. Neither resistant nor avoidant tendencies predicted facial mimicry to the excluder peer. Yet, securely attached children smiled towards the excluder peer, when sad facial expressions were displayed. In conclusion, these findings suggest a modulation of facial reactions following ostracism by early attachment.


Assuntos
Expressão Facial , Comportamento Imitativo/fisiologia , Relações Interpessoais , Apego ao Objeto , Isolamento Social/psicologia , Pré-Escolar , Eletromiografia , Emoções/fisiologia , Músculos Faciais/fisiologia , Feminino , Humanos , Individualidade , Masculino , Motivação , Grupo Associado , Jogos de Vídeo/psicologia
17.
PLoS One ; 15(9): e0237966, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32911501

RESUMO

Primary symptoms of adults with autism spectrum disorder (ASD), such as pervasive social deficits in social interaction and communication, cause adults with ASD to adopt a sedentary lifestyle. Meanwhile, gamified and behavioral theory-based interventions have been shown to improve physical activity in a fun and unobtrusive way. In this paper, we describe the iterative design inquiry process of PuzzleWalk, a gamified, physical activity-promoting mobile app designed for adults with ASD. We report the design rationales and lessons learned across four user-centered design phases with ASD experts and adults with ASD, including user requirement gathering, iterative participatory design, usability evaluation, and field deployment. The design insights generated from this work could inform future research focusing on designing sociotechnical systems, games, and interventions for people with ASD.


Assuntos
Transtorno do Espectro Autista/psicologia , Transtorno do Espectro Autista/terapia , Terapia por Exercício , Aplicativos Móveis/estatística & dados numéricos , Modelos Teóricos , Projetos de Pesquisa/normas , Jogos de Vídeo/estatística & dados numéricos , Adolescente , Adulto , Comunicação , Feminino , Humanos , Relações Interpessoais , Masculino , Jogos de Vídeo/psicologia , Adulto Jovem
18.
Rev. psicol. clín. niños adolesc ; 7(3): 59-65, sept. 2020. tab
Artigo em Inglês | IBECS | ID: ibc-195040

RESUMO

The COVID-19 pandemic has had a significant impact on everyday functioning, considerable measures being taken to reduce the spread of the virus. Schools and social avenues have been placed on prolonged lockdowns, with people continuing to maintain physical distance. Adolescents and young people have had to endure significant stress alongside dealing with developmental characteristics. Amidst all of this, studies report an increase in gaming addiction and internet use with detrimental impact on psychosocial well-being. The aim of the present study was to examine the impact of lockdown on internet use in adolescents, comparing their habits from before the pandemic. Furthermore, this research aimed to investigate the relationship between gaming addiction, internet use and COVID-19 worries. Adolescents from several countries (e.g., India, Malaysia, Mexico and the UK) completed online questionnaires, shared via social media and youth networks. These measures included questions on internet, social media, gaming, depression, loneliness, escapism and COVID-19. Results show that adolescents generally have increased their use of social media sites and streaming services. Further, those who scored highly on gaming addiction, compulsive internet use and social media use also reported high scores of depression, loneliness, escapism, poor sleep quality and anxiety related to the pandemic. Our findings indicate that, regardless of country of residence, the COVID-19 outbreak has had a significant effect on adolescent internet use and psychosocial well-being. The need to address pandemic related distress to reduce the effect of maladaptive coping strategies is highlighted


La pandemia del COVID-19 ha tenido un impacto significativo en el funcionamiento diario, tomándose medidas importantes para reducir la propagación del virus. Las escuelas y los espacios públicos se han cerrado durante largos periodos, y la distancia física se ha impuesto. Los adolescentes y jóvenes han tenido que soportar un estrés significativo al tiempo que lidiar con las situaciones propias de su desarrollo. Los estudios informan de un aumento en la adicción al juego y al uso de Internet con un impacto perjudicial en el bienestar psicosocial. El objetivo del presente estudio fue examinar el impacto del confinamiento en el uso de Internet en los adolescentes, comparando sus hábitos con antes de la pandemia. Además, se estudia la relación entre la adicción al juego, el uso de Internet y las preocupaciones por el COVID-19. Adolescentes de varios países (India, Malasia, México y Reino Unido) completaron los cuestionarios online, que se distribuyeron a través de redes sociales y redes de jóvenes. Se incluyeron preguntas sobre Internet, redes sociales, juego, depresión, soledad, aversión y COVID-19. Los resultados muestran que los adolescentes en general han aumentado el uso de redes sociales y de servicios de transmisión. Además, los que obtuvieron puntuaciones altas en adicción al juego, uso compulsivo de Internet y uso de redes sociales también informaron de puntuaciones altas en depresión, soledad, aversión, mala calidad del sueño y ansiedad relacionada con la pandemia. Nuestros hallazgos indican que, independientemente del país de residencia, el confinamiento por COVID-19 ha tenido un efecto significativo en el uso de Internet y en el bienestar psicosocial de los adolescentes. Se destaca la necesidad de abordar el distrés relacionado con la pandemia para reducir el efecto de las estrategias de afrontamiento desadaptativas


Assuntos
Humanos , Masculino , Feminino , Adolescente , Adulto Jovem , Bode Expiatório , Acesso à Internet/tendências , Tempo de Tela , Quarentena/psicologia , Comportamento Aditivo/psicologia , Adaptação Psicológica , Jogos de Vídeo/psicologia , Infecções por Coronavirus/psicologia , Comportamento do Adolescente/psicologia , Pandemias/estatística & dados numéricos
19.
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
20.
PLoS One ; 15(8): e0237584, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32841263

RESUMO

Esports as the competitive play of digital games has gained considerable popularity. However, a comprehensive framework for esport training is still missing. In this paper, a performance model integrating insights from game research and sport science is developed. Based on this model, an online questionnaire was designed and applied to investigate training in different esports regarding relevant competencies and training areas. Overall, 1,835 esports players voluntarily participated in the study. Age ranged from 13 to 47 years (M = 20,9; SD = 4,5), and males clearly dominated (95%). Furthermore, the mean weakly playing time was 20.03 hours (SD = 15.8). Training occupied 38.85% (7.75 h) of the playing time on average. On the one hand, the results reveal game-specific competence and training structures in the five esports selected for the study (Starcraft II, League of Legends, Rocket League, FIFA, and Counter Strike). On the other hand, the factor structure of competencies closely resembles the esports performance model. As a conclusion, esports training methods should always consider the specific competence profile of the respective esports game.


Assuntos
Educação Física e Treinamento/métodos , Esportes/fisiologia , Esportes/psicologia , Jogos de Vídeo/psicologia , Adolescente , Adulto , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Adulto Jovem
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