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1.
J Youth Adolesc ; 46(4): 884-897, 2017 04.
Artigo em Inglês | MEDLINE | ID: mdl-28224404

RESUMO

The effects of video games on children's psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27-11.43 years old; male = 98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b) competitively; likewise, parents reported their children's psychosocial health. Gaming at time one was associated with increases in emotion problems. Violent gaming was not associated with psychosocial changes. Cooperative gaming was not associated with changes in prosocial behavior. Finally, competitive gaming was associated with decreases in prosocial behavior, but only among children who played video games with high frequency. Thus, gaming frequency was related to increases in internalizing but not externalizing, attention, or peer problems, violent gaming was not associated with increases in externalizing problems, and for children playing approximately 8 h or more per week, frequent competitive gaming may be a risk factor for decreasing prosocial behavior. We argue that replication is needed and that future research should better distinguish between different forms of gaming for more nuanced and generalizable insight.


Assuntos
Comportamento do Adolescente/psicologia , Agressão/psicologia , Comportamento Infantil/psicologia , Desenvolvimento Infantil , Proteção da Criança , Jogos de Vídeo/psicologia , Adolescente , Criança , Feminino , Humanos , Estudos Longitudinais , Masculino , Comportamento Social
2.
Cogn Process ; 15(3): 245-52, 2014 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-24362584

RESUMO

Embodiment theories emphasize the role played by sensory and motor processes in psychological states, such as social information processing. Motivated by this idea, we examined how whole-body postural behaviors couple to social affective cues, viz., pictures of smiling and angry faces. We adopted a Simon-like paradigm, whereby healthy female volunteers were asked to select and initiate a forward or backward step on a force plate in response to the gender of the poser (male/female), regardless of emotion. Detailed analysis of the spatiotemporal unfolding of the body center of pressure during the steps revealed that task-irrelevant emotion had no effect on the initiation times of the steps, i.e., there was no evidence of an affective Simon effect. An unexpected finding was that steps were initiated relatively slow in response to female angry faces. This Stroop-like effect suggests that postural behavior is influenced by whether certain stimulus features match or mismatch.


Assuntos
Emoções , Orientação/fisiologia , Equilíbrio Postural/fisiologia , Postura/fisiologia , Percepção Social , Adolescente , Adulto , Análise de Variância , Fenômenos Biomecânicos , Expressão Facial , Feminino , Humanos , Masculino , Desempenho Psicomotor , Tempo de Reação/fisiologia , Adulto Jovem
3.
Games Health J ; 9(3): 187-196, 2020 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-32053027

RESUMO

Objective: Emotional competences (EC) are important for social and academic outcomes and positive life trajectories. Due to their social setting and tendency to stimulate intrinsic motivation, board games may constitute efficient learning tools for promoting socioemotional development in children. The current project therefore aimed at developing and testing three theory-driven board games explicitly targeting EC. First, we explored the quality of these EC games in terms of game experience, compared to off-the-shelf games (without an EC focus). Second, we tested whether targeted EC were linked to game experience in the EC games by measuring associations between children's trait EC and subjective effort and difficulty during gameplay. Materials and Methods: Children (N = 177) aged 8-12 years old were randomly assigned to a four-session protocol that comprised EC board games (experimental group) or off-the-shelf board games (control group). At baseline, participants' trait EC (emotion recognition, differentiation, and cognitive reappraisal) were assessed, while game experience (e.g., positive and negative affect, flow and immersion, difficulty, and effort) was assessed after each game. Results: Both groups perceived the games they played as positive and playable. Furthermore, regression analyses showed that higher trait EC was linked to lower self-reported effort and difficulty in two of the EC board games focusing on emotion recognition and differentiation. Conclusion: The present study shows that the board games on EC designed for children seem to elicit game experiences comparable to off-the-shelf games. Moreover, children's trait EC were linked to subjective game experience in two of the three games. Future interventions should examine the potential of the novel games to promote EC.


Assuntos
Jogos de Vídeo , Criança , Ajustamento Emocional , Inteligência Emocional , Feminino , Humanos , Masculino , Motivação , Habilidades Sociais , Fatores Socioeconômicos
4.
PLoS One ; 11(1): e0147763, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-26816292

RESUMO

Adolescent anxiety is debilitating, the most frequently diagnosed adolescent mental health problem, and leads to substantial long-term problems. A randomized controlled trial (n = 138) was conducted to test the effectiveness of a biofeedback video game (Dojo) for adolescents with elevated levels of anxiety. Adolescents (11-15 years old) were randomly assigned to play Dojo or a control game (Rayman 2: The Great Escape). Initial screening for anxiety was done on 1,347 adolescents in five high schools; only adolescents who scored above the "at-risk" cut-off on the Spence Children Anxiety Survey were eligible. Adolescents' anxiety levels were assessed at pre-test, post-test, and at three month follow-up to examine the extent to which playing Dojo decreased adolescents' anxiety. The present study revealed equal improvements in anxiety symptoms in both conditions at follow-up and no differences between Dojo and the closely matched control game condition. Latent growth curve models did reveal a steeper decrease of personalized anxiety symptoms (not of total anxiety symptoms) in the Dojo condition compared to the control condition. Moderation analyses did not show any differences in outcomes between boys and girls nor did age differentiate outcomes. The present results are of importance for prevention science, as this was the first full-scale randomized controlled trial testing indicated prevention effects of a video game aimed at reducing anxiety. Future research should carefully consider the choice of control condition and outcome measurements, address the potentially high impact of participants' expectations, and take critical design issues into consideration, such as individual- versus group-based intervention and contamination issues.


Assuntos
Ansiedade/prevenção & controle , Jogos de Vídeo , Adolescente , Ansiedade/diagnóstico , Criança , Feminino , Seguimentos , Humanos , Masculino , Resultado do Tratamento
5.
Behav Res Ther ; 80: 33-42, 2016 May.
Artigo em Inglês | MEDLINE | ID: mdl-27019280

RESUMO

Limited research has indicated the effectiveness of the school-based Cognitive Behavioral Therapy (CBT) prevention program 'Op Volle Kracht (OVK)' and the computerized CBT program 'SPARX' in decreasing depressive symptoms. Therefore, a randomized controlled trial of the effectiveness of OVK and SPARX was conducted among Dutch female adolescents (n = 208, mean age = 13.35) with elevated depressive symptoms. Participants were randomly assigned to one of four conditions: OVK only (n = 50), SPARX only (n = 51), OVK and SPARX combined (n = 56) and a monitoring control condition (n = 51). Participants in the first three conditions received OVK lessons and/or the SPARX game. Depressive symptoms were assessed before interventions started, weekly during the interventions, and immediately after the interventions ended, with follow-up assessments at 3, 6 and 12 months. Intention to treat results showed that depressive symptoms decreased in all conditions (F(12, 1853.03) = 14.62, p < .001), with no difference in depressive symptoms between conditions. Thus, all conditions, including the monitoring control condition, were equally effective in reducing depressive symptoms. Possible explanations for the decrease of depressive symptoms in all conditions are discussed and suggestions for future research are provided. Dutch Trial Register: NTR3737.


Assuntos
Terapia Cognitivo-Comportamental/métodos , Depressão/terapia , Serviços de Saúde Escolar , Terapia Assistida por Computador/métodos , Adolescente , Criança , Cognição , Depressão/psicologia , Feminino , Humanos , Países Baixos , Instituições Acadêmicas , Estudantes/psicologia
6.
Am Psychol ; 69(1): 66-78, 2014 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-24295515

RESUMO

Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions for doing so.


Assuntos
Cognição/fisiologia , Emoções/fisiologia , Saúde Mental , Motivação/fisiologia , Comportamento Social , Jogos de Vídeo/psicologia , Adolescente , Comportamento do Adolescente/psicologia , Criança , Comportamento Infantil/psicologia , Humanos
7.
Cyberpsychol Behav Soc Netw ; 17(4): 222-7, 2014 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-24256133

RESUMO

Healthy emotion regulation is crucial for navigating stressful situations. Interoceptive awareness-the awareness of one's internal states-is important for such healthy regulation. Given the propensity for video games to induce stress, the associations between in-game and real world emotion regulation strategies during duress are worth exploring. We therefore present a method for measuring the interoceptive awareness of negative affect during stressful video game play, and investigate whether individual differences in this ability relate to emotion regulation strategies. Twenty-six proficient video game players were recruited to play a session of the video game Starcraft II in the lab. Players' physiological and subjective states of in-game negative arousal were measured consecutively. A comparison of these measures was used to calculate players' interoceptive awareness of real time in-game arousal. The relation between interoceptive awareness and a suite of emotion regulation strategies was then investigated. We observed a positive relation between in-game interoceptive awareness and the self-reported tendency to actively seek a resolution to negative affect. A positive trend was also observed between interoceptive awareness and the self-reported tendency to seek instrumental social support. Findings are discussed in terms of the relative effectiveness of different emotion regulation strategies for aiding in-game success. We further discuss the benefits and limitations of this pilot testing. In all, we hope to inspire future research into the associations between in-game arousal and emotion regulation strategies used in everyday life.


Assuntos
Emoções , Estresse Psicológico/etiologia , Jogos de Vídeo/psicologia , Nível de Alerta , Conscientização , Feminino , Humanos , Masculino , Saúde Mental , Jogos e Brinquedos , Recreação , Adulto Jovem
8.
Cyberpsychol Behav Soc Netw ; 17(10): 639-43, 2014 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-25272237

RESUMO

Video games are a highly heterogeneous form of entertainment. As recent reviews highlight, this heterogeneity makes likely that video games have both positive and negative consequences for child development. This study investigated the associations between gaming frequency and psychosocial health among children younger than 12 years of age, an understudied cohort in this field. Both parents and children reported children's gaming frequency, with parents also reporting on children's psychosocial health. Given that children may be too young to report the time they spend playing video games accurately, children's reports were scaffolded by a developmentally appropriate measure. We further investigated the potential bias of having parents report both their children's gaming frequency and their children's psychosocial health (i.e., a single source bias). Parental reports of children's gaming frequency were higher than their children's reports. However, a direct test of the potential single source bias rendered null results. Notably, however, while parental reports showed negative associations between gaming and psychosocial health, children's reports showed no associations. Specifically, based on parent reports, children's gaming was associated with more conduct and peer problems, and less prosocial behavior. As children's reports produced no associations between gaming and psychosocial health, parental reports in this study may belie an erroneous set of conclusions. We therefore caution against relying on just one reporter when assessing children's gaming frequency.


Assuntos
Comportamento Infantil/psicologia , Jogos e Brinquedos/psicologia , Jogos de Vídeo/psicologia , Jogos de Vídeo/estatística & dados numéricos , Criança , Estudos Transversais , Feminino , Humanos , Masculino , Pais , Psicologia , Caracteres Sexuais , Fatores de Tempo
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