Search results for "VIDEO GAMES"

showing 10 items of 102 documents

Syöpää, sotaa ja masennusta

2018

autobiographical approachnarratiivisuusgame researchomaelämäkerrallisuusvideopelitepäonnistuminenvideo gamesnarrativitypelitutkimusfailure
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Gaming is related to enhanced working memory performance and task-related cortical activity

2017

Gaming experience has been suggested to lead to performance enhancements in a wide variety of working memory tasks. Previous studies have, however, mostly focused on adult expert gamers and have not included measurements of both behavioral performance and brain activity. In the current study, 167 adolescents and young adults (aged 13–24 years) with different amounts of gaming experience performed an n-back working memory task with vowels, with the sensory modality of the vowel stream switching between audition and vision at random intervals. We studied the relationship between self-reported daily gaming activity, working memory (n-back) task performance and related brain activity measured u…

MaleBrain activity and meditationNeuropsychological TestsTask (project management)Developmental psychologyCohort StudiesCreativity0302 clinical medicineSurveys and Questionnairesgaming10. No inequalityta515Cerebral CortexBrain Mappingdorsolateral prefrontal cortexmedicine.diagnostic_testGeneral Neuroscience05 social sciencesSMA*Magnetic Resonance ImagingMemory Short-Termmedicine.anatomical_structurefunctional MRIFemalePsychologypsychological phenomena and processesCognitive psychologyAdolescent515 Psychologyeducationta3112behavioral disciplines and activitiesworking memory050105 experimental psychologyYoung Adult03 medical and health sciencesStimulus modalitymedicineHumans0501 psychology and cognitive sciencesAssociation (psychology)Molecular BiologyAnalysis of VarianceInternetWorking memorytyömuistiDorsolateral prefrontal cortexCross-Sectional StudiesVideo Gamesadolescence516 Educational sciencesSelf ReportNeurology (clinical)Functional magnetic resonance imaginghuman activities030217 neurology & neurosurgeryDevelopmental Biology
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The rates of co-occurring behavioural addictions in treatment-seeking individuals with obsessive-compulsive disorder: a preliminary report

2020

Objectives: To assess the rates of co-occurring putative ‘behavioural addictions’ in patients with obsessive-compulsive disorder (OCD). Methods: Twenty-three international centres specialising in the treatment of OCD were invited to participate in a survey of the rates of behavioural addictions and other relevant comorbidity within their samples. Results: Sixteen of 23 (69.6%) invited centres from 13 countries had sufficient data to participate in the survey. The use of validated diagnostic tools was discrepant, with most centres relying on a ‘clinical diagnosis’ to diagnose behavioural addictions. The final sample comprised of 6916 patients with a primary diagnosis of OCD. The reported rat…

AdultMalemedicine.medical_specialtybehavioural addictionsAdolescentSexual Behaviormedia_common.quotation_subjectDiagnosis; behavioural addictions; obsessive-compulsive disorderbehavioural addictionComorbidityDiagnostic toolsYoung Adult03 medical and health sciences0302 clinical medicineCo occurringObsessive compulsivePreliminary reportmental disordersDiagnosismedicineHumansPsychiatrymedia_commonTreatment seekingAddictionMiddle Agedmedicine.diseaseComorbidity030227 psychiatryBehavior Addictiveobsessive-compulsive disorderPsychiatry and Mental healthVideo Gamesbehavioural addictions; Diagnosis; obsessive-compulsive disorderClinical diagnosisGamblingFemalePsychologyInternet Addiction Disorder030217 neurology & neurosurgeryDiagnosi
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A clinical evaluation of the DSM-5 criteria for Internet Gaming Disorder and a pilot study on their applicability to further Internet-related disorde…

2019

Background and aims Internet Gaming Disorder (IGD) and other Internet-related disorders (IRDs) have become growing health concerns in our today’s lives. Based on defined diagnostic criteria, IGD has been recognized as a condition for further research in the DSM-5; however, other IRDs have been excluded. Since the release of the DSM-5, representativeness and appropriateness of the nine diagnostic criteria have been debated. Although some first evidence has been published to evaluate these criteria, our knowledge is still limited. Thus, the purpose of this study was to provide data on the clinical validity of the DSM-5 criteria for IGD and other types of IRD. We were also interested in exami…

AdultMaleAdolescentFull-Length ReportInternet addiction030508 substance abuseMedicine (miscellaneous)Diagnostic accuracyPilot Projectsbehavioral disciplines and activitiesDSM-5DSM-5Cohort Studies03 medical and health sciencesYoung Adult0302 clinical medicineparasitic diseasesmental disordersclinical validityHumansPsychiatric Status Rating ScalesInternetbusiness.industryReproducibility of ResultsGeneral MedicineInternet Gaming Disorder030227 psychiatryBehavior AddictiveDiagnostic and Statistical Manual of Mental DisordersPsychiatry and Mental healthClinical PsychologyVideo GamesClinical validityInternet-related disordersThe InternetFemalediagnostic accuracy0305 other medical sciencePsychologybusinessClinical evaluationClinical psychologyJournal of behavioral addictions
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TOOLS FOR VIDEO GAME LOCALISATION: A USER SURVEY

2021

International audience

localisationergonomicsvideo gamessurvey[SHS.LANGUE]Humanities and Social Sciences/Linguistics[SHS.LANGUE] Humanities and Social Sciences/LinguisticsComputingMilieux_MISCELLANEOUS
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Efficacy of Short-term Treatment of Internet and Computer Game Addiction

2019

Importance Internet and computer game addiction represent a growing mental health concern, acknowledged by the World Health Organization. Objective To determine whether manualized cognitive behavioral therapy (CBT), using short-term treatment for internet and computer game addiction (STICA), is efficient in individuals experiencing internet and computer game addiction. Design, Setting, and Participants A multicenter randomized clinical trial was conducted in 4 outpatient clinics in Germany and Austria from January 24, 2012, to June 14, 2017, including follow-ups. Blinded measurements were conducted. A consecutive sample of 143 men was randomized to the treatment group (STICA; n = 72) or wai…

AdultMalemedicine.medical_specialtyAdolescentmedia_common.quotation_subjectlaw.inventionYoung Adult03 medical and health sciences0302 clinical medicineRandomized controlled triallawOutcome Assessment Health CareComputer addictionHumansOutpatient clinicMedicinemedia_commonCognitive Behavioral Therapybusiness.industryAddictionRemission Inductionmedicine.disease030227 psychiatryComputer gamePsychiatry and Mental healthInternet addiction disorderVideo GamesPhysical therapyPsychotherapy BriefbusinessAddictive behaviorPsychosocialInternet Addiction Disorder030217 neurology & neurosurgeryFollow-Up StudiesJAMA Psychiatry
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Arousal/Stress Effects of “Overwatch” eSports Game Competition in Collegiate Gamers

2022

Kraemer, WJ, Caldwell, LK, Post, EM, Beeler, MK, Emerson, A, Volek, JS, Maresh, CM, Fogt, JS, Fogt, N, Häkkinen, K, Newton, RU, Lopez, P, Sanchez, BN, and Onate, JA. Arousal/stress effects of “Overwatch” eSports game competition in collegiate gamers. J Strength Cond Res XX(X): 000–000, 2022—To date, no physical response data are available for one of the most popular eSport games, Overwatch. The purpose of this investigation was to describe the stress signaling associated with competitive Overwatch play and to understand how acute hormonal responses may affect performance. Thirty-two male college-aged gamers (age: 21.3 ± 2.7 years; estimated time played per week: 18 ± 15 hours) completed the…

AdultMalesykeendocrineAdolescentHydrocortisoneUniversitieselektroninen urheiluPhysical Therapy Sports Therapy and RehabilitationcortisolYoung Adulthydrokortisonipelaajatheart rateHumansTestosteroneOrthopedics and Sports Medicinesuorituskykysydänvideo gamesGeneral MedicinestressihormonittestosteronetestosteroniArousal
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Screen media time usage of 12-16 year-old Spanish school adolescents: Effects of personal and socioeconomic factors, season and type of day.

2007

Abstract This study examined screen media time usage (SMTU) and its association with personal and socioeconomic factors, as well as the effect of season and type of day, in a Spanish sample of 12–16 year-old school adolescents (N = 323). The research design was a cross-sectional survey, in which an interviewer-administered recall questionnaire was used. Statistical analyses included repeated measures analyses of variance, analysis of covariance and structural equation models. Results showed an average of 2.52 h per day of total SMTU and partial times of 1.73 h per day in TV viewing, 0.27 h per day in computer/videogames, and 0.52 h per day in mobile use. Four significant predictors of SMTU …

Research designMaleTime FactorsSocial PsychologyAdolescentSample (statistics)Structural equation modelingDevelopmental psychologySurveys and QuestionnairesDevelopmental and Educational PsychologyHumansMass MediaChildStudentsSocioeconomic statusMass mediabusiness.industryComputersRepeated measures designSocial environmentCircadian RhythmPsychiatry and Mental healthCross-Sectional StudiesSocioeconomic FactorsVideo GamesMobile phoneSpainPediatrics Perinatology and Child HealthMental RecallFemaleSeasonsbusinessPsychologyDemographyJournal of adolescence
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Explaining the Adoption and Habits of Playing Exergames: The Role of Physical Activity Background and Digital Gaming Frequency

2015

Exergaming, a form of digital gaming that combines physical exercise and video games, has become increasingly common in recent years. Exergaming has also become a subject of growing interest among academic researchers. They can be used to motivate people towards more active and a healthier lifestyle. This study examines the adoption and habits of playing exergames, focusing especially on whether and how exercise and gaming backgrounds are associated with the usage of these types of games. The study is based on analyzing an online survey sample of 1,091 respondents through contingency tables, the Pearson’s χ2 tests of independence, and the Cramér’s V coefficients. The results reveal interest…

active video gamesonline surveyadoptiohabits of playingexergames
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“Cute Goddess is Actually an Aunty”: The Evasive Middle-Aged Woman Streamer and Normative Performances of Femininity in Video Game Streaming

2022

In this paper the focus is on the representations of “middle-aged” or “aging” women streamers in western media. I analyze discussions in Western online media around a case of Chinese DouYu live-streamer. “Qiaobiluo Dianxia,” as her streamer name goes, became a topic in Western media after a glitch in her live stream revealed her to be a middle-aged woman, rather than young woman she was assumed to be. The discussions are analyzed with critical discourse analysis. It is argued that the aging bodies of women, both their presence and absence, should be read and understood through toxic gaming culture and geek masculinity and the hegemonic discourse they constitute.

Cultural StudiesnettivideotVisual Arts and Performing Artsvideopelitnaisellisuusvideo gamescritical discourse analysispelikulttuuridiskurssianalyysisukupuoliTwitchagesukupuoliroolitgenderstreamingikäsuoratoistopalvelutTelevision & New Media
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