Search results for "Video Games"

showing 10 items of 102 documents

Insights Into Aspects Behind Internet-Related Disorders in Adolescents: The Interplay of Personality and Symptoms of Adjustment Disorders

2017

Abstract Purpose Problematic Internet use (PIU) that has recently been referred to as Internet-related disorder is a growing health concern. Yet, it is unclear why some adolescents are developing problematic use, whereas others sustain control. Based on previous research, we hypothesize that personality traits (low conscientiousness and high neuroticism) act as predispositions for PIU. We further hypothesize that PIU can be understood as a maladaptive reaction toward critical life events and that these maladaptive reactions are exacerbated by dysfunctional personality traits. Methods The study investigates the prevalence of distinct subtypes of PIU among a sample of adolescents (n = 1,489; …

MaleAdolescentmedia_common.quotation_subjectAdjustment disordersPerceived Stress ScaleDysfunctional familySocial NetworkingAdjustment Disorders03 medical and health sciencesSex Factors0302 clinical medicinePrevalencemedicineHumansPersonality030212 general & internal medicineBig Five personality traitsChildmedia_commonInternetPublic Health Environmental and Occupational HealthConscientiousnessmedicine.diseaseNeuroticism030227 psychiatryComputer gameBehavior AddictivePsychiatry and Mental healthCross-Sectional StudiesVideo GamesAdolescent BehaviorPediatrics Perinatology and Child HealthFemalePsychologyStress PsychologicalPersonalityClinical psychologyJournal of Adolescent Health
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Learning implicitly to produce avoided behaviours

2011

The literature on repetition processing reveals an intriguing paradox between the particular salience of repetitions, which makes them easy to learn, and a tendency to avoid them when generating sequences. The aim of this experiment was to study the extent to which children can learn to produce these avoided behaviours by means of an artificial grammar paradigm using generation tests with implicit or explicit instructions. The analysis of the control group's performance confirmed the presence of a spontaneous tendency to avoid generating repetitions. A comparison with chance revealed that the children learned to produce repetitions in the explicit test but not in the implicit test. However…

MaleArtificial grammar learningPhysiologymedia_common.quotation_subjectChild BehaviorExperimental and Cognitive PsychologyCognitionPhysiology (medical)HumansLearningChildControl (linguistics)General Psychologymedia_commonGrammarSalience (language)Repetition (rhetorical device)LinguisticsGeneral MedicineImplicit learningTest (assessment)Neuropsychology and Physiological PsychologyVideo GamesPractice PsychologicalFemalePsychologySocial psychologyCognitive psychologyQuarterly Journal of Experimental Psychology
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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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Adding Clinical Validity to the Statistical Power of Large-Scale Epidemiological Surveys on Internet Addiction in Adolescence

2015

OBJECTIVE Research has indicated that internet addiction is associated with psychosocial maladjustment in adolescence. Many epidemiologic surveys are lacking representativeness, and knowledge on disorder-specific risk factors is scarce. One weakness of epidemiologic studies often regards their lack of generalizability to clinical reality. The aim of this study was to provide a detailed description of internet addiction among adolescents, focusing on its prevalence in a population-based context, psychopathological correlates, and predisposing factors. METHODS The main analyses were based on 2 large representative samples of German adolescents (N = 9,293; 12-19 years) collected in 2012, and t…

MaleCharactermedicine.medical_specialtyAdolescentPersonality Inventorymedia_common.quotation_subjectPopulationGlobal Assessment of Functioning03 medical and health sciences0302 clinical medicineGermanySurveys and QuestionnairesmedicineHumansPersonality030212 general & internal medicineBig Five personality traitsChildeducationPsychiatrymedia_commonInterneteducation.field_of_studyPsychopathologyAddictionConscientiousnessStrengths and Difficulties QuestionnaireHealth SurveysChecklistBehavior AddictivePsychiatry and Mental healthCross-Sectional StudiesVideo GamesFemalePsychology030217 neurology & neurosurgeryClinical psychologyPsychopathologyThe Journal of Clinical Psychiatry
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Free-to-play: About addicted Whales, at risk Dolphins and healthy Minnows. Monetarization design and Internet Gaming Disorder

2015

Abstract Introduction Video games are not only changing due to technical innovation, but also because of new game design and monetization approaches. Moreover, elite gamer groups with financial in-game-investments co-finance all users of free-to-play-games. Besides questions on youth protection, the growing popularity of free-to-play games has fostered discussions on supposed associations to Internet Gaming Disorder (IGD). Method Children and adolescents using free-to-play browser games were examined in a German school-based representative study (N = 3967; age range 12 to 18). Based on a clinical self-report AICA-S (Wolfling et al., 2011), students were categorized into non-problematic, ris…

MaleCoping (psychology)AdolescentChild BehaviorMedicine (miscellaneous)Dysfunctional familyToxicologyDevelopmental psychology03 medical and health sciences0302 clinical medicineGame designGermanySurveys and QuestionnairesAdaptation PsychologicalHumansChildInternetbusiness.industryAge FactorsPopularityPlay and Playthings030227 psychiatryBehavior AddictivePsychiatry and Mental healthClinical PsychologyDistressVideo GamesAdolescent BehaviorFemaleThe InternetPsychologyFree to playbusinessStress Psychological030217 neurology & neurosurgeryPsychopathologyAddictive Behaviors
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Screen media usage, sleep time and academic performance in adolescents: clustering a self-organizing maps analysis.

2014

Screen media usage, sleep time and socio-demographic features are related to adolescents' academic performance, but interrelations are little explored. This paper describes these interrelations and behavioral profiles clustered in low and high academic performance. A nationally representative sample of 3,095 Spanish adolescents, aged 12 to 18, was surveyed on 15 variables linked to the purpose of the study. A Self-Organizing Maps analysis established non-linear interrelationships among these variables and identified behavior patterns in subsequent cluster analyses. Topological interrelationships established from the 15 emerging maps indicated that boys used more passive videogames and compu…

MaleCross-sectional studyEpidemiologyEconomicsIntelligenceEconomics of Training and EducationCulturePsychological interventionSocial Scienceslcsh:MedicineAcademic achievementPediatricsDevelopmental psychologyCultural AnthropologyChild DevelopmentSociologySurveys and QuestionnairesHuman PerformanceMedicine and Health SciencesCluster AnalysisPsychologyPublic and Occupational HealthChildlcsh:ScienceHuman CapitalMultidisciplinarySocial ResearchSocioeconomic Aspects of HealthEducational StatusFemalePsychologyBehavioral and Social Aspects of HealthResearch ArticleSelf-organizing mapAdolescentAffect (psychology)Adolescent MedicineMental Health and PsychiatryHumansCluster analysisSocioeconomic statusSedentary lifestyleBehaviorComputerslcsh:RCognitive PsychologyBiology and Life SciencesAchievementSocial EpidemiologyHealth CareCross-Sectional StudiesVideo GamesSpainAnthropologyDevelopmental PsychologyHuman IntelligenceCognitive Sciencelcsh:QSedentary BehaviorSleepCell PhoneNeurosciencePLoS ONE
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Experimental evidence for suspence as determinant of video game enjoyment

2009

Based on theoretical assumptions from film psychology and their application to video games, the hypothesis is tested that suspense is a major factor in video game enjoyment. A first-person shooter game was experimentally manipulated to create either a low level or a high level of suspense. Sixty-three participants were randomly assigned to experimental conditions; enjoyment was assessed after playing by a 10-item rating scale. Results support the assumption that suspense is a driver of video game enjoyment. © 2009 Mary Ann Liebert, Inc.

MalePleasurePsychometricsComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONAnxietycomputer.software_genreYoung AdultReference ValuesFactor (programming language)HumansVideo gameComputingMilieux_MISCELLANEOUSApplied Psychologycomputer.programming_languageAnalysis of VarianceMultimediaCommunicationUncertaintyComputingMilieux_PERSONALCOMPUTINGGeneral MedicinePlay and PlaythingsHuman-Computer InteractionGames ExperimentalVideo GamesFemalePsychologycomputerCognitive psychologyCyberpsychology and Behavior
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Brief report: Association between socio-demographic factors, screen media usage and physical activity by type of day in Spanish adolescents.

2010

This study examined the relationship between socio-demographic factors, screen media time usage, and light, moderate and vigorous activities on weekdays and weekends. Cross-sectional data was collected from 323 Spanish adolescents (mean age 13.59 years) who completed an interview administered recall questionnaire. Structural equation models indicated that male and younger adolescents spent more time on vigorous activities at the weekend, while females and older adolescents showed a greater involvement in light activities both on weekdays and weekends. State school students reported engaging in light and vigorous activities for longer periods than private school students on weekends. TV view…

MaleSocial PsychologyAdolescentPrivate schoolSocio demographicseducationPhysical activitycomputer.software_genreStructural equation modelingInterviews as TopicSurveys and QuestionnairesDevelopmental and Educational PsychologyHumansAssociation (psychology)ChildExerciseMultimediaComputersDisplacement (psychology)Physical activity levelPsychiatry and Mental healthCross-Sectional StudiesSocioeconomic FactorsVideo GamesNegative relationshipSpainPediatrics Perinatology and Child HealthFemaleTelevisionPsychologyhuman activitiescomputerCell PhoneDemographyJournal of adolescence
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Computer game as a tool for training the identification of phonemic length.

2013

Computer-assisted training of Finnish phonemic length was conducted with 7-year-old Russian-speaking second-language learners of Finnish. Phonemic length plays a different role in these two languages. The training included game activities with two- and three-syllable word and pseudo-word minimal pairs with prototypical vowel durations. The lowest accuracy scores were recorded for two-syllable words. Accuracy scores were higher for the minimal pairs with larger rather than smaller differences in duration. Accuracy scores were lower for long duration than for short duration. The ability to identify quantity degree was generalized to stimuli used in the identification test in two of the childr…

MaleSpeech perceptionComputer scienceSpeech recognitionta6121Multilingualismcomputer.software_genre01 natural sciencesVocabulary050105 experimental psychologySpeech and HearingArts and Humanities (miscellaneous)PhoneticsVowel0103 physical sciencesmedicineLexical decision taskHumans0501 psychology and cognitive sciencesChild010301 acousticsta515business.industry4. Education05 social sciencesDyslexiaLPN and LVNmedicine.diseaseComputer gameWord lists by frequencyIdentification (information)Video GamesDuration (music)Therapy Computer-AssistedSpeech PerceptionFemaleArtificial intelligencebusinesscomputerNatural language processingLogopedics, phoniatrics, vocology
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Balance evaluation in haemophilic preadolescent patients using Nintendo Wii Balance Board®

2016

Introduction: Alterations in the musculoskeletal system, especially in the lower limbs, limit physical activity and affect balance and walking. Postural impairments in haemophilic preteens could increase the risk of bleeding events and deteriorate the physical condition, promoting the progression of haemophilic arthropathy. Aim: This study aims to evaluate static postural balance in haemophilic children, assessed by means of the Wii Balance Board® (WBB). Methods: Nineteen children with haemophilia and 19 without haemophilia aged 9-10 years, have participated in this study. Postural balance was assessed by performing four tests, each one lasting 15 s: bipodal eyes open (BEO), bipodal eyes cl…

Malemedicine.medical_specialtyEnfermedad cardiovascular030204 cardiovascular system & hematologyHemophilia AHaemophiliaHemofiliaSangre - Enfermedades03 medical and health sciences0302 clinical medicinePhysical medicine and rehabilitationQuality of lifemedicinePostural BalanceHumansTecnología médicaChildPostural BalanceEyes openGenetics (clinical)Wii balance boardBalance (ability)Haemophilic arthropathybusiness.industryWii Balance Board®HematologyGeneral Medicinemedicine.diseaseVideo GamesCohortQuality of LifeFemalebusinessTratamiento Aparato Circulatorio Enfermedades030215 immunologyHaemophilia
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