Pbs impact of gaming




















However, if a person cannot gain positive self-concepts or self-efficacy, he or she may try to obtain such sort of reinforcement from the virtual world. Such findings echoed previous research findings Fernandes et al. Regarding the family and peer domain, the findings in this study showed that respondents with family members and peers have gaming habits and coercive parenting were about 3 times more likely to demonstrate IGD.

Homeowners and peers are very important to individuals. Over-control from family members may provoke respondents to become even more rebellious and addicted to the internet games. Conversely, a positive and friendly environment fostered in the family will help the family members in joining healthy activities together during the pandemic. A battery of studies suggested that players used gaming to evade from their real life.

Internet gaming was an avoidant coping behavior for these players in dealing with their negative emotion Goh et al. Our study had identified the correlations between social strain and internet gaming disorder among online game players. These social strains included negative school or work life experiences, stressful life events such as parental divorce, death of family members, perceived neighborhood problems, and events brought along by COVID The relationship of social strain and emotional distress are suggested to be addressed in future research studies.

Strength and Limitations According to a review of the literature, this was the first study aimed at online game players in the Hong Kong context. The sample population included both adolescent and adult internet game players.

The findings will aid us in understanding the impact of socio-psychological determinants on internet gaming in a broader context. Several limitations have been identified in previous studies. First, one significant limitation stemmed from the sample issue, with its population parameter of internet gaming unknown.

It was impossible to estimate the sample size accurately using random sampling with internet game players, so purposive sampling with a chain-referral was inevitably used in this study. Because of these constraints, the findings may not be directly applicable to other internet game players in other contexts. Furthermore, we used a cross-sectional design to investigate the characteristics of internet game players and their relationship with internet game disorder.

Data obtained within a specific time frame always resulted in a restriction on the direction of causality. While under the influence of COVID, there may be variations in internet game playing-related factors that need to be explored and addressed further. Conclusions This study examined the characteristics and socio-psychological determinants of internet game players and its relationship with internet gaming disorder.

Furthermore, health practitioners should be on the high alert for the high number of online gamers who may be suffering from a gaming disorder as a result of the pandemic.

Future research is needed to investigate into the mental health conditions of online gamers. References [1] American Psychiatric Association. Diagnostic and statistical manual of mental disorders: DSM American Psychiatric Association. Measuring problem online video gaming and its association with problem gambling and suspected motivational, mental health, and behavioral risk factors in a sample of university students.

Games and Culture, 20 10 , 1— Does video gaming have impacts on the brain: Evidence from a systematic review. Brain Science, 9 10 , Addictive Behaviors, A further test of the impact of online gaming on psychological wellbeing and the role of play motivations and problematic use. Psychiatric Quarterly, 90 , Selling virtual currency in digital games: Implications for gameplay and social welfare.

Information System Research, 30 , Why do players buy in-game content? An empirical study on concrete purchase motivations. Computer in Human Behavior, 68 , The Trojan player typology: a cross-genre, crosscultural, behaviorally validated scale of video game play motivations.

Computer Human Behavior, 49 , — Journal of Behavior Addiction, 9 2 , Print Jun. Prevalence of internet gaming disorder and its association with personality traits and gaming characteristics among Chinese adolescent gamers. Super Data, A Nielsen Company.

Accessed 10 May Computer Human Behavior, 27 , Prevalence of internet gaming disorder in German adolescents: Diagnostic contribution of the nine DSM-5 criteria in a state-wide representative sample. Addiction, 5 , Frontiers in Psychiatry , 12 May Depression and anxiety symptoms associated with internet gaming disorder before and during the COVID pandemic: A longitudinal study.

Journal of Behavior Addiction, 10 , Prevalence and correlates of video and internet game addiction among Hong Kong adolescents: A pilot study. The Scientific World Journal, Frontiers in Psychiatry, 12 , June, Information technology usage as a moderator between disordered gambling, internet gaming addiction, and illusory control. Leisure and problem gaming behaviors among children and adolescents during school closures caused by COVID in Hong Kong: Quantitative cross-sectional survey study.

All rights reserved. Respondent demographics. Comparison of demographics between respondents with and without internet gaming disorder.

Comparison of Soico-psychosocial determinants between respondents with and without Internet Gaming Disorder. Logistic regression analysis of demographics, soico-psychosocial determinants checklist with internet gaming disorder. Biegun, J. Brilliant, T.

But it turns out the competitive side of gaming also has potential to yield some of the most significant benefits. Researchers have confirmed what we might assume: cooperating together to defeat a common enemy, real or imagined, can strengthen social bonds among groups of gamers.

However, research also indicates that opponents in a game walk away with a more favorable view of each other as well. In one study, this was true regardless of whether gamers knew their opponent personally or not e. The only important caveats here are, first, this tends to be more effective for younger kids who do not have as much of a need for meaningful conversation and interaction.

Some teens and adults use games to escape or avoid other types of social interaction, which can become a problem. Again, setting limits and taking breaks are important. Second, the researchers who conducted the study described above did not run their experiment with groups of siblings, where rivalries and competition sometimes reach a whole other level of intensity see: Cain and Abel.

Gaming is not without its downsides. But while gaming can be a serious source of frustration for parents, learning more about the potential positive outcomes can not only ease some fears, but also provide insight for channeling gaming interests toward productive investments. Find out more. Do Angry Birds make for angry children? Perspectives on Psychological Science. Self-Determination Theory: Basic psychological needs in motivation, development, and wellness.

New York: Plenum. Neural bases of selective attention in action video game players. Vision Research , 61, — Green, C. Action video game modifies visual selective attention. Nature , , — Effect of action video games on the spatial distribution of visuospatial attention. Boot, W. Do action video games improve perception and cognition?

Frontiers in Psychology , 2, Unsworth, N. Is playing video games related to cognitive abilities? Psychological Science , 26, — Van Ravenzwaaij, D.

Action video games do not improve the speed of information processing in simple perceptual tasks. More than just fun and games: The longitudinal relationships between strategic video games, self-reported problem solving skills, and academic grades. But that genre is a big one, with many different people executing many different artistic visions and agendas in an effort to reach a mass audience. Some will be genius. Others will be reprehensible. The key to the future of gaming will be for parents to understand and appreciate those distinctions and to not champion games based on one educational tour-de-force or condemn games entirely based on a violent first-person shooter.

The average age of the gamer is rapidly approaching As people in their 30s and 40s continue to play video games into their senior years, the genres of games will expand to accommodate those audiences and their discretionary income. Previously he has written extensively about video games for Wired and Details. Parent's Guide to Game Ratings. Additional Reading. Mario made his debut in Donkey Kong in , but his name then was "Jumpman".

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