There are currently 0 users and 30 guests online.
There are
422 people registered on the Digiplay site.
|
Addiction
New entry in the Digiplay Games Research Bibliography:
Bioulac, S. ; Arfi, L. ; Bouvard, M. P. (2008)
European Psychiatry
Introduction: This study describes and compares the behavior of hyperactive and control children playing video games. Subjects and methods: The sample consisted of 29 ADHD children and 21 controls aged between 6 and 16 years playing video games. We used the Child Behavior Checklist and the Problem Videogame Playing scale (PVP scale). This instrument gives objective measures of problem use, which can be considered as an indication of addictive videogame playing. We designed a questionnaire for the parents, eliciting qualitative information about their child's videogame playing. There were no significant differences concerning frequency or duration of play between ADHD children and controls but differences were observed on the PVP scale. None of the controls scored above four whereas 10 hyperactive children answered affirmatively to five or more questions. These children presented a greater intensity of the disorder than the other ADHD children. Conclusion: While no differences concerning video game use were found, ADHD children exhibited more problems associated with videogame playing. It seems that a subgroup of ADHD children could be vulnerable to developing dependence upon video games. \copyright2007 Elsevier Masson SAS. All rights reserved. Read more...
New entry in the Digiplay Games Research Bibliography:
Seay, A. F.; Kraut, R. E. (2007)
Conference on Human Factors in Computing Systems - Proceedings
A longitudinal design was employed to collect three waves of survey data over a 14 month period from 2790 online gamers. Respondents were asked questions about their gaming activity, motivations, personality, social and emotional environment, and the effect gaming has had on their lives. Prospective analysis was used to establish causal and temporal linkages among the repeatedly measured factors. While the data provide some indication that a player's reasons for playing do influence the development of problematic usage, these effects are overshadowed by the central importance of self-regulation in managing both the timing and amount of play. An individual's level of self-regulatory activity is shown to be very important in allowing them to avoid negative outcomes like problematic use. The role of depression is also discussed. With responsible use, online gaming appears to be a healthy recreational activity that provides millions of people with hours of social entertainment and adaptive diversion. However, failure to manage play behavior can lead to feelings of dependency. Read more...
New entry in the Digiplay Games Research Bibliography:
Wood, R. T. A.; Griffiths, M. D. (2007)
International Journal of Mental Health and Addiction
At present, little is known about why subjective time loss occurs whilst playing video games other than that it may relate to features of escape, immersion and arousal-all of which have been implicated in the development of addictive behaviours. This study examined subjective time loss of 40 undergraduate students (26 males and 14 females with a mean age of 21.4 years) whilst playing one of two video games in an experimental setting. Mood state before and after game playing was also examined using the Profile of Mood States-Short Form (POMS-SF, Grove & Prapavessis, 1992). Results found that, females significantly underestimated the time that they were playing compared to males. Total Mood Disturbance increased after playing one of the games, but only for participants who reported that they would liked to have continued playing for longer. There were no gender differences in relation to mood state. It is concluded that time loss is not (in itself) a precipitating or facilitating factor relating to addictive behaviour patterns. Read more...
New entry in the Digiplay Games Research Bibliography:
Salguero,R A T; Moran,R M B (2002)
Addiction
Aims Some researchers suggest that for some people, video game playing is an addictive behaviour similar to substance dependence. Our aim,was to design and validate a scale to measure the problems associated with the apparently addictive use of all types of video games and video game systems, because there is no instrument at the present time that can be used for this purpose. Design We reviewed the DSM-IV criteria for substance dependence and for pathological gambling, as well as the literature on the addictions in order to design a short scale (PVP; problem video game playing) that is quick and easy to apply. Participants The scale was administered to 223 Spanish adolescents aged between 13 and 18 years. The study was carried out in Granada and Algeciras, Spain. Findings Psychometric analyses show that the PVP seems to be unidimensional and has acceptable internal consistency (Cronbach's alpha) at 0.69. The pattern of associations between the scale scores and alternative measures of problem play supports its construct validity (higher total scores in the scale were associated with higher frequency of play, mean and longest times per session, self and parents' perception of playing to excess, and scores in the Severity of Dependence Scale). Conclusions Our results confirm that the excessive use of video games is associated with a number of problems which resemble a dependence syndrome, and the PVP appears as a useful instrument for the measurement of such problems. Read more...
New entry in the Digiplay Games Research Bibliography:
Lemmens, Jeroen S.; Bushman, Brad J.; Konijn, Elly A. (2006)
Cyberpsychology & Behavior
The objective of this study was to test the effect of individual differences on appeal and use of video games. Participants were 299 adolescent boys from lower and higher secondary schools in the Netherlands and Belgium. In general, boys were most attracted to violent video games. Boys that scored higher in trait aggressiveness and lower in empathy were especially attracted to violent games and spent more time playing video games than did boys lower in trait aggressiveness. Lower educated boys showed more appreciation for both violent and nonviolent games and spent more time playing them than did higher educated boys. The present study showed that aggressive and less empathic boys were most attracted to violent games. The fact that heavy users of violent games show less empathy and higher aggressiveness suggests the possibility of desensitization. Other studies have shown that playing violent games increases aggressiveness and decreases empathy. These results combined suggest the possibility of a violence cycle. Aggressive individuals are attracted to violent games. Playing violent games increases aggressiveness and decreases empathy, which in turn leads to increased appreciation and use of violent games. Read more...
New entry in the Digiplay Games Research Bibliography:
Kalke, J.; Raschke, P. (2004)
European Addiction Research
The objective of the study was to find out whether the school-based prevention programme `Initiated abstinence' is suitable to induce pupils to change their consumer behavior and attitudes. The participants of the prevention programme commit themselves `per contract' to abstain from or considerably reduce their consumption of at least one of their currently used substances (e. g. sweets, cigarettes) or media (TV, computer games) for a period of 2 weeks. The main goal of the programme is to sharpen their problem and health consciousness concerning addiction and pleasure seeking. The programme was evaluated by a longitudinal study. At three given times, the 12- to 15-year-old pupils of the experimental classes were interviewed by standardized self-completion questionnaires (n = 2,267). The control classes were submitted to two surveys (n = 586). The study was carried out in the areas of Innsbruck (Austria), Schleswig-Holstein (Germany) and South Tyrol (Italy). Not all pupils were able to keep their intentions submitted in their contract, but 4 of 5 pupils had at least one positive experience with the renunciation (82%). There were `overall effects': The actual renunciation of the pupils was much higher than stated in their agreement. The experimental group showed significant reduction effects for pupils, who had successfully reduced or stopped use of a substance or medium. In a further step, it should be explored whether the programme is suitable also for older groups, i.e. for pupils older than 15 years. Moreover, the long-term effects of the programmes should be tested. Read more...
New entry in the Digiplay Games Research Bibliography:
Griffiths,M D; Davies,M N O; Chappell,D (2004)
Journal of Adolescence
Despite the growing popularity of online game playing, there have been no surveys comparing adolescent and adult players. Therefore, an online questionnaire survey was used to examine various factors of online computer game players (n = 540) who played the most popular online game Everquest. The survey examined basic demographic information, playing frequency (i.e. amount of time spent playing the game a week), playing history (i.e. how long they had been playing the game, who they played the game with, whether they had ever gender swapped their game character, the favourite and least favourite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that adolescent gamers were significantly more likely to be male, significantly less likely to gender swap their characters, and significantly more likely to sacrifice their education or work. In relation to favourite aspects of game play, the biggest difference between the groups was that significantly more adolescents than adults claimed their favourite aspect of playing was violence. Results also showed that in general, the younger the player, the longer they spent each week playing. Read more...
New entry in the Digiplay Games Research Bibliography:
Bianchi, A.; Phillips, J. G. (2005)
Cyberpsychology & Behavior
Mobile phone use is banned or illegal under certain circumstances and in some jurisdictions. Nevertheless, some people still use their mobile phones despite recognized safety concerns, legislation, and informal bans. Drawing potential predictors from the addiction literature, this study sought to predict usage and, specifically, problematic mobile phone use from extraversion, self-esteem, neuroticism, gender, and age. To measure problem use, the Mobile Phone Problem Use Scale was devised and validated as a reliable self-report instrument, against the Addiction Potential Scale and overall mobile phone usage levels. Problem use was a function of age, extraversion, and low self-esteem, but not neuroticism. As extraverts are more likely to take risks, and young drivers feature prominently in automobile accidents, this study supports community concerns about mobile phone use, and identifies groups that should be targeted in any intervention campaigns. Read more...
Digiplay Bibliography Updates
|
Support Digiplay and the future of the Digiplay Games Bibliography by donating via PayPal.

Understanding Digital Games has free content available online.
|