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1.
Curr Opin Psychol ; 45: 101316, 2022 06.
Article in English | MEDLINE | ID: mdl-35313181

ABSTRACT

Despite stereotypes of video games as isolating technologies, video gaming can be a highly social activity that contributes to well-being. Advances in computing technology and greater social acceptance of video gaming have led to overall increases in gameplay in social scenarios. Our review focuses on three areas of research relevant to understanding social gaming and well-being: social play in video games (both past and present social play, and forms of tandem play), social gaming and psychological recovery (both short-term recovery and long-term resilience), and the use of emerging technologies to connect via gaming (such as game streaming and augmented/virtual reality). Throughout the article, we also highlight deficiencies in extant research and offer suggestions for how social scholarship on video games can move forward with well-being in mind. While existing research generally demonstrates the social dynamics of gaming and demonstrates the role of games for well-being, a robust and directed merging of these two complimentary lines of research is currently lacking.


Subject(s)
Video Games , Virtual Reality , Humans , Video Games/psychology
2.
PLoS One ; 13(10): e0205384, 2018.
Article in English | MEDLINE | ID: mdl-30359368

ABSTRACT

Smartphones and other mobile devices have fundamentally changed patterns of Internet use in everyday life by making online access constantly available. The present paper offers a theoretical explication and empirical assessment of the concept of online vigilance, referring to users' permanent cognitive orientation towards online content and communication as well as their disposition to exploit these options constantly. Based on four studies, a validated and reliable self-report measure of online vigilance was developed. In combination, the results suggest that the Online Vigilance Scale (OVS) shows a stable factor structure in various contexts and user populations and provides future work in communication, psychology, and other social sciences with a new measure of the individual cognitive orientation towards ubiquitous online communication.


Subject(s)
Communication , Internet , Adolescent , Adult , Aged , Aged, 80 and over , Behavior , Factor Analysis, Statistical , Female , Humans , Male , Middle Aged , Models, Theoretical , Reproducibility of Results , Self Report , Smartphone , Text Messaging , Young Adult
3.
Front Psychol ; 6: 1222, 2015.
Article in English | MEDLINE | ID: mdl-26322011

ABSTRACT

Research on parochial altruism demonstrated that hostility toward out-groups (parochialism) represents the dark side of the willingness to benefit one's in-group even at own costs (altruism). Parochial aggression thereby emerged mainly under conditions of threat. Extremist propaganda videos, for instance by right-wing extremists, try to capitalize on parochial altruistic mechanism by telling recipients sharing their national identity that this nation is under threat wherefore they for have to join the extremist's cause to prevent the extinction of their nation. Most of the time, propaganda videos are rated as uninteresting and non-persuasive by the target audience. Yet, evolutionary media psychology posits that the interest in and effectiveness of media increases when evolutionarily relevant problems are addressed. Consequently, interest in parochial altruistic right-wing extremist messages should increase under conditions of threat. The current study tested this assumption by randomly assigning German non-Muslims (N = 109) to either an existential threat (here: mortality salience) or a control condition and asking them to evaluate extremist propaganda that addressed them as either in-group members (right-wing extremists) or as out-group members (Islamic extremists). In support of the hypotheses, subjects under conditions of threat reported a higher interest in the right-wing extremist propaganda and perceived it as more persuasive. We discuss the results concerning the implications for evolutionary media psychology and the transmission of parochial altruism in propaganda videos.

4.
Behav Sci (Basel) ; 5(2): 203-13, 2015 Apr 30.
Article in English | MEDLINE | ID: mdl-25942516

ABSTRACT

Internet gaming disorder is currently listed in the DSM-not in order to diagnose such a disorder but to encourage research to investigate this phenomenon. Even whether it is still questionable if Internet Gaming Disorder exists and can be judged as a form of addiction, problematic game play is already very well researched to cause problems in daily life. Approaches trying to predict problematic tendencies in digital game play have mainly focused on playing time as a diagnostic criterion. However, motives to engage in digital game play and obsessive passion for game play have also been found to predict problematic game play but have not yet been investigated together. The present study aims at (1) analyzing if obsessive passion can be distinguished from problematic game play as separate concepts, and (2) testing motives of game play, passion, and playing time for their predictive values for problematic tendencies. We found (N = 99 males, Age: M = 22.80, SD = 3.81) that obsessive passion can be conceptually separated from problematic game play. In addition, the results suggest that compared to solely playing time immersion as playing motive and obsessive passion have added predictive value for problematic game play. The implications focus on broadening the criteria in order to diagnose problematic playing.

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