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1.
R Soc Open Sci ; 11(1): 231046, 2024 Jan.
Article in English | MEDLINE | ID: mdl-38179078

ABSTRACT

In a pre-registered survey linked to this paper (Exploring the relationships between psychological variables and loot box engagement, part 1: pre-registered hypotheses), we confirmed bivariate associations between engagement with loot boxes (purchasable randomized rewards in video games) and measures of problem gambling, problem video gaming, impulsivity, gambling cognitions, experiences of game-related 'flow', psychological distress and reduced wellbeing. However, these variables have complex relationships, so to gain further insights, we analysed the dataset (1495 gamers who purchase loot boxes and 1223 purchasers of non-randomized content) in a series of Bayesian mixed-effects multiple regressions with a zero-inflation component. The results challenge some well-established results in the literature, including associations between loot box engagement and problematic gambling measures, instead suggesting that this relationship might be underpinned by shared variance with problem video gaming and gambling-related cognitions. An entirely novel discovery revealed a complex interaction between experiences of flow and loot box engagement. Distress and wellbeing are both (somewhat contradictorily) predictive of participants engaging with loot boxes, but neither correlate with increasing loot box risky engagement/spend (among those who engage). Our findings unravel some of the nuances underpinning loot box engagement, yet remain consistent with narratives that policy action on loot boxes will have benefits for harm minimization.

2.
R Soc Open Sci ; 10(12): 231045, 2023 Dec.
Article in English | MEDLINE | ID: mdl-38126068

ABSTRACT

Loot boxes are purchasable randomized rewards in video games that share structural and psychological similarities with gambling. Systematic review evidence has established reproducible associations between loot box purchasing and both problem gambling and problem video gaming, perhaps driven by a range of overlapping psychological processes (e.g. impulsivity, gambling-related cognitions, etc.) It has also been argued that loot box engagement may have negative influences on player financial and psychological wellbeing. We conducted a pre-registered survey of 1495 loot box purchasing gamers (LB cohort) and 1223 gamers who purchase other, non-randomized game content (nLB cohort). Our survey confirms 15 of our 23 pre-registered hypotheses against our primary outcome (risky loot box engagement), establishing associations with problem gambling, problem gaming, impulsivity, gambling cognitions, experiences of game-related 'flow' and specific 'distraction and compulsion' motivations for purchase. Results with hypotheses concerning potential harms established that risky loot box engagement was negatively correlated with wellbeing and positively correlated with distress. Overall, results indicate that any risks from loot boxes are liable to disproportionately affect various 'at risk' cohorts (e.g. those experiencing problem gambling or video gaming), thereby reiterating calls for policy action on loot boxes.

3.
Brain Lang ; 230: 105124, 2022 07.
Article in English | MEDLINE | ID: mdl-35487084

ABSTRACT

Digital games may benefit children's learning, yet the factors that induce gaming benefits to cognition are not well known. In this study, we investigated the effectiveness of digital game-based learning in children by comparing the learning of foreign speech sounds and words in a digital game or a non-game digital application. To evaluate gaming-induced plastic changes in the brain, we used the mismatch negativity (MMN) brain response that reflects the access to long-term memory representations. We recorded auditory brain responses from 37 school-aged Finnish-speaking children before and after playing a computer-based language-learning game. The MMN amplitude increased between the pre- and post-measurement for the game condition but not for the non-game condition, suggesting that the gaming intervention enhanced learning more than the non-game intervention. The results indicate that digital games can be beneficial for children's speech-sound learning and that gaming elements per se, not just practice time, support learning.


Subject(s)
Plastics , Video Games , Brain/physiology , Child , Humans , Learning/physiology , Phonetics
4.
Psychol Res ; 86(5): 1535-1546, 2022 Jul.
Article in English | MEDLINE | ID: mdl-34564741

ABSTRACT

Comprehension assesses a listener's ability to construe the meaning of an acoustic signal in order to be able to answer questions about its contents, while intelligibility indicates the extent to which a listener can precisely retrieve the acoustic signal. Previous comprehension studies asking listeners for sentence-level information or narrative-level information used native listeners as participants. This is the first study to look at whether clear speech properties (e.g. expanded vowel space) produce a clear speech benefit at the word level for L2 learners for speech produced in naturalistic settings. This study explored whether hyperarticulated speech was more comprehensible than non-hyperarticulated speech for both L1 British English speakers and early and late L2 British English learners in quiet and in noise. Sixteen British English listeners, 16 native Mandarin Chinese listeners as early learners of L2 and 16 native Mandarin Chinese listeners as late learners of L2 rated hyperarticulated samples versus non-hyperarticulated samples in form of words for comprehension under four listening conditions of varying white noise level (quiet or SNR levels of + 16 dB, + 12 dB or + 8 dB) (3 × 2× 4 mixed design). Mean ratings showed all three groups found hyperarticulated speech samples easier to understand than non-hyperarticulated speech at all listening conditions. Results are discussed in terms of other findings (Uther et al., 2012) that suggest that hyperarticulation may generally improve speech processing for all language groups.


Subject(s)
Speech Perception , Speech , Auditory Perception , Comprehension , Humans , Noise/adverse effects
5.
J Clin Med ; 10(24)2021 Dec 18.
Article in English | MEDLINE | ID: mdl-34945245

ABSTRACT

Qualitative studies have identified a diverse array of motivations for purchasing items within video games through chance-based mechanisms (i.e., "loot boxes"). Given that some individuals-particularly those at risk of disordered gaming and/or gambling-are prone to over-involvement with loot box purchasing, it is important to have a reliable, valid means of measuring the role of different motivations in driving purchasing behaviour. Building on prior qualitative research, this paper reports the development and validation of the "RAFFLE" scale, to measure the Reasons and Facilitators for Loot box Engagement. A 23-item, seven-factor scale was developed through cognitive interviews (n = 25) followed by two surveys of UK-based gamers who purchase loot boxes; analysed via exploratory (n = 503) and confirmatory (n = 1495) factor analysis, respectively. Subscales encompassed "enhancement'; "progression'; "social pressure'; "distraction/compulsion'; "altruism'; "fear of missing out'; and "resale". The scale showed good criterion and construct validity (correlating well with measures of loot box engagement; the risky loot box index (r = 0.63) and monthly self-reported spend (r = 0.38)), and good internal validity (Cronbach's alpha = 0.84). Parallels with, and divergence from, motivations for related activities of gaming and gambling, and alignment with broader theoretical models of motivation, are discussed.

6.
Addict Behav ; 117: 106851, 2021 06.
Article in English | MEDLINE | ID: mdl-33578105

ABSTRACT

INTRODUCTION: Loot boxes are purchasable randomised reward mechanisms in video games. Due to structural and psychological similarities with gambling, there are fears that loot box purchasing may be associated with problematic gambling. Whilst monthly expenditure is typically modest (i.e. < $20), the distribution is highly skewed, with a small number of high-level spenders, sometimes referred to as "whales". It is not known what proportion of industry profits are derived from such players, and whether they are typically wealthy individuals and/or problem gamblers. METHODS: We used structured literature searches to identify surveys of gamers with open-access loot box data. The resulting datasets were aggregated, and correlations between loot box expenditure, problem gambling and earnings investigated using Spearman's rho correlations. RESULTS: The combined open-access data comprised 7,767 loot box purchasers (5,933 with self-report earnings). Secondary analysis of this self-report data confirmed that disproportionate revenue appears to be generated from high-level spenders: the top 5% of spenders (> $100/month) represent half of loot box revenue. Previously reported correlations between problem gambling and loot box expenditure were confirmed, with an aggregate correlation of ρ = 0.34, p < .001. In contrast, there was no significant correlation between loot box spend and earnings ρ = 0.02, p = .10. CONCLUSION: Our secondary analysis suggests that games developers (unwittingly or not) are disproportionately profiting from moderate and high-risk gamblers, rather than high earning customers. Such patterns of spending mirror those observed with gambling revenues, and have implications for harm minimisation and ongoing policy debates around loot boxes.


Subject(s)
Behavior, Addictive , Gambling , Video Games , Animals , Humans , Reward , Whales
7.
Psychiatry Res Neuroimaging ; 287: 19-30, 2019 05 30.
Article in English | MEDLINE | ID: mdl-30939380

ABSTRACT

Difficulty managing the demands of work and nonwork roles (often referred to in terms of managing balance) can be detrimental to psychological wellbeing and contribute to occupational burnout. The current study investigated the neural correlates of perceived satisfaction with this balance using both trait and state EEG alpha measures. EEG was recorded from 14 participants in full time employment (12 females, aged 35.1 ±â€¯10.1 years) during a resting state and performance of an auditory oddball task; e-mail and messaging alert sounds were used as target stimuli. It was predicted that dissatisfaction with the balance between work and nonwork roles would be associated with increased resting alpha power, consistent with studies of burnout, and diminished alpha response to oddball distractors, consistent with difficulty suppressing automatic responses to work-related stimuli. Significant correlations between self-reported measures of work/nonwork balance and both resting, and task-related alpha responses, supported our predictions. Furthermore, an exploratory partial correlation between work and nonwork balance and resting EEG, controlling for task-related alpha response, suggested that the three variables were interrelated. We propose that dissatisfaction with work/nonwork balance is associated with a state hypervigilance to work-related cues, and a trait neural marker of fatigue, both symptomatic of lowered cognitive capacity.


Subject(s)
Employment , Rest/physiology , Adult , Cues , Female , Humans , Male , Middle Aged , Personal Satisfaction , Young Adult
8.
Front Psychol ; 9: 1206, 2018.
Article in English | MEDLINE | ID: mdl-30108531

ABSTRACT

We tested brain and behavioral responses to two common messaging alerts (Outlook and Android whistle) using an oddball paradigm, where participants had to detect the two alerts among a background of white noise and occasional matched, distractor stimuli. Twenty-nine participants were tested using a behavioral target detection task and a subset of 14 were tested both with event-related potential (ERP) and behavioral oddball detection. For the ERP recordings, participants were instructed to attend to a distractor DVD in one condition and in the other, to actively attend to the stimuli. We measured mismatch negativity (MMN) and P3a components and questionnaire responses to job involvement, rumination and work-life balance. There were significantly larger MMN responses to target alert signals, but only in the ignore condition. In both ignore and attend conditions, MMN was larger for the Android stimuli, probably as a result of the larger physical discriminability for the Android tone. On the other hand, there was a significant P3a for Outlook tones, but not for Android tones in the ignore condition. Neither alert showed significant P3a activity within the attend condition, but instead later frontal positivity, which was larger for the Outlook alert (in comparison to its matched distractor) and this effect was not seen for the Android tones. This was despite the Outlook alert being less perceptually discriminable compared to the Android alert. These findings suggest that the indices of attentional processing are more affected by the significance of the alert than the physical qualities. These effects were coupled with the finding that the faster reaction times to the Outlook sounds were correlated with greater job involvement. These data suggest that work-related messages might signal greater attentional switch and effort which in turn may feed into greater job involvement.

9.
Brain Res ; 1470: 52-8, 2012 Aug 27.
Article in English | MEDLINE | ID: mdl-22771705

ABSTRACT

The finding that hyperarticulation of vowel sounds occurs in certain speech registers (e.g., infant- and foreigner-directed speech) suggests that hyperarticulation may have a didactic function in facilitating acquisition of new phonetic categories in language learners. This event-related potential study tested whether hyperarticulation of vowels elicits larger phonetic change responses, as indexed by the mismatch negativity (MMN) component of the auditory event-related potential (ERP) and tested native and non-native speakers of English. Data from 11 native English-speaking and 10 native Greek-speaking participants showed that Greek speakers in general had smaller MMNs compared to English speakers, confirming previous studies demonstrating sensitivity of the MMN to language background. In terms of the effect of hyperarticulation, hyperarticulated stimuli elicited larger MMNs for both language groups, suggesting vowel space expansion does elicit larger pre-attentive phonetic change responses. Interestingly Greek native speakers showed some P3a activity that was not present in the English native speakers, raising the possibility that additional attentional switch mechanisms are activated in non-native speakers compared to native speakers. These results give general support for models of speech learning such as Kuhl's Native Language Magnet enhanced (NLM-e) theory.


Subject(s)
Brain/physiology , Contingent Negative Variation/physiology , Evoked Potentials, Auditory/physiology , Phonetics , Speech Perception/physiology , Acoustic Stimulation/methods , Adult , Electroencephalography , Female , Humans , Male , Multilingualism , Psychoacoustics , Young Adult
10.
J Cogn Neurosci ; 22(6): 1319-32, 2010 Jun.
Article in English | MEDLINE | ID: mdl-19445609

ABSTRACT

Foreign-language learning is a prime example of a task that entails perceptual learning. The correct comprehension of foreign-language speech requires the correct recognition of speech sounds. The most difficult speech-sound contrasts for foreign-language learners often are the ones that have multiple phonetic cues, especially if the cues are weighted differently in the foreign and native languages. The present study aimed to determine whether non-native-like cue weighting could be changed by using phonetic training. Before the training, we compared the use of spectral and duration cues of English /i/ and /I/ vowels (e.g., beat vs. bit) between native Finnish and English speakers. In Finnish, duration is used phonologically to separate short and long phonemes, and therefore Finns were expected to weight duration cues more than native English speakers. The cross-linguistic differences and training effects were investigated with behavioral and electrophysiological methods, in particular by measuring the MMN brain response that has been used to probe long-term memory representations for speech sounds. The behavioral results suggested that before the training, the Finns indeed relied more on duration in vowel recognition than the native English speakers did. After the training, however, the Finns were able to use the spectral cues of the vowels more reliably than before. Accordingly, the MMN brain responses revealed that the training had enhanced the Finns' ability to preattentively process the spectral cues of the English vowels. This suggests that as a result of training, plastic changes had occurred in the weighting of phonetic cues at early processing stages in the cortex.


Subject(s)
Cerebral Cortex/physiology , Language , Learning/physiology , Speech Perception/physiology , Speech/physiology , Acoustic Stimulation , Adolescent , Adult , Analysis of Variance , Brain Mapping , Cues , Electroencephalography , Female , Humans , Male , Multilingualism , Signal Processing, Computer-Assisted
11.
Neuroreport ; 17(11): 1225-8, 2006 Jul 31.
Article in English | MEDLINE | ID: mdl-16837859

ABSTRACT

To increase our understanding of auditory neurocognition in musicians, we compared nonmusicians with amateur band musicians in their neural and behavioral sound encoding accuracy. Mismatch negativity and P3a components of the auditory event-related potentials were recorded to changes in basic acoustic features (frequency, duration, location, intensity, gap) and abstract features (melodic contour and interval size). Mismatch negativity was larger in musicians than in nonmusicians for location changes whereas no statistically significant group difference was observed in response to other feature changes or in abstract-feature mismatch negativity. P3a was observed only in musicians in response to location changes. This suggests that when compared with nonmusicians, even amateur musicians have neural sound processing advantages with acoustic information most essential to their musical genre.


Subject(s)
Behavior/physiology , Evoked Potentials/physiology , Hearing/physiology , Music , Occupations , Hobbies , Humans , Male , Reference Values
12.
Brain Res ; 1073-1074: 417-24, 2006 Feb 16.
Article in English | MEDLINE | ID: mdl-16460704

ABSTRACT

This study examined the possibility that learning Morse code could result in cortical changes in processing of physical acoustic features, as indexed by the mismatch negativity (MMN) and P3a components of the auditory event-related potential (ERP). ERPs were recorded in 9 subjects who were learning Morse code. The subjects were presented with auditory stimuli at 3 different times relative to their training (before, during and after). These stimuli were presented within an auditory 'oddball' paradigm, with repetitive standard stimuli interspersed by one of three infrequent deviant stimuli (duration, frequency or SOA). The data showed that there was a significant increase in the P3a only for frequency deviants as a function of training, whereas the MMN response was not affected by the training. These data are interpreted in terms of an attentional switching to unfamiliar changes that participants would not expect among the signals that they would grow to anticipate while receiving Morse code.


Subject(s)
Attention/physiology , Auditory Perception/physiology , Evoked Potentials, Auditory/physiology , Learning/physiology , Psychomotor Performance/physiology , Acoustic Stimulation/methods , Adolescent , Adult , Analysis of Variance , Contingent Negative Variation , Electroencephalography/methods , Humans , Male , Reaction Time/physiology , Time Factors
13.
Neuroreport ; 14(13): 1683-7, 2003 Sep 15.
Article in English | MEDLINE | ID: mdl-14512837

ABSTRACT

With Morse code, an acoustic message is transmitted using combinations of tone patterns rather than the spectrally and temporally complex speech sounds that constitute the spoken language. Using MEG recordings of the mismatch negativity (MMN, an index of permanent auditory cortical representations of native language speech sounds), we probed the dominant hemisphere for the developing Morse code representations in adult Morse code learners. Initially, the MMN to the Morse coded syllables was, on average, stronger in the hemisphere opposite to the one dominant for the MMN to native language speech sounds. After a training period of 3 months, the pattern reversed, however: the mean Morse code MMN became lateralized to the hemisphere that was predominant for the speech-sound MMN. This suggests that memory traces for the Morse coded acoustic language units develop within the hemisphere that already accommodates the permanent traces for natural speech sounds. These plastic changes manifest, presumably, the close associations formed between the neural representations of the tone patterns and phonemes.


Subject(s)
Cerebral Cortex/physiology , Learning/physiology , Memory/physiology , Speech Perception/physiology , Acoustic Stimulation , Adult , Dominance, Cerebral , Humans , Magnetoencephalography , Male , Neuronal Plasticity
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