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1.
Front Med Technol ; 6: 1330926, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-38666068

RESUMEN

Introduction: Digital gaming is a popular and often social activity, also among adults. However, we need more knowledge of the social dynamics of gaming and its potential benefits for one's well-being. The current study aimed to examine gaming motivation, time spent gaming, and gaming performed together with friends, family, or romantic partner and how these aspects relate to expanded social network and well-being among men and women with and without disability. Methods: Regular players of the popular game Fortnite Battle Royale (FBR; N = 278, 48.5% women, Mage = 32.38) completed an online questionnaire assessing their motivations for playing FBR (social motivation, achievement motivation, novelty motivation), time spent gaming, whom they usually play with, their psychological well-being, and FBR's impact on their life and social network. Differentiated statistical analyses on gender and disability were performed. Results and discussion: The results showed that time spent gaming and social motivation to play were associated with larger social networks for all participants (strongest for women). More time spent gaming FBR was also associated with a positive impact on life for those with a disability. Social motivation to play was positively associated with a positive impact on life for men and those without a disability and increased well-being for women. Novelty motivation, which concerns experiencing new features in the game, was associated with a positive impact on life for women and with a decrease in well-being for those with a disability. This study demonstrated that gaming can be an essential social arena associated with positive outcomes for men, women and disabled people, who-when socially motivated-may expand their social networks through gaming.

2.
Child Dev ; 91(3): 861-875, 2020 05.
Artículo en Inglés | MEDLINE | ID: mdl-31012088

RESUMEN

Electronic games are popular and many children spend much time on this activity. Here we investigate whether the quantity of time children spend on gaming is related to their social development, making this the first study to examine this relationship in children. We examine prospective relations between time spent gaming and social competence in a community sample of Norwegian 6 year olds (n = 873) followed up at ages 8, 10, and 12, controlling for socioeconomic status, body mass index, and time spent gaming together with friends. Results revealed that greater social competence at both 8 and 10 years predicted less gaming 2 years later and that more age-10 gaming predicted less social competence at age 12 but only among girls.


Asunto(s)
Conducta Infantil/fisiología , Desarrollo Infantil/fisiología , Habilidades Sociales , Juegos de Video , Niño , Femenino , Humanos , Masculino , Noruega , Estudios Prospectivos , Factores de Tiempo
3.
Child Dev ; 89(2): 509-524, 2018 03.
Artículo en Inglés | MEDLINE | ID: mdl-28295205

RESUMEN

Peer problems are linked to attention deficit hyperactivity disorder (ADHD) symptoms and the serotonin system is thought to be involved in ADHD-related behavior. Hence, from a Gene × Environment perspective, the serotonin transporter 5-HTTLPR may play a moderating role. In two large community samples, the moderating role of 5-HTTLPR was examined related to more hyperactivity-impulsivity symptoms (HI symptoms) predicted by more peer problems. In Study 1, involving 642 Norwegian children, results indicated that for s-allele carriers only, caregiver-reported peer problems at age 4 predicted more parent-reported HI symptoms at age 6. In Study 2, similar results emerged involving 482 American children. Discussion focuses on differential sensitivity to the adverse effects of poor peer relations.


Asunto(s)
Conducta Infantil/fisiología , Conducta Impulsiva/fisiología , Relaciones Interpersonales , Grupo Paritario , Agitación Psicomotora/fisiopatología , Proteínas de Transporte de Serotonina en la Membrana Plasmática/genética , Niño , Preescolar , Estudios de Cohortes , Femenino , Humanos , Masculino , Noruega , Agitación Psicomotora/genética , Estados Unidos
4.
Front Psychol ; 7: 1013, 2016.
Artículo en Inglés | MEDLINE | ID: mdl-27462283

RESUMEN

Why is disorganized attachment associated with punitive-controlling behavior in some, but caregiving-controlling in others? Hygen et al. (2014) proposed that variation in the Catechol-O-methyl transferase(COMT) Val158Met genotype explains this variation, providing preliminary data to this effect. We offer a conceptual replication, analyzing data on 560 children (males: 275) drawn from the NICHD Study of Early Child Care and Youth Development. As predicted, competitive model-fitting indicated that disorganized infants carrying Met alleles engage in more positive behavior and less negative behavior than other children at age 5 and 11, with the reverse true of Val/Val homozygotes, seemingly consistent with caregiving-controlling and punitive-controlling styles, respectively, but only in the case of maternal and not teacher reports, thereby confirmating a relationship-specific hypothesis.

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