Objective While there is consensus regarding a positive effect of video gaming on dexterity,little is known regarding how much traditional laparoscopic practice can or should be substituted with video gaming.This stud...Objective While there is consensus regarding a positive effect of video gaming on dexterity,little is known regarding how much traditional laparoscopic practice can or should be substituted with video gaming.This study was designed to assess the effects of varying the amount of traditional practice in a lap box trainer and video gaming on performance in two fundamentals of laparoscopic surgery core tasks.Methods Undergraduate and medical students were recruited and randomized into one of four groups:a control group,a lap box group,a video game group,and a combined group with 50%of the time allocated to each modality.Performance in the peg transfer and precision cutting tasks was assessed both prior to and following the 6 training sessions.Results Peg transfer performance significantly improved in the lap box group(168.4±70.6 s vs.332.9±178.2 s,p<0.001),video game group(176.7±53.3 s vs.300.0±101.2 s,p<0.001)and combined group(214.2±86.9 s vs.406.8±239.5 s,p=0.002)after training.Similar improvements were also observed in precision cutting performance in the lap box group(413.1±138.4 s vs.614.3±211.4 s,p=0.002),video game group(434.1±150.8 s vs.609.2±233.2 s,p=0.007)and combined group(469.2±185.3 s vs.663.8±296.3 s,p=0.020).When analyzing improvements in performance across three different training groups compared with the control group,we found that both the lap box group(p<0.001)and the combined group(p<0.001)showed better improvement in both tasks,and the video game group had significantly better outcomes in the precision cutting task(p=0.003).Conclusion Traditional lap box training remains the most effective method for improving the performance of simulated laparoscopic surgery.Video games can be encouraged to enhance skills retention and supplement simulated practice outside of a formal training curriculum.展开更多
BACKGROUND Internet gaming disorder(IGD)is a growing concern among adolescents and adults,necessitating effective treatment strategies beyond pharmacological interventions.AIM To evaluated the effectiveness of non-inv...BACKGROUND Internet gaming disorder(IGD)is a growing concern among adolescents and adults,necessitating effective treatment strategies beyond pharmacological interventions.AIM To evaluated the effectiveness of non-invasive interventions for treating IGD among adolescents and adults.METHODS A total of 11 randomized controlled trials published between 2020 and 2025 were included in this meta-analysis,encompassing 1208 participants from diverse geographic and cultural contexts.The interventions examined included cognitive behavioral therapy(CBT),internet-based CBT,neurofeedback,virtual reality therapy,abstinence-based programs,and school-based prevention.The primary outcomes assessed were reductions in gaming time and IGD severity.Secondary outcomes included improvements in mood,anxiety,and psychosocial functioning(e.g.,stronger peer relationships,better academic or work performance,and healthier daily-life role fulfillment).RESULTS The pooled standardized mean difference for IGD symptom reduction significantly favored non-invasive interventions(Hedges’g=0.56,95%CI:0.38-0.74,P<0.001),with moderate heterogeneity observed(I2=47%).Subgroup analyses indicated that CBT-based programs,both in-person and online,yielded the strongest effects,particularly when caregiver involvement or self-monitoring was incorporated.Funnel plot asymmetry was minimal,suggesting a low risk of publication bias.CONCLUSION These findings support the efficacy of scalable,low-risk non-invasive interventions as first-line treatment options for IGD,particularly in youth populations.Future studies should prioritize investigating long-term outcomes,comparing the effectiveness of different non-invasive modalities,and developing culturally adaptive delivery methods.展开更多
In the 21st century,as algorithmic hegemony reconfigures global security architectures,war gaming methodologies have been strategically reconstituted through national security frameworks.These encompass military simul...In the 21st century,as algorithmic hegemony reconfigures global security architectures,war gaming methodologies have been strategically reconstituted through national security frameworks.These encompass military simulation training,gamified military exercises,and virtual reality battlefield projections.Against the backdrop of intensifying global security crises,postcolonial resurgence,and accelerated technological innovation,this study employs national security theory to analyze the multifaceted roles of Western war gaming in advancing military-technological innovation,disseminating strategic cultural paradigms,and reshaping public consciousness.Through empirical case studies,it investigates how such practices generate novel forms of strategic deterrence while critically assessing their implications for the evolving global security landscape.展开更多
Background This study aimed to explore the influence of prior gaming experience on the intensity and onset of cybersickness symptoms by comparing the effects of virtual reality(VR)immersion in gamers and nongamers.Met...Background This study aimed to explore the influence of prior gaming experience on the intensity and onset of cybersickness symptoms by comparing the effects of virtual reality(VR)immersion in gamers and nongamers.Methods This study involved 50 male participants,with equal numbers of gamers and nongamers,who were subject to a VR environment using head-mounted displays in a sitting position for a 15-minute session.The intensity of cybersickness symptoms,such as nausea,oculomotor disturbances,and disorientation,was measured using a simulator sickness questionnaire,and the onset of cybersickness was measured using the fast motion sickness scale.Physiological indices were measured based on heart rate variability(HRV)parameters.Results This study found that prior gaming experience significantly affected symptoms of cybersickness during VR immersion.Nongamers experienced more severe symptoms,including higher levels of nausea,disorientation,and oculomotor disturbances,with symptoms appearing earlier than those in gamers.These differences were linked to increased fluctuations in HRV and reduced parasympathetic activity in nongamers,indicating higher autonomic nervous system strain.By contrast,gamers showed more stable HRV responses,suggesting better physiological adaptability to VR environments.Conclusion These findings indicate that familiarity of gamers with dynamic visual and sensory inputs may help them manage VR-induced sensory conflicts more effectively.展开更多
Congestion control is an inherent challenge of V2X(Vehicle to Everything)technologies.Due to the use of a broadcasting mechanism,channel congestion becomes severe with the increase in vehicle density.The researchers s...Congestion control is an inherent challenge of V2X(Vehicle to Everything)technologies.Due to the use of a broadcasting mechanism,channel congestion becomes severe with the increase in vehicle density.The researchers suggested reducing the frequency of packet dissemination to relieve congestion,which caused a rise in road driving risk.Obviously,high-risk vehicles should be able to send messages timely to alarm surrounding vehicles.Therefore,packet dissemination frequency should be set according to the corresponding vehicle’s risk level,which is hard to evaluate.In this paper,a two-stage fuzzy inference model is constructed to evaluate a vehicle’s risk level,while a congestion control algorithm DRG-DCC(Driving Risk Game-Distributed Congestion Control)is proposed.Moreover,HPSO is employed to find optimal solutions.The simulation results show that the proposed method adjusts the transmission frequency based on driving risk,effectively striking a balance between transmission delay and channel busy rate.展开更多
Internet gaming disorder(IGD)among junior high school students is an increasingly prominent mental health concern.It is important to look for influences behind internet gaming disorder tendency(IGDT)in the junior high...Internet gaming disorder(IGD)among junior high school students is an increasingly prominent mental health concern.It is important to look for influences behind internet gaming disorder tendency(IGDT)in the junior high school student population.The present study aimed to reveal the explanatory mechanisms underlying the association between parental psychological control(PPC)and internet gaming disorder tendency among junior high school students by testing the mediating role of core self-evaluation(CSE)and the moderating role of intentional self-regulation(ISR).Participants in present study were 735 Chinese junior high school students who completed offline self-report questionnaires on parental psychological control,core self-evaluation,intentional self-regulation,and Internet gaming disorder tendency.Analyses were conducted via mediation and moderated mediation.The results showed that:(1)Parental psychological control was positively related to junior high school students’Internet gaming disorder tendency.Core self-evaluation,and intentional self-regulation were negatively related to junior high school students’Internet gaming disorder tendency,respectively.(2)Core self-evaluation partially mediated the relationship between parental psychological control and junior high school students’Internet gaming disorder tendency.(3)Intentional self-regulation moderated the association between parental psychological control and Internet gaming disorder tendency,as well as the relationships between parental psychological control and core self-evaluation and core self-evaluation and Internet gaming disorder tendency in the mediated model.Based on these findings,we believe that there is a need to weaken parental psychological control,strengthen junior high school students’core self-evaluation and intentional self-regulation,and to recognize the important role of parents as well as their children’s personal positive traits in the healthy development of junior high school students.展开更多
In recent years,speculation of an increase in Internet Gaming Disorder(IGD)has surfaced with the growing popularity of internet gaming among Chinese children and adolescents.The detrimental impact of IGD on mental hea...In recent years,speculation of an increase in Internet Gaming Disorder(IGD)has surfaced with the growing popularity of internet gaming among Chinese children and adolescents.The detrimental impact of IGD on mental health cannot be denied,even though only a small portion of the screen-dependent population exhibits psychopathological and behavioral symptoms.The present study aimed to explore a latent profile analysis(LPA)of Internet Gaming Disorder on the mental health of Chinese school students.The data were collected from a sample of 1005 Chinese school students(49.8%male;age M=13.32,SD=1.34 years)using a paper-pencil survey through convenience sampling.LPA explored three latent profiles of internet gamers:regular gamers(62.4%),moderate gamers(28.1%),and probable disordered gamers(9.4%).Results showed that the probable disordered gamers had significantly higher levels of depression,anxiety,emotional and conduct problems,hyperactivity,and peer problem symptoms as well as lower life satisfaction,and pro-social symptoms compared to regular and moderate gamers(p<0.05).This study would be helpful to mental health professionals in designing interventions for gamers who present IGD symptoms.Future longitudinal studies should also be undertaken to assess whether mental health worsens for probable disordered gamers.展开更多
This review critically examines gaming addiction within the contexts of media psychology and addiction theory.It outlines a continuum of gaming behavior,from casual play to addiction,characterized by loss of control,p...This review critically examines gaming addiction within the contexts of media psychology and addiction theory.It outlines a continuum of gaming behavior,from casual play to addiction,characterized by loss of control,prioritizing gaming over other activities,and negative life consequences.The inclusion of gaming disorder in International Classification of Disease 11 and its provisional status in Diagnostic and Statistical Manual of Mental Disorder 5 highlight growing clinical and societal recognition.The review explores neural correlates of gaming addiction,such as activation in reward-related brain regions,drawing parallels with substance addiction.It highlights how media and marketing promote gaming behaviors potentially leading to addiction,raising ethical concerns about game design and advertising.The review systematically analyzes the negative physical,mental,social,and occupational impacts of gaming addiction.It advocates for a balanced approach emphasizing awareness,therapeutic interventions,and responsible media practices,while also proposing areas for future research and policy development to mitigate the risks of excessive gaming.展开更多
Gaming disorder has become a significant issue in mental healthcare. While gaming is an important form of entertainment, excessive gaming may cause serious consequences for players. At present, there are still controv...Gaming disorder has become a significant issue in mental healthcare. While gaming is an important form of entertainment, excessive gaming may cause serious consequences for players. At present, there are still controversies in the academic community concerning the public health problems related to gaming disorder. This article attempts to expound the definition, epidemiology, aetiology, diagnosis, treatment and prevention of gaming disorder, in order to contribute to future conceptualization of gaming disorder.展开更多
Based on the results from numerous studies and discussions by expert groups organised by the WHO, gaming disorder is recognised as a mental disorder and is listed in the chapter of mental, behavioural and neurodevelop...Based on the results from numerous studies and discussions by expert groups organised by the WHO, gaming disorder is recognised as a mental disorder and is listed in the chapter of mental, behavioural and neurodevelopmental disorders in the recently released International Classification of Diseases, 11th Version (ICD-11).展开更多
The paper addresses the disconnected students experience between evaluating their own writing and traditional evaluation methods, despite effective discussion and analysis in the classroom, especially, wide when stude...The paper addresses the disconnected students experience between evaluating their own writing and traditional evaluation methods, despite effective discussion and analysis in the classroom, especially, wide when students' reading skills are limited. The paper considers the application of flipping students' intense interest and intimate comprehension of video gaming into a lens for evaluating their writing. The sophisticated storylines in some literacy-laden video games rivet students' attention in higher order applications while the intricate plots and characters mirror those literary elements taught in print media. Garner comprehension is demandingly complex; transferring literary elements from the game storyline to their writing provides the comprehension carry-over for effective self-evaluation. They can "see" as a metaphor, those parallel concepts from screen to print, from playing strengths to reading and writing, for them, literary qualities become more transparent, and thus more accessible.展开更多
This paper analyzes the loan exit on relationship lending in China. We define the relationship lending and analyze the value that both banks and borrowers will obtain in relationship lending, as well as some risks the...This paper analyzes the loan exit on relationship lending in China. We define the relationship lending and analyze the value that both banks and borrowers will obtain in relationship lending, as well as some risks they will face, and then analyze the behaviors of loans exit with game theory. Our results suggest that, in general, relationship lending is helpful for the commercial banks and the enterprises to communicate information and enhance financing efficiency, while in the loan exit gaming, only when the decision of loan exit is made authentic promised by the banks, can the relationship lending effectively exert their positive function, and maintain the health cooperation between borrowers and lenders.展开更多
There are increasing concerns about internet gaming disorder (IGD). No review of existing studies has systematicallyanalyzed and visualized the trends of IGD and those early identification of symptoms related to IGD b...There are increasing concerns about internet gaming disorder (IGD). No review of existing studies has systematicallyanalyzed and visualized the trends of IGD and those early identification of symptoms related to IGD behaviors.This critical review focuses on the emerging trends for early identification of symptoms related to IGDbehaviors in papers published in Web of Science Core Collection from 2009 to 2021 by scientometric analysisand critical review. Scientometric data analysis technique includes co-occurrence analysis, cluster analysis andburst analysis of authors, countries, keywords and co-citation to visualize those contributing and associated factorsto develop IGD behaviors and their relationships to mental-emotional symptoms. About 81.8% of the paperswere published in the following countries: United States, United Kingdom, Australia, China and South Korea. Thetop co-occurrence keywords were ‘children’, ‘depression’, ‘anxiety’ and ‘attention deficit hyperactivity disorder(ADHD)’, ‘scale’, identifying the population, characteristics and commonly used assessment tools that are susceptibleto certain symptoms relating to IGD of which influencing factors facilitate the understanding of the associationof sociodemographic characteristics. The main emerging topics were identified in this critical review afterconducted the scientometric analysis. The results identified five topics: game impulse, motivation, evaluationscale, mediating effects and diagnostic criteria. This study provides an overview of the research trends on theidentity and development of the IGD field of study.展开更多
This brief paper will attempt to present some of the more important contributions of Vygotsky to understand cognitive development and implications for computer gaming summarized through five relevant studies that have...This brief paper will attempt to present some of the more important contributions of Vygotsky to understand cognitive development and implications for computer gaming summarized through five relevant studies that have investigated various aspects of Vygoskyan concepts in child and adolescent cognitive development.Each of these selected scoping reviewed,and historical studies contributes to the understanding of social transmission of cognitive and reasoning skills in and out of family context.These may be extended to computer gaming and role play experiences at various stages of development.The selected studies offer some confirmation of Vygotsky’s theorized concepts of the social and interactional aspects of cognitive development in a variety of contexts.Although there are some methodological considerations for each study with respect to generalizability and replication,each offers some support for the social and interactional model of development and as these would apply to implications for computerized gaming as an aspect of development.展开更多
The "Gaming to Learn" consists in playing a game and consequently getting a learning goal: play a game, even not specifically didactic to derive a learning outcome. The "Game-Based Learning" consists of tips, tec...The "Gaming to Learn" consists in playing a game and consequently getting a learning goal: play a game, even not specifically didactic to derive a learning outcome. The "Game-Based Learning" consists of tips, techniques and tools that apply the principles of game design to the learning process-a dynamic way to engage learners and help educators assess learning. The authors' approach "Learning on Gaming" is different: you learn "while" you play. To apply this concept, the authors realize GeoQuest, a Computer Class Role Playing Game to teach Earth Science in an STEAM (Science, Technology, Engineering, Art and Math) educational approach. The authors have realised a role playing computer game called GeoQuest creating at the same time a Role Playing Engine which involves all students to the game through their personal mobiles or tablets, giving a total interaction of the whole class to the game. Players can also discover where they are from the story of some historical and mythological figures they meet on their path. They can interact to solve several quests appearing during the game related to mineralogy, volcanology, geodynamics, history, myths.展开更多
This study attempts to find a solution to the problem of a lack of employees and focuses on the role of the lead user in the success of fast-growing industries, especially in the field of the game industry. The comput...This study attempts to find a solution to the problem of a lack of employees and focuses on the role of the lead user in the success of fast-growing industries, especially in the field of the game industry. The computer game industry is one of the youngest and fastest growing new media industry sectors. Finnish gaming company, Rovio, is an excellent example of this phenomenal growth. The company hired up to 10 new people per week last year. However, labor shortages in the gaming industry make finding employees difficult. Utilizing lead users might be one solution for labour shortages in the gaming industry. A lead user is a user of a offering who currently experiences needs still unknown to the public and who also benefits greatly if he obtains a solution to these needs. This research describes one case where lead users in a game development process were utilized successfully. This research results indicate that lead users are a willing, untapped, and limitless source of innovation for the development process in industries where users feel passionately about the service.展开更多
基金the financial support from the China Scholarship Council(Grant No.202106370009)and Alberta Innovate Graduate Student Scholarship.
文摘Objective While there is consensus regarding a positive effect of video gaming on dexterity,little is known regarding how much traditional laparoscopic practice can or should be substituted with video gaming.This study was designed to assess the effects of varying the amount of traditional practice in a lap box trainer and video gaming on performance in two fundamentals of laparoscopic surgery core tasks.Methods Undergraduate and medical students were recruited and randomized into one of four groups:a control group,a lap box group,a video game group,and a combined group with 50%of the time allocated to each modality.Performance in the peg transfer and precision cutting tasks was assessed both prior to and following the 6 training sessions.Results Peg transfer performance significantly improved in the lap box group(168.4±70.6 s vs.332.9±178.2 s,p<0.001),video game group(176.7±53.3 s vs.300.0±101.2 s,p<0.001)and combined group(214.2±86.9 s vs.406.8±239.5 s,p=0.002)after training.Similar improvements were also observed in precision cutting performance in the lap box group(413.1±138.4 s vs.614.3±211.4 s,p=0.002),video game group(434.1±150.8 s vs.609.2±233.2 s,p=0.007)and combined group(469.2±185.3 s vs.663.8±296.3 s,p=0.020).When analyzing improvements in performance across three different training groups compared with the control group,we found that both the lap box group(p<0.001)and the combined group(p<0.001)showed better improvement in both tasks,and the video game group had significantly better outcomes in the precision cutting task(p=0.003).Conclusion Traditional lap box training remains the most effective method for improving the performance of simulated laparoscopic surgery.Video games can be encouraged to enhance skills retention and supplement simulated practice outside of a formal training curriculum.
基金Supported by Basic Science Research Program through the National Research Foundation of Korea(NRF)Funded by the Ministry of Education,No.NRF-RS-2023-00237287.
文摘BACKGROUND Internet gaming disorder(IGD)is a growing concern among adolescents and adults,necessitating effective treatment strategies beyond pharmacological interventions.AIM To evaluated the effectiveness of non-invasive interventions for treating IGD among adolescents and adults.METHODS A total of 11 randomized controlled trials published between 2020 and 2025 were included in this meta-analysis,encompassing 1208 participants from diverse geographic and cultural contexts.The interventions examined included cognitive behavioral therapy(CBT),internet-based CBT,neurofeedback,virtual reality therapy,abstinence-based programs,and school-based prevention.The primary outcomes assessed were reductions in gaming time and IGD severity.Secondary outcomes included improvements in mood,anxiety,and psychosocial functioning(e.g.,stronger peer relationships,better academic or work performance,and healthier daily-life role fulfillment).RESULTS The pooled standardized mean difference for IGD symptom reduction significantly favored non-invasive interventions(Hedges’g=0.56,95%CI:0.38-0.74,P<0.001),with moderate heterogeneity observed(I2=47%).Subgroup analyses indicated that CBT-based programs,both in-person and online,yielded the strongest effects,particularly when caregiver involvement or self-monitoring was incorporated.Funnel plot asymmetry was minimal,suggesting a low risk of publication bias.CONCLUSION These findings support the efficacy of scalable,low-risk non-invasive interventions as first-line treatment options for IGD,particularly in youth populations.Future studies should prioritize investigating long-term outcomes,comparing the effectiveness of different non-invasive modalities,and developing culturally adaptive delivery methods.
基金Funded by Hunan Provincial College Students Innovation Project(S202490002265).
文摘In the 21st century,as algorithmic hegemony reconfigures global security architectures,war gaming methodologies have been strategically reconstituted through national security frameworks.These encompass military simulation training,gamified military exercises,and virtual reality battlefield projections.Against the backdrop of intensifying global security crises,postcolonial resurgence,and accelerated technological innovation,this study employs national security theory to analyze the multifaceted roles of Western war gaming in advancing military-technological innovation,disseminating strategic cultural paradigms,and reshaping public consciousness.Through empirical case studies,it investigates how such practices generate novel forms of strategic deterrence while critically assessing their implications for the evolving global security landscape.
基金Supported by Rekognisi Tugas Akhir(RTA)Grant(No.5286/UN1.P1/PT.01.03/2024)from Universitas Gadjah Mada,Indonesia.
文摘Background This study aimed to explore the influence of prior gaming experience on the intensity and onset of cybersickness symptoms by comparing the effects of virtual reality(VR)immersion in gamers and nongamers.Methods This study involved 50 male participants,with equal numbers of gamers and nongamers,who were subject to a VR environment using head-mounted displays in a sitting position for a 15-minute session.The intensity of cybersickness symptoms,such as nausea,oculomotor disturbances,and disorientation,was measured using a simulator sickness questionnaire,and the onset of cybersickness was measured using the fast motion sickness scale.Physiological indices were measured based on heart rate variability(HRV)parameters.Results This study found that prior gaming experience significantly affected symptoms of cybersickness during VR immersion.Nongamers experienced more severe symptoms,including higher levels of nausea,disorientation,and oculomotor disturbances,with symptoms appearing earlier than those in gamers.These differences were linked to increased fluctuations in HRV and reduced parasympathetic activity in nongamers,indicating higher autonomic nervous system strain.By contrast,gamers showed more stable HRV responses,suggesting better physiological adaptability to VR environments.Conclusion These findings indicate that familiarity of gamers with dynamic visual and sensory inputs may help them manage VR-induced sensory conflicts more effectively.
基金supported by the special key project of Chongqing Technology Innovation and Application Development under Grant No.cstc2021jscx-gksbX0057the Special Major Project of Chongqing Technology Innovation and Application Development under Grant No.CSTB2022TIADSTX0003.
文摘Congestion control is an inherent challenge of V2X(Vehicle to Everything)technologies.Due to the use of a broadcasting mechanism,channel congestion becomes severe with the increase in vehicle density.The researchers suggested reducing the frequency of packet dissemination to relieve congestion,which caused a rise in road driving risk.Obviously,high-risk vehicles should be able to send messages timely to alarm surrounding vehicles.Therefore,packet dissemination frequency should be set according to the corresponding vehicle’s risk level,which is hard to evaluate.In this paper,a two-stage fuzzy inference model is constructed to evaluate a vehicle’s risk level,while a congestion control algorithm DRG-DCC(Driving Risk Game-Distributed Congestion Control)is proposed.Moreover,HPSO is employed to find optimal solutions.The simulation results show that the proposed method adjusts the transmission frequency based on driving risk,effectively striking a balance between transmission delay and channel busy rate.
基金supported by the National Social Science Foundation of China(20BSH131).
文摘Internet gaming disorder(IGD)among junior high school students is an increasingly prominent mental health concern.It is important to look for influences behind internet gaming disorder tendency(IGDT)in the junior high school student population.The present study aimed to reveal the explanatory mechanisms underlying the association between parental psychological control(PPC)and internet gaming disorder tendency among junior high school students by testing the mediating role of core self-evaluation(CSE)and the moderating role of intentional self-regulation(ISR).Participants in present study were 735 Chinese junior high school students who completed offline self-report questionnaires on parental psychological control,core self-evaluation,intentional self-regulation,and Internet gaming disorder tendency.Analyses were conducted via mediation and moderated mediation.The results showed that:(1)Parental psychological control was positively related to junior high school students’Internet gaming disorder tendency.Core self-evaluation,and intentional self-regulation were negatively related to junior high school students’Internet gaming disorder tendency,respectively.(2)Core self-evaluation partially mediated the relationship between parental psychological control and junior high school students’Internet gaming disorder tendency.(3)Intentional self-regulation moderated the association between parental psychological control and Internet gaming disorder tendency,as well as the relationships between parental psychological control and core self-evaluation and core self-evaluation and Internet gaming disorder tendency in the mediated model.Based on these findings,we believe that there is a need to weaken parental psychological control,strengthen junior high school students’core self-evaluation and intentional self-regulation,and to recognize the important role of parents as well as their children’s personal positive traits in the healthy development of junior high school students.
基金supported by the Postdoctoral Research Fund of School of Psychology,Zhejiang Normal University(No.ZC304022990).
文摘In recent years,speculation of an increase in Internet Gaming Disorder(IGD)has surfaced with the growing popularity of internet gaming among Chinese children and adolescents.The detrimental impact of IGD on mental health cannot be denied,even though only a small portion of the screen-dependent population exhibits psychopathological and behavioral symptoms.The present study aimed to explore a latent profile analysis(LPA)of Internet Gaming Disorder on the mental health of Chinese school students.The data were collected from a sample of 1005 Chinese school students(49.8%male;age M=13.32,SD=1.34 years)using a paper-pencil survey through convenience sampling.LPA explored three latent profiles of internet gamers:regular gamers(62.4%),moderate gamers(28.1%),and probable disordered gamers(9.4%).Results showed that the probable disordered gamers had significantly higher levels of depression,anxiety,emotional and conduct problems,hyperactivity,and peer problem symptoms as well as lower life satisfaction,and pro-social symptoms compared to regular and moderate gamers(p<0.05).This study would be helpful to mental health professionals in designing interventions for gamers who present IGD symptoms.Future longitudinal studies should also be undertaken to assess whether mental health worsens for probable disordered gamers.
文摘This review critically examines gaming addiction within the contexts of media psychology and addiction theory.It outlines a continuum of gaming behavior,from casual play to addiction,characterized by loss of control,prioritizing gaming over other activities,and negative life consequences.The inclusion of gaming disorder in International Classification of Disease 11 and its provisional status in Diagnostic and Statistical Manual of Mental Disorder 5 highlight growing clinical and societal recognition.The review explores neural correlates of gaming addiction,such as activation in reward-related brain regions,drawing parallels with substance addiction.It highlights how media and marketing promote gaming behaviors potentially leading to addiction,raising ethical concerns about game design and advertising.The review systematically analyzes the negative physical,mental,social,and occupational impacts of gaming addiction.It advocates for a balanced approach emphasizing awareness,therapeutic interventions,and responsible media practices,while also proposing areas for future research and policy development to mitigate the risks of excessive gaming.
基金grants from the National Key R&D Program of China(2017YFC1310400)the National Natural Science Foundation of China(81371465 and 81671324).
文摘Gaming disorder has become a significant issue in mental healthcare. While gaming is an important form of entertainment, excessive gaming may cause serious consequences for players. At present, there are still controversies in the academic community concerning the public health problems related to gaming disorder. This article attempts to expound the definition, epidemiology, aetiology, diagnosis, treatment and prevention of gaming disorder, in order to contribute to future conceptualization of gaming disorder.
文摘Based on the results from numerous studies and discussions by expert groups organised by the WHO, gaming disorder is recognised as a mental disorder and is listed in the chapter of mental, behavioural and neurodevelopmental disorders in the recently released International Classification of Diseases, 11th Version (ICD-11).
文摘The paper addresses the disconnected students experience between evaluating their own writing and traditional evaluation methods, despite effective discussion and analysis in the classroom, especially, wide when students' reading skills are limited. The paper considers the application of flipping students' intense interest and intimate comprehension of video gaming into a lens for evaluating their writing. The sophisticated storylines in some literacy-laden video games rivet students' attention in higher order applications while the intricate plots and characters mirror those literary elements taught in print media. Garner comprehension is demandingly complex; transferring literary elements from the game storyline to their writing provides the comprehension carry-over for effective self-evaluation. They can "see" as a metaphor, those parallel concepts from screen to print, from playing strengths to reading and writing, for them, literary qualities become more transparent, and thus more accessible.
文摘This paper analyzes the loan exit on relationship lending in China. We define the relationship lending and analyze the value that both banks and borrowers will obtain in relationship lending, as well as some risks they will face, and then analyze the behaviors of loans exit with game theory. Our results suggest that, in general, relationship lending is helpful for the commercial banks and the enterprises to communicate information and enhance financing efficiency, while in the loan exit gaming, only when the decision of loan exit is made authentic promised by the banks, can the relationship lending effectively exert their positive function, and maintain the health cooperation between borrowers and lenders.
文摘There are increasing concerns about internet gaming disorder (IGD). No review of existing studies has systematicallyanalyzed and visualized the trends of IGD and those early identification of symptoms related to IGD behaviors.This critical review focuses on the emerging trends for early identification of symptoms related to IGDbehaviors in papers published in Web of Science Core Collection from 2009 to 2021 by scientometric analysisand critical review. Scientometric data analysis technique includes co-occurrence analysis, cluster analysis andburst analysis of authors, countries, keywords and co-citation to visualize those contributing and associated factorsto develop IGD behaviors and their relationships to mental-emotional symptoms. About 81.8% of the paperswere published in the following countries: United States, United Kingdom, Australia, China and South Korea. Thetop co-occurrence keywords were ‘children’, ‘depression’, ‘anxiety’ and ‘attention deficit hyperactivity disorder(ADHD)’, ‘scale’, identifying the population, characteristics and commonly used assessment tools that are susceptibleto certain symptoms relating to IGD of which influencing factors facilitate the understanding of the associationof sociodemographic characteristics. The main emerging topics were identified in this critical review afterconducted the scientometric analysis. The results identified five topics: game impulse, motivation, evaluationscale, mediating effects and diagnostic criteria. This study provides an overview of the research trends on theidentity and development of the IGD field of study.
文摘This brief paper will attempt to present some of the more important contributions of Vygotsky to understand cognitive development and implications for computer gaming summarized through five relevant studies that have investigated various aspects of Vygoskyan concepts in child and adolescent cognitive development.Each of these selected scoping reviewed,and historical studies contributes to the understanding of social transmission of cognitive and reasoning skills in and out of family context.These may be extended to computer gaming and role play experiences at various stages of development.The selected studies offer some confirmation of Vygotsky’s theorized concepts of the social and interactional aspects of cognitive development in a variety of contexts.Although there are some methodological considerations for each study with respect to generalizability and replication,each offers some support for the social and interactional model of development and as these would apply to implications for computerized gaming as an aspect of development.
文摘The "Gaming to Learn" consists in playing a game and consequently getting a learning goal: play a game, even not specifically didactic to derive a learning outcome. The "Game-Based Learning" consists of tips, techniques and tools that apply the principles of game design to the learning process-a dynamic way to engage learners and help educators assess learning. The authors' approach "Learning on Gaming" is different: you learn "while" you play. To apply this concept, the authors realize GeoQuest, a Computer Class Role Playing Game to teach Earth Science in an STEAM (Science, Technology, Engineering, Art and Math) educational approach. The authors have realised a role playing computer game called GeoQuest creating at the same time a Role Playing Engine which involves all students to the game through their personal mobiles or tablets, giving a total interaction of the whole class to the game. Players can also discover where they are from the story of some historical and mythological figures they meet on their path. They can interact to solve several quests appearing during the game related to mineralogy, volcanology, geodynamics, history, myths.
文摘This study attempts to find a solution to the problem of a lack of employees and focuses on the role of the lead user in the success of fast-growing industries, especially in the field of the game industry. The computer game industry is one of the youngest and fastest growing new media industry sectors. Finnish gaming company, Rovio, is an excellent example of this phenomenal growth. The company hired up to 10 new people per week last year. However, labor shortages in the gaming industry make finding employees difficult. Utilizing lead users might be one solution for labour shortages in the gaming industry. A lead user is a user of a offering who currently experiences needs still unknown to the public and who also benefits greatly if he obtains a solution to these needs. This research describes one case where lead users in a game development process were utilized successfully. This research results indicate that lead users are a willing, untapped, and limitless source of innovation for the development process in industries where users feel passionately about the service.