Background: Many preadolescents and adolescents have been reported to take part in forced asphyxiation as a means of creating a feeling of being high without taking drugs. This activity goes by different names, including the Choking Game, Blackout, and Space Monkey. The limited epidemiological data suggest that about 6-11% of adolescents report having engaged in this behavior.
Methods: This study surveyed a predominantly Caucasian cohort of parents regarding their knowledge of the choking game and its associated risks, as well as their attitudes toward possible prevention efforts.
Results: Three quarters of parents responding reported being familiar with the choking game but considerably fewer (20%) reported having talked to their children about this activity. Ninety-six percent of parents reported knowing that unintentional death was a potential risk and ninety percent believe information about this activity should be included in school health curricula.
Conclusions: Parents of adolescents in the United States appear to be quite knowledgeable about the Choking Game and its potential risks and are overwhelmingly supportive of prevention measures. The parents surveyed understood the importance of preventing children from engaging in the Choking Game, but may need specific help in how to talk to their children about it. Further work is needed to confirm that the proportion of parents identified as aware of this risk taking behavior is consistent across other populations and to urgently identify effective prevention efforts that can be integrated into existing health curricula.
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http://dx.doi.org/10.5249/jivr.v4i2.119 | DOI Listing |
Aggress Behav
January 2025
University of Technology Sydney, Sydney, New South Wales, Australia.
Street fight videos on the internet may provide information about little known aspects of human physical aggression, but their reliability is unclear. Analyses of 100 dyadic fight videos addressing ethological, game theoretic and sex-differentiated questions derived from research on other animals found that prefight verbalizations or gestural signals of nonaggressive or aggressive intent loosely predicted who would strike first and who would win. The head is the preferred strike target.
View Article and Find Full Text PDFFront Psychol
April 2024
Department of Physical Education and Sport Sciences, Faculty of Education and Health Sciences, University of Limerick, Limerick, Ireland.
Introduction: In video gaming, tilt is thought to relate to poor emotional control and game performance. Despite widespread recognition of tilt in video gaming, there is a lack of research examining tilt empirically.
Methods: One thousand and seven gamers took part in our online study examining gamers experience of tilt, the factors which contribute to and protect against tilt, and the emotion regulation strategies gamers employ to deal with tilt.
Sci Med Footb
February 2025
Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam, The Netherlands.
Background: The effects of audiences in boosting the performance of the home team (i.e., home advantage) in sports like soccer have been studied extensively.
View Article and Find Full Text PDFJ Sports Sci
November 2022
Department of Psychological Sciences, University of San Diego, San Diego, CA, United States.
In the current study we have used 25 seasons of National Basketball Association (NBA) playoffs and regular season data in order to study human performance under varied incentives. Namely, we have focused on "must win or go home" playoff games to determine if the high pressure experienced by the team playing with its back to the wall (i.e.
View Article and Find Full Text PDFArch Pediatr
October 2022
Institut de Sciences Criminelles et de la Justice (ISCJ), University of Bordeaux, France; Department of Psychology, University of Bordeaux, France.
Objective: The role of personality traits in self-asphyxial behaviors remains largely unexplored. The aim of this study was to explore temperament and character profiles of youth reporting participation in the choking game using Cloninger's biopsychosocial model of personality.
Methods: Data were collected among French middle-school students (N=1771) aged 9-16 years (mean age=13.
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