Multiplatform digital media use and gaming have been increased in recent years. The aim of this study was to examine associations between sociodemographics and digital gaming behavior characteristics (i.e., gaming time, medium, and genres) with problematic gaming behavior in adolescents. A convenience sample of Finnish junior high school students (n = 560; mean age 14 years, ranging from 12 to 16 years) participated in the cross-sectional survey, of which, 83% (n = 465) reported having played digital games regularly. Sociodemographic data, different forms of digital media use, gaming behavior characteristics and problematic gaming behavior was assessed. Study participants spent on average one hour per day playing digital games; casual games (23.9%), shooting games (19.8%), and sport games (12.9%), were the most popular games among participants. By using regression analysis, a blended family structure and gaming time related positively to problematic gaming behavior. Preferences for game genres such as solo, Massively Multiplayer Online Role-Playing and strategy-management games were also positively associated with problematic use of digital games. These findings provide knowledge that can be utilized in the prevention of the possible negative consequences of digital gaming.
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http://dx.doi.org/10.1080/08964289.2017.1378608 | DOI Listing |
Comput Biol Med
January 2025
Institute of Informatics, Federal University of Goiás, GO, Brazil.
The Pupillary Light Reflex (PLR) is the involuntary movement of the pupil adapting to lighting conditions. The measurement and qualification of this information have a broad impact in different fields. Thanks to technological advancements and algorithms, obtaining accurate and non-invasive records of pupillary movements is now possible, expanding practical applications.
View Article and Find Full Text PDFPLoS One
January 2025
Portugal Football School, Portuguese Football Federation, Oeiras, Portugal.
This study aimed to investigate the impact of different offensive-reward-related rules on the physical performance, perceived exertion and enjoyment of young basketball players during small-sided games (SSG). Eighteen youth male players (age: 13.3±0.
View Article and Find Full Text PDFPLoS One
January 2025
Institute of Sport Training, Chengdu Sport University, Chengdu, China.
The low satisfaction of fans' spectator experience, the weak willingness to continue to watch games have become the realistic barriers limiting the sustained and favorable development of Chinese Basketball Association league (CBA League). Using Structural Equation Modeling (SEM) and Fuzzy-set Qualitative Comparative Analysis (fsQCA), this study clarifies the complex causal relationship behind the phenomenon of fans' spectator experience, explore the linkage mechanism between different influencing factors of spectator experience. Also constructs a variety of grouping paths to enhance the fans' spectator experience in the CBA League.
View Article and Find Full Text PDFChaos
January 2025
School of Automation and Electrical Engineering, Linyi University, Linyi 276005, China.
This paper mainly focuses on investigating the discrete event dynamic decision-making process with two noncooperative intelligent agents, defined as event dynamic games (EDGs). We introduce a novel state space model and analyze the existence of its equilibrium solution. Additionally, we apply principles of network evolution to address the challenge of event dynamic game network modeling.
View Article and Find Full Text PDFAlzheimers Dement
December 2024
Penn Alzheimer's Disease Research Center, University of Pennsylvania, Philadelphia, PA, USA.
Background: Mobile, valid and engaging cognitive assessments are essential for detecting and tracking change in research participants and patients at risk for Alzheimer's Disease and Related Dementias (ADRDs). This pilot study aims to determine the feasibility and generalizability of an at-home, app-based cognitive assessment, the mobile cognitive app performance platform (mCAPP), to detect cognitive changes associated with aging and preclinical AD.
Method: mCAPP includes three gamified tasks (Figure 1): (1) a "concentration" memory task that includes learning and matching hidden card pairs with increasing memory load, pattern separation features (lure vs.
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