AI Article Synopsis

  • Video games are widely popular, but their connections to psychological traits, like autism and schizotypy, and neurophysiological aspects, such as reaction time, haven't been thoroughly studied using social-evolutionary frameworks.
  • The study found that higher autism traits were linked to increased video game play, especially in females, while higher schizotypy traits were associated with decreased play in both genders.
  • Results highlighted gender differences in game preferences, with males favoring action games and females preferring puzzle or social simulation games, indicating that gaming behaviors reflect psychological traits and neurophysiological responses.

Article Abstract

Video games are popular and ubiquitous aspects of human culture, but their relationships to psychological and neurophysiological traits have yet to be analyzed in social-evolutionary frameworks. We examined the relationships of video game usage, motivations, and preferences with autistic and schizotypal traits and two aspects of neurophysiology, reaction time and targeting time. Participants completed the Autism Quotient, Schizotypal Personality Questionnaire, a Video Game Usage Questionnaire, and two neurophysiological tasks. We tested in particular the hypotheses, motivated by theory and previous work, that: (1) participants with higher autism scores would play video games more, and participants with higher schizotypy scores would play video games less; and (2) autism and positive schizotypy would be associated with opposite patterns of video game use, preferences and motivations. Females, but not males, with higher autism scores played more video games, and exhibited evidence of relatively male-typical video game genre preferences and motivations. By contrast, positive schizotypy was associated with reduced video game use in both genders, for several measures of game use frequency. In line with previous findings, males played video game more than females did overall, preferred action video games, and exhibited faster reaction and targeting times. Females preferred Puzzle and Social Simulation games. Faster reaction and targeting times were associated with gaming motives related to skill development and building behavior. These findings show that gaming use and patterns reflect aspects of psychology, and gender, related to social cognition and imagination, as well as aspects of neurophysiology. More generally, the results suggest that video game use is notably affected by levels of autistic and schizotypal traits, and that video games may provide an evolutionarily novel medium for imaginative play in which immersive play experiences can be decoupled from social interaction.

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Source
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC8905237PMC
http://dx.doi.org/10.3389/fpsyg.2022.767446DOI Listing

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