Video games have been a popular form of media entertainment since the 1970s, with gamers of all ages experiencing and engaging digital worlds and creating lasting memories in those spaces. As video games mature, so are their players-by some estimates, the average age of a gamer is in their 30s, and often playing games with their children. As such, video games are a potentially powerful elicitor of nostalgia, as is being recognized in more recent research and discourse. In this article, we describe and explain nostalgia as elicited from video gaming experiences, discuss the effects of gaming-induced nostalgia on psychological well-being, and offer direct avenues for fostering and growing this research.
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http://dx.doi.org/10.1016/j.copsyc.2022.101544 | DOI Listing |
Neurocomputing (Amst)
January 2025
Department of Electrical and Computer Engineering, University of Maryland at College Park, 8223 Paint Branch Dr, College Park, MD, 20740, USA.
Inference using deep neural networks on mobile devices has been an active area of research in recent years. The design of a deep learning inference framework targeted for mobile devices needs to consider various factors, such as the limited computational capacity of the devices, low power budget, varied memory access methods, and I/O bus bandwidth governed by the underlying processor's architecture. Furthermore, integrating an inference framework with time-sensitive applications - such as games and video-based software to perform tasks like ray tracing denoising and video processing - introduces the need to minimize data movement between processors and increase data locality in the target processor.
View Article and Find Full Text PDFSci Data
January 2025
Department of Psychology, Stanford University, Stanford, USA.
Esports refers to competitive video gaming where individuals compete against each other in organized tournaments for prize money. Here, we present the Competitive Esports Physiological, Affective, and Video (CEPAV) dataset, in which 300 male Counter Strike: Global Offensive gamers participated in a study aimed at optimizing affect during esports tournament. The CEPAV dataset includes (1) physiological data, capturing the player's cardiovascular responses from before, during, and after over 3000 CS: GO matches; (2) self-reported affective data, detailing the affective states experienced before gameplay; and (3) video data, providing a visual record of 552 in-laboratory gaming sessions.
View Article and Find Full Text PDFNeuropsychopharmacol Rep
March 2025
National Center of Neurology and Psychiatry, National Institute of Mental Health, Kodaira, Tokyo, Japan.
Aim: The Internet Gaming Disorder Scale is a 9-item screening instrument developed based on the diagnostic criteria for Internet Gaming Disorder (IGD) in the DSM-5. This study aimed to examine the reliability and validity of the Internet Gaming Disorder Scale for children (IGDS-C) in Japanese clinical and nonclinical populations.
Methods: The study included clinical outpatients aged 9-29 with problematic game use and nonclinical adolescents aged 12-18 who played online games at least once a week.
J Behav Addict
January 2025
2Ciber Physiopathology of Obesity and Nutrition (CIBERObn), Instituto de Salud Carlos III, Barcelona, Spain.
Background And Aims: Internet gaming disorder (IGD) is a highly engrossing activity with the individual spending up to 10 h per day gaming, this causes issues in accomplishing their tasks and personal goals. Also, to generate in them increased anxiety, impulsivity and lack of social skills, this impacts the good personal development and individual's quality of life. Therefore, it is vital to better understand, in terms of treatment, which factors are associated with therapeutic outcomes (largely to achieve control over the use of video games and the lack of relapses) following a standardized Cognitive Behavioral Therapy (CBT) protocol.
View Article and Find Full Text PDFBMC Med Inform Decis Mak
January 2025
Medical Informatics Department, Faculty of Medicine, Mashhad University of Medical Sciences, Mashhad, 13944-91388, Iran.
Background: The prevalence and chronic nature of Inflammatory Bowel Diseases (IBD) is a significant global concern. As the essential part of treatments approach, patient adherence to treatment protocols and self-management practices are crucial to = IBD management. Healthcare initiatives focused on chronic conditions are strongly needed to consider various aspects of gamification and how it can positively affect self-management.
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