The disorder of internet gaming is increasingly being blamed on major psychological problems affecting youth. Action video games are enjoyable for masochists. Video game chores that practise bondage and other acts that cause pain and anoxia may be masochistic in nature in order to promote player satisfaction. Asphyxia will result in pleasure in asphyxiophilia, a dangerous and occasionally lethal form of sexual masochism. Constriction of the neck with ligature materials is a frequent method of causing hypoxia. The subject of this case study was a compulsive player of online video games. During the masochistic act, along with a recording of it, he unintentionally died. Given that he was naked, had a ligature around his neck, had his wrists and legs bound, and had two fabric-holding clamps on his scrotum, asphyxiophilia was determined to be the cause of his death. At the scene of death, neither pornographic materials nor proof of frequent use of this kind of behaviour were discovered. Along with recording, the subject's cell phone's flash was on to help with the dim lighting and he may have been videotaping these masochistic acts as part of a videogame task. The results of the autopsy, circumstantial evidence, police inquiry and witness accounts all support accidental death.
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http://dx.doi.org/10.1177/00258172221141250 | DOI Listing |
MethodsX
June 2025
Graduate Program in Human Aging, Institute of Health, University of Passo Fundo (UPF), Passo Fundo, RS, Brazil.
Exergames, which blend physical activity with digital gaming, are increasingly recognized for their potential to boost user engagement in exercise. The user perception of these games plays a critical role in sustaining this engagement. Therefore, understanding and effectively assessing user experience (UX) in exergames is crucial to maximizing their appeal and effectiveness.
View Article and Find Full Text PDFDisabil Rehabil
January 2025
Sydney School of Health Sciences, Faculty of Medicine & Health, The University of Sydney, Sydney, Australia.
Purpose: To investigate potential mechanisms of a digital rehabilitation intervention associated with improved mobility among adults undertaking rehabilitation.
Materials And Methods: Causal mediation analysis of the AMOUNT trial (ACTRN12614000936628). Participants were randomised to digitally-enabled rehabilitation (virtual reality video games, activity monitors, and handheld computer devices prescribed by a physiotherapist) and usual care or usual care alone.
Int J Psychophysiol
January 2025
University of Luxembourg, Department of Behavioural and Cognitive Sciences, 11 Porte des Sciences, 4366 Esch-sur-Alzette, Luxembourg.
Stress relief is often cited as the main motive for playing video games. However, the effectiveness of video games in coping with stress, especially when comparing violent and non-violent genres, remains uncertain. In the present lab experiment with N = 82 participants, we assessed acute stress reduction after playing a violent vs.
View Article and Find Full Text PDFBehav Sci (Basel)
December 2024
School of Foreign Languages and Literatures, Chongqing Normal University, Chongqing 401331, China.
This study aims to develop and validate the Adolescent Problematic Gaming Scale (PGS-Adolescent). Following established scientific protocols, we developed an initial version of the PGS-Adolescent scale and validated it using data from 448 valid survey responses collected from adolescents in China. The dataset was split into two parts: 225 responses were allocated for exploratory factor analysis (EFA), and 223 for confirmatory factor analysis (CFA).
View Article and Find Full Text PDFJ Neuroeng Rehabil
January 2025
Secteur des Sciences de la Santé, Institut de Recherche Expérimentale et Clinique, Neuro Musculo Skeletal Lab (NMSK), UCLouvain, Avenue Mounier 53, 1200, Brussels, Belgium.
Background: Intensive rehabilitation through challenging and individualized tasks are recommended to enhance upper limb recovery after stroke. Robot-assisted therapy (RAT) and serious games could be used to enhance functional recovery by providing simultaneous motor and cognitive rehabilitation.
Objective: The aim of this study is to clinically validate the dynamic difficulty adjustment (DDA) mechanism of ROBiGAME, a robot serious game designed for simultaneous rehabilitation of motor impairments and hemispatial neglect.
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