This study focused on the importance of social videogame play for remaining connected to others early in the COVID-19 pandemic. While social isolation and loneliness negatively affect well-being, social interaction is important for positive outcomes. During the pandemic, online videogame play has offered a safe outlet for socialization. Participants ( = 45) completed a survey rating the importance of gaming for feeling connected to family, friends, and co-workers, before, during, and after stay-at-home orders. As expected, the results indicate that social videogame play and its importance increased significantly during the stay-at-home period and decreased afterward. The importance of gaming with friends and co-workers increased significantly during the stay-at-home period but did not decrease significantly afterward. Social gaming was more important for remaining connected with friends and co-workers than family. Participants likely had more direct interaction with family members, while more effort was necessary to maintain contact with non-family members.
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http://dx.doi.org/10.1177/15554120221090982 | DOI Listing |
Geriatr Psychol Neuropsychiatr Vieil
December 2024
Université Paris Cité, Laboratoire de psychologie Clinique, psychopathologie, Psychanalyse, Boulogne-Billancourt.
This article comes from an academic research, conducted with old persons living in French nursing homes and doing esports workshops, led by young volunteers. With the case of a 93-year-old resident, recently introduced to technological tools, we show how the stakes of videogames competition were at first met with her fear not to be good enough. However, her involvement in the competition mustered, through afterwardness, some elements from her childhood and adolescent psychic life.
View Article and Find Full Text PDFChild Care Health Dev
January 2025
Department of Health and Kinesiology, College of Applied Health Sciences, University of Illinois Urbana Champaign, Champaign, Illinois, USA.
Background: Screen use has become nearly universal, especially in children. Therefore, it is important not only to comprehend its effects on health but also to understand its patterns of use. We aim to describe screen use patterns among children assessed at 2, 4, and 6-7 years, based on device, period of the day, and child/family characteristics.
View Article and Find Full Text PDFCyberpsychol Behav Soc Netw
January 2025
Department of Psychology, Faculty of Arts, University of Delhi, North Campus, Delhi, India.
The growth of online video-game players has seen a parallel growth in online gaming communities. Membership in these communities has been well known to play a vital role in shaping social connections and fostering social capital. This systematic review explored the role of interacting virtual identities in shaping the relationship between membership in gaming communities and social capital as an outcome.
View Article and Find Full Text PDFJ Child Adolesc Psychopharmacol
January 2025
Consultant, Pittsford, NY, USA.
Approximately 20%-40% of individuals with Tourette syndrome (TS) have rage attacks (RAs), which are recurrent, explosive behavioral outbursts that can cause significant functional impairment. Despite the impact of RA in TS, there has been limited research on treatment, and most studies have focused on pharmacologic interventions. Nonpharmacologic interventions have the potential to improve symptoms with fewer side effects.
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