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Experiences of Time Loss among Videogame Players: An Empirical Study

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Abstract

Playing videogames is now a major leisure pursuit, yet research in the area is comparatively sparse. Previous correlational evidence suggests that subjective time loss occurs during playing videogames. This study examined experiences of time loss among a relatively large group of gamers (n = 280). Quantitative and qualitative data were collected through an online survey. Results showed that time loss occurred irrespective of gender, age, or frequency of play, but was associated with particular structural characteristics of games such as their complexity, the presence of multi-levels, missions and/or high scores, multiplayer interactions, and plot. Results also demonstrated that time loss could have both positive and negative outcomes for players. Positive aspects of time loss included helping players to relax and temporarily escape from reality. Negative aspects included the sacrificing of other things in their lives, guilty feelings about wasted time, and social conflict. It is concluded that for many gamers, losing track of time is a positive experience and is one of the main reasons for playing videogames.

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... As seen in Table 2, 44 studies found an association of a social structural feature with either GD and/or a proxy variable. The most studied associations within this category were between general socialization features and GD (n 5 10) or a proxy (n 5 23) (Beranuy et al., 2013;Chang, 2013;Cheng, 2019;Dietrich, Mulcahy, & Knox, 2018;Elliott et al., 2012;Ghuman & Griffiths, 2012;Heng, Zhao, & Wang, 2020;Hsu, Lee, & Wu, 2005;Hull, Williams, & Griffiths, 2013;Kang, Lu, Guo, & Zhao, 2020;Karlsen, 2011;King et al., 2011King et al., , 2017Klimmt, Schmid, & Orthmann, 2009;Laconi et al., 2017;Land, 2015;Lee & Schoenstedt, 2011;Lewis, 2016;Mao, 2021;McLean & Griffiths, 2013;Quick & Atkinson, 2014;Smyth, 2007;Wood et al., 2004Wood et al., , 2007. General socialization features were within games features related to in-game socialization as a motive without clearly delineating the specific structural feature. ...
... The capacity to customize the player's avatar was also largely represented in the literature, with two studies finding a direct relation to GD and six with a proxy (Jin, 2009;Kim et al., 2015;Mancini et al., 2019;Morcos, Stavropoulos, Rennie, Clark, & Pontes, 2019;Quick & Atkinson, 2014;Tavakkoli et al., 2015;Westwood & Griffiths, 2010;Wood et al., 2004). Likewise, numerous studies supported the contribution of storytelling devices within video games to the onset of GD (n 5 3) or a proxy (n 5 9) (Cheng, 2019;Hall, 2019;King et al., 2011King et al., , 2017McLean & Griffiths, 2013;Tavakkoli et al., 2014Tavakkoli et al., , 2015Westwood & Griffiths, 2010;Wood et al., 2004Wood et al., , 2007. Most substantially, Hall (Hall, 2019) found that the player's ability to make choices as the character of a story contributed to greater enjoyment and engagement. ...
... From a broader perspective, the reward and punishment category of structural features was one of the most widely reported in the overall literature pool, with 34 studies making up 32.08% of the included papers (see Table 5). A substantial number of the studies included discussed evidence related to general reward features with 5 studies associated with GD and 20 associated with a proxy (Aggarwal, Saluja, Gambhir, Gupta, & Satia, 2020;Banks, 2015;Cruz, Hanus, & Fox, 2017;de Albuquerque & Fialho, 2015;Dietrich et al., 2018;Finserås et al., 2019;Goh and Pe-Than EPPLee, 2017;Herodotou et al., 2015;Hsu & Wang, 2018;Karlsen, 2011;King, Herd, & Delfabbro, 2018;Laffan et al., 2016;Land, 2015;Lee et al., 2020;Lewis, 2016;McKernan et al., 2015;Nadolny et al., 2017;Tavakkoli et al., 2014;Westwood & Griffiths, 2010;Wood et al., 2004;Wood et al., 2007;Yang & Quadir, 2018). Within the general reward features categorization, eight studies found evidence of experience points being potentially problematic (Dietrich et al., 2018;Goh and Pe-Than EPPLee, 2017;Herodotou et al., 2015;Hsu & Wang, 2018;Land, 2015;Nadolny et al., 2017;Westwood & Griffiths, 2010;Wood et al., 2004). ...
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Background and aims: Gaming disorder (GD) is a mental health concern that has been heavily contested by experts. This scoping review synthesizes the literature to identify the structural features of video game design that can contribute to GD. Furthermore, a taxonomy of the structural features implicated with GD is proposed, revised from earlier work. Methods: Seven databases, in addition to Google Scholar, were searched. Peer-reviewed studies were included if they assessed a link between gaming structural characteristics and GD or a proxy. The final pool included 105 articles. Results: Avatar creation and customizability, multiplayer characteristics, and reward and punishment features were highly represented in the literature. There was no evidence for three categories in the original taxonomy: support network features, sexual content, and explicit language. Furthermore, structural feature sub-categories emerged that were absent from the previous taxonomy, such as general socialization features, type of virtual world, and in-game currency. Manipulation and control features and presentation features were less represented than social features, narrative and identity features, and reward and punishment features. The reviewers propose two broad classes of addictive gaming structural features: 'features enhancing in-game immersion and realism' and 'gambling-like features'. Discussion and conclusions: Numerous studies found a relationship between social, narrative and identity, and reward and punishment structural characteristics with GD. Two broad classes of gaming structural features were associated with addiction. The first, 'features enhancing in-game immersion and realism,' including social gameplay, avatar creation, storytelling, and graphics/sound. The second, 'gambling-like features,' included different mechanisms of rewards-and-punishment.
... Conceptually, immersion can be thought of as a precursor to "flow" or a continuum whose endpoint is a flow state, the most extreme level of absorption in an activity that can be achieved (Csikszentmihalyi 1990;Jennett et al. 2008). Although flow states have often been studied in the context of work experiences, prior research has found that flow (Csikszentmihalyi and LeFevre 1989;Mannell, Zuzanek, and Larson 1988) and immersive states (Jennett et al. 2008;Wood, Griffiths, and Parke 2007) also emerge during leisure experiences, such as watching TV, socializing, and playing video games. 2 When immersed, consumers feel more engrossed in an experience and less connected to the world outside of it. Indeed, a common by-product of immersion is a lack of temporal awareness and altered perceptions of time. ...
... Indeed, a common by-product of immersion is a lack of temporal awareness and altered perceptions of time. When in a state of immersion (and at the extreme, during an actual flow state), consumers report losing the sense that time is passing and are often surprised to discover how long they have spent performing an activity (Csikszentmihalyi 1990;Jennett et al. 2008;Wood, Griffiths, and Parke 2007). Importantly, there is widespread agreement within this literature regarding the indicators that characterize experiential immersion. ...
... However, limited research has studied how specific actions during an experience might influence consumers' perception of time. Contributing to research demonstrating a close link between time perception, immersion, and enjoyment (Csikszentmihalyi 1990;Gable and Poole 2012;Jennett et al. 2008;Sackett et al. 2010;Wood, Griffiths, and Parke 2007), we consistently find that by increasing immersion, generating content leads to the perception that time is flying, which ultimately boosts enjoyment. ...
Article
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Advances in technology, particularly smartphones, have unlocked new opportunities for consumers to generate content about experiences while they unfold (e.g., by texting, posting to social media, writing notes), and this behavior has become nearly ubiquitous. The present research examines the effects of generating content during ongoing experiences. Across nine studies, the authors show that generating content during an experience increases feelings of immersion and makes time feel like it is passing more quickly, which in turn enhances enjoyment of the experience. The authors investigate these effects across a broad array of experiences both inside and outside the lab that vary in duration from a few minutes to several hours, including positive and negative videos and real-life holiday celebrations. They conclude with several studies testing marketing interventions that increase content creation and find that consumers who are incentivized or motivated by social norms to generate content reap the same experiential benefits as those who create content organically. These findings illustrate how leveraging content creation to improve experiences can mutually benefit marketers and consumers.
... Agrawal et al. (2020) later defined immersion as a phenomenon experienced by an individual, when in a state of deep mental engagement in which their cognitive processes (with or without sensory stimulation), cause a shift in their state of attention in a way that is possible to experience the dissociation of consciousness from the physical world. Later, Morgado and Beck (2020) combined the three-dimensional taxonomy (Nilsson et al., 2016) and the definition of immersion (Agrawal et al., 2020) According to a study on cyberpsychology by Wood et al. (2007) experiencing dissociation of consciousness from the physical world is a common occurrence in video games, with 99% of the respondents (N = 280) reporting losing track of time while playing. This research further found that narrative-focused video games were most frequently associated with the loss of time during gameplay. ...
... While some identify the narrative as the most presence sense influencer (Wood et al., 2007), others say that is a well-balanced flow experience that can enhance the player's immersion (Csikszentmihalyi, 2013). ...
Conference Paper
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The challenge is a fundamental aspect of almost every gameplay, and immersion is one of the most widely recognized concepts in the video game industry. Since this is currently a work in progress, this study aims to preliminary research how player's perceived level of challenge affects narrative immersion during gameplay in the role-playing game (RPG) genre. This study will outline the procedures that will be undertaken, including the utilization of the Challenge Originating from Recent Gameplay Interaction Scale (CORGIS) instrument and a questionnaire to measure player immersion. These instruments will enable the assessment of the impact of the perceived challenge on narrative immersion in each use case.
... In DSM-V the term Internet Gaming Disorders has been introduced in Section III as a condition warranting for more research (APA, 2013). (Wood, 2008;Wood, Griffiths, & Parke, 2007). Although the early works that analyzed the problem of addiction in video games considered time as a central element (Yang & Oh, 2007;Wood, Griffiths, & Parke, 2007;Tejeiro Salguero & Morán, 2002), recently an increasing number of works consider that time has little confusing effect (Seok & DaCosta, 2014) or even no effect (Kovess-Masfety, et al., 2016). ...
... (Wood, 2008;Wood, Griffiths, & Parke, 2007). Although the early works that analyzed the problem of addiction in video games considered time as a central element (Yang & Oh, 2007;Wood, Griffiths, & Parke, 2007;Tejeiro Salguero & Morán, 2002), recently an increasing number of works consider that time has little confusing effect (Seok & DaCosta, 2014) or even no effect (Kovess-Masfety, et al., 2016). Recent research has looked at video game addiction as a behavioral addiction based on model gambling addiction (Griffiths, Pontes, & Kuss, 2015). ...
Article
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Video games are widely considered an activity with possibly addictive consequences; as a result, behavioural addiction characteristics related to gaming are recognized in the International Classification of Diseases (ICD‑11) and the Diagnostic and Statistical Manual of Mental Disorders (DSM‑5). Specific characteristics of Pathological Game Usage (PGU) still incite debate among researchers across a spectrum of domains. Time Spent Playing (TSP) is one of the most discussed elements in relation to Pathological Video‑Game Use (PGU). The present study involving 140 respondents researched a possible relationship between the average time spent playing over two specific kinds of days. Statistically specific analyzes, such as correlations and regressions were performed between TSP (based on self‑reported data addressing a specific kind of day: free day/ holiday and work/school day) and PGU (based on the scale developed by Gentile, 2009). Results indicate positive correlations between symptoms/elements of PGU and TSP. Additionally, results indicated significantly higher scores on the PGU scale for males suggesting possible gender differences in the presence of problematic use characteristics.
... When the HapTug is activated-which provides the feeling of haptic feedback an vibration-the user is more immersed in the game. This is supported by the fact that, a shown in Figure 11, the user was not more aware of the playback time [39]. Furthermore users interacted more often per unit time in the game when haptics were activated. ...
... When the HapTug is activated-which provides the feeling of haptic feedback and vibration-the user is more immersed in the game. This is supported by the fact that, as shown in Figure 11, the user was not more aware of the playback time [39]. Furthermore, users interacted more often per unit time in the game when haptics were activated. ...
Article
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In this study, a haptic device is proposed for virtual reality (VR) applications. The proposed haptic device is linked to the bundle controller of a VR device. The device proposed in this study is a force-feedback device that focuses on the sensation felt by the hand rather than the feeling of the tool colliding with the object. The device provides sensations of centrifugal or inertial forces due to the weight of the tool when the user swings the tool and the sensation of a reaction force when the user stabs or pokes an object with the tool. The force generated by a haptic device of the linked type was measured and examined to determine whether a sensation of actually using a tool in the virtual environment was provided. In addition, we conducted two types of experiments to evaluate the proposed haptic device. First, VR content was created for the user experience, and a survey was conducted with 30 experimenters to compare the bundle controllers and a haptic device, called HapTug, in terms of realism, immersion, and enjoyment. The survey results demonstrated that the realism, immersion, and enjoyment increased compared to using the bundle controller alone. A total of 41 experimenters were allowed to play freely in a virtual environment for six sessions of 30 s each. They pressed the reset session button when they felt 30 s had passed, and the device they were wearing turned on and off randomly every session. During the experience, their playback time, number of interactions, and range were measured. As a result, when the device was activated, experimenters felt the time was shorter and showed widespread movement. Thus, it was proven that the proposed linked-type haptic device effectively delivered the feeling of wielding a tool, allowing the user to feel the virtual object coming in and going out of the hand when interacting with it. Moreover, three conclusions were drawn from the results of the experiments: previous VR experience times have little to do with satisfaction related to haptic device use, users have low expectations for haptic realism, and users interact more actively and exaggeratedly with a haptic device.
... This may occur because the subjects prioritize the need for relieving leisure boredom over engaging in social interactions with significant others or performing certain tasks at hand (Young, 2010). Another study by Wood et al. (2007) found the emergence of conflict between individuals and their significant others because the individuals "lose track of time" when playing games, which caused the significant others to feel unprioritized. It can be concluded that the more often individuals play games on their smartphones to relieve leisure boredom, the greater the tendency of such individuals to withdraw from their significant others (either knowingly or unknowingly) or lie to cover up the problems that they face. ...
... Hal ini karena subjek lebih memprioritaskan kebutuhannya akan menghilangkan rasa bosan di waktu luang dibandingkan interaksi sosial dengan orang-orang terdekatnya maupun melakukan tugas yang ada (Young, 2010). Di penelitian lain seperti oleh Wood et al. (2007) juga menemukan adanya konflik antar individu dengan significant others dikarenakan individu tersebut "lupa waktu" saat bermain gamenya dan hal ini membuat significant others merasa tidak diprioritaskan. Dari sini dapat disimpulkan bahwa semakin sering seseorang yang bermain game di smartphone untuk menghilangkan rasa bosan di waktu luang maka orang tersebut akan semakin cenderung untuk menarik diri dari orang-orang terdekatnya (secara sengaja maupun tidak sengaja) atau berbohong demi menutupi masalah yang dialaminya. ...
Article
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The risk of gaming disorder is not only limited to hardcore gaming style, but is also found in the increasingly popular casual gaming style. This study aims to test how leisure boredom affects gaming disorder in emerging adult smartphone users. A quantitative approach with correlational design was used in the study. The criteria of the respondents were individuals aged 18-25 years, who played games on their smartphones at least once a day and resided in Surabaya, Indonesia. A total of 175 respondents participated in this research. Modified version of the Leisure Boredom Scale (LBS) and the Internet Gaming Disorder - 20 Test (IGD-20 Test) were utilized to collect data. The data was analyzed using simple linear regression. The results indicated that leisure boredom may predict the tendency of gaming disorder in emerging adult smartphone users. The conflict aspect in gaming disorder was found to be the most affected by leisure boredom, whereas the mood modification aspect was found to be the only aspect not affected by leisure boredom. Risiko akan kelainan bermain game tidak hanya terbatas pada gaya bermain intensif (hardcore gaming), namun juga pada gaya bermain santai (casual gaming) yang semakin populer. Studi ini bertujuan untuk menguji pengaruh rasa bosan di waktu luang terhadap kelainan bermain game pada pengguna smartphone dewasa muda. Pendekatan kuantitatif dengan desain korelasional telah digunakan dalam studi ini. Responden memiliki kriteria berusia 18-25 tahun yang bermain game di smartphone minimal satu kali dalam sehari dan berdomisili di Surabaya, Indonesia. Terdapat 175 responden yang bersedia mengikuti studi ini. Alat ukur Leisure Boredom Scale (LBS) dan Internet Gaming Disorder - 20 Test (IGD-20 Test) yang dimodifikasi telah digunakan untuk mengumpulkan data. Data dianalisis menggunakan regresi linear sederhana. Hasil menunjukkan bahwa rasa bosan di waktu luang memprediksi kecenderungan kelainan bermain game pada pengguna smartphone dewasa muda. Aspek conflict ditemukan sebagai aspek yang paling dipengaruhi rasa bosan di waktu luang sedangkan aspek mood modification ditemukan tidak dipengaruhi rasa bosan di waktu luang.
... Numerous articles have shown that excessive network and online gaming have negative effects on the users. These are losing significant relationships, jobs, and education or career opportunities (Allison et (Grüsser et al. 2007); sacrificed sleep, work and/or education, socializing with friends, socializing with partner, and family time (Griffiths 2004); missing other things (e.g., classes, meals or appointments), losing sleep, guilt at "wasting time", and creating conflict with others (Wood et al. 2007); time distortion (Rau et al. 2006); and has negative effects on life satisfaction, low school grades, deterioration in interpersonal relationships, and nonconfrontation of problems (Wang et al 2008). ...
... This is found to be consistent with the studies of De Guzman and Fabian (2009), Young (1996), Griffiths et al. (2004), and Wang et al. (2008). Also, it could also be investigated in terms of Health effects (eigenvalue = 2.192) (similar to the studies of Young (1996) and Wood et al. (2007)). The third dimension of the questionnaire is called Relaxation (eigenvalue = 1.449). ...
Conference Paper
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This study attempted to develop valid and reliable scales towards the effects of gaming in cyber cafés in Manila. In order to develop the scales, an initial draft of the questionnaire with twenty-seven items was distributed in the fifteen districts of Manila. A total of four hundred eighteen (418) survey forms were retrieved. Factor analysis was used to determine the dimensions of the questions while Cronbach's alpha analysis was utilized to determine the reliability of the questions on each construct. Any items with factor loadings less than 0.50 and Cronbach's alpha values of less than 0.70 were discarded. The final scales had twenty (20) questions. It was revealed that the effects of cyber café gaming could be investigated into the following dimensions-Responsibilities, Health, Relaxation, and Socialization. All questions under each construct were found highly valid and highly reliable. It is expected that various studies could be derived from the use of the developed scales. Limitations of the study and recommendations to improve the scales were also presented.
... By getting hold of our attention, they accelerate the subjective passage of time. In a survey conducted by Wood et al. (2007), 99% of respondents reported losing track of time while playing video games. A number of experimental studies also showed that we tend to underestimate the duration of a play session and experience a faster passage of time (Bisson et al., 2012;Bisson & Grondin, 2013;Luthman et al., 2009;Rau et al., 2006;Rutrecht et al., 2021;Tobin et al., 2010;Tobin & Grondin, 2009;Wood et al., 2004). ...
... Serious games designed for this purpose use cognitive behavioral therapy (CBT; Coyle et al., 2011;Scholten et al., 2016;Schuurmans et al., 2015) or a mixture of CBT and attention bias modification (ABM; Schoneveld et al., 2016). Commercial video games have been shown to help "alleviate and manage negative feelings" (Villani et al., 2018, p. 10) by functioning as a means of escapism through role play, presence and immersion in other worlds (Hussain & Griffiths, 2009;Kuo et al., 2016), and time loss (Wood et al., 2007). Lobel et al. (2014) observed that in-game interoceptive awareness was positively related to the active implementation of regulatory strategies, hinting at the possibility that games could be used to train regulatory skills. ...
Article
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Virtual environments are typically associated with entertainment and a fast subjective passage of time. This study examined the opposite effect by exposing participants (n = 83) to a virtual reality (VR) waiting room for 7.5 min. We assessed the participants' capacity for emotion regulation and self-control as well as their level of boredom, affective states, and experience of time while waiting. We designed this study after one previously conducted by Witowska et al. (2020) in a real waiting room, based on which we modeled the virtual room to compare the results. We expected our VR study to yield similar results to the real waiting room study, with correlations between boredom and a slower passage of time and increased thinking about time. Participants with a higher capacity for emotion regulation and self-control were expected to be less bored and experience time as passing faster than others. VR being an interesting new technology, we hypothesized that the virtual waiting room would be less boring and therefore lead to a faster subjective passage of time than the real room. Our results partly confirm the findings of the real waiting room study, showing correlations between boredom and increased thinking about time and a slower subjective passage of time. Contrary to our expectations, waiting in VR was more boring and led to a slower experience of time and more thoughts about time than waiting in the real room. We did not find the expected effect of emotion regulation and self-control on boredom and time perception. Virtual environments are typically experienced in video games, which provide exciting challenges and captivating audiovisual stimuli designed to capture our attention. By getting hold of our attention, they accelerate the subjective passage of time. In a survey conducted by Wood et al. (2007), 99% of respondents reported losing track of time while playing video games. A number of experimental studies also showed that we tend to underestimate the duration of a play session and experience a faster passage of time (Bisson et al.
... A high level of rumination induces people to repetitively focus on their thinking. This highly immersive cognitive activity can evoke a sense of time loss (Wood et al. 2007) which may aggravate bedtime procrastination. Some empirical studies have confirmed this inference. ...
... Nauts et al. (2019) found that mindless bedtime procrastination (one type of bedtime procrastination) often seems to occur for participants deeply absorbed in an activity. People with a high level of rumination have large amounts of repetitive thinking that can evoke a sense of time loss (Wood et al. 2007). The sense of time loss increases the probability of bedtime procrastination. ...
Article
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It has been well documented that rumination has a negative effect on sleep quality. However, the mechanism underlying this effect remains unclear. This study investigated the negative effect of rumination on sleep quality mediated by negative affect and bedtime procrastination. In the current study, Pittsburgh Sleep Quality Index, Ruminative Responses Scale, Negative Experience Scale, and Bedtime Procrastination Scale were administered to a sample of 1103 college students recruited from an online survey platform, among whom 63% were female. Their age ranged from 17 to 31 with a mean of 20.17 (SD = 1.43). The results indicated that rumination had a significant positive effect on poor sleep quality mediated by negative affect (Effect = 0.10; 95% CI = 0.06, 0.14) and bedtime procrastination (Effect = 0.05; 95% CI = 0.03, 0.07) separately. Meanwhile, this effect could be serially mediated by the two mediators (Effect = 0.04, 95% CI: 0.02, 0.06). These findings suggest that, to improve the sleep quality of college students with high levels of rumination, interventions could be targeted at developing their adaptive emotion regulation strategies and behavioral self-regulation skills.
... These games are purposefully designed for the achievement of learning goals through flow-like experiences (Fu et al. 2009). Research in the area of serious education games have reported specific flow components such as challenge (Hamari et al. 2016), time transformation (Wood et al. 2007), positive affect (Wang et al. 2008), and motivation with players in game environments (Huang 2011). In addition, players' sense of time loss was found to be associated with the game's complexity, use of multi-levels, missions, multiplayer interactions, and narrative (Wood et al. 2007). ...
... Research in the area of serious education games have reported specific flow components such as challenge (Hamari et al. 2016), time transformation (Wood et al. 2007), positive affect (Wang et al. 2008), and motivation with players in game environments (Huang 2011). In addition, players' sense of time loss was found to be associated with the game's complexity, use of multi-levels, missions, multiplayer interactions, and narrative (Wood et al. 2007). Other game-based studies reported that players engaged in scientific practices with a forensic science augmented reality mystery game achieved a substantive flow-like experience through a sense of discovery and desire for higher performance Bodzin 2013, 2016). ...
Article
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An immersive virtual reality (iVR) game for high school students to learn about locations in their watershed with a primary focus on their city was designed and developed, employing a design model that focuses on flow. An exploratory study with the iVR game was conducted in an urban school in the eastern USA with 57 adolescents ages 16-18 from a population that is economically disadvantaged and includes students who are typically unengaged in traditional school-based learning environments. After game completion, the participants completed a 10-item survey measuring elements of flow and a 12-item survey designed to measure perceptions toward learning with VR games, immersion and presence. Participant focus groups were conducted with an emphasis on features that promoted engagement, learning, immersion, and presence. The findings revealed that all students experienced a flow state when they played the iVR learning game. Almost all users (98.1%) had positive attitudes towards using the iVR game. Students experienced high immersion and presence. In addition, students had favorable attitudes towards learning with iVR games in school environments.
... Not just in games, when we experience flow-characterized by high enjoyment and involvement-this often correlates with losing track of time [50]. This loss of time is reported as a common and positive side effect of engaging gameplay experiences [87]. Time perception-or rather, biased time perception-has thus been framed as a useful indication of immersion and engagement in games user research, as evidenced by its presence in PX questionnaires [6,32]. ...
... Additional overlapping factors include the scale of an observed environment [17], self-referential movement [80], whether observed movements are associated with rest or exertion [51], as well as the colour of lighting [34]: all of these can be present in digital games. Loss of time is a common and often positive gameplay experience [87]. The experience of optimal flow is said to correlate with a distortion in time perception through its effects on concentration and enjoyment [13,15,85]. ...
Conference Paper
How much music contributes to player experience (PX) in virtual reality (VR) games remains unclear in the games user research literature. A core factor of PX in VR games that has not been studied before (in relation to audio or otherwise) is time perception. Thus, we provide the first empirical exploration of how music affects time perception in a VR game. In a user study (N=64), we investigated the effects of music on PX and time perception (operationalized as retrospective time estimation). Participants retrospectively perceived time to pass significantly quicker in the VR game when music was present, but reported no difference in PX components, including immersion. This contributes to ongoing discourse on the surprising lack of music effects in VR games. Moreover, our results highlight the need to re-conceptualize our understanding of the relationship between time perception and immersion in games.
... Hence, the users are quick to be immersed as far as the flow is established. Disruption in the flow will affect the immersion [21] When the flow is established, the player could lose track of the time [22] and could disassociate from the real world [23]. This is seen as the endorsement for immersive gaming. ...
... The abandonment of self-consciousness, as Csikszentmihalyi (1991) called it, is a satisfying and enjoyable experience. In addition to losing their sense of self, learners of video games are believed to lose track of time whilst absorbed in such gamified activities (Wood et al., 2007). The action must also be an autotelic experience for flow to exist. ...
Article
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Background The impact of digital gamified language learning on language achievement has been corroborated in the literature; however, its impact on language achievement, especially in the English as a foreign language (EFL) context needs further investigation. In addition, the related literature has not sufficiently confirmed the impact of digital gamified language learning on some psychological domains of EFL learning. Objectives This study, therefore, employed a sequential explanatory mixed‐methods approach to explore the effects of digital gamified language learning using a mobile application (app) affordances on EFL learners' language achievement, foreign language enjoyment (FLE), and ideal second language (L2) self. Methods To this end, 36 EFL learners were randomly divided into two groups; one group was randomly assigned to the digital class, including 19 EFL learners, and the other group was assigned to the non‐digital class, consisting of 17 EFL learners. The digital learners did the digital gamified language learning activities individually and interactively and received peer and instructor feedback, whilst the non‐digital learners did the same language learning activities in printed format and received peer and instructor feedback. A language achievement test, the FLE scale, and the ideal L2 self‐scale were used to collect the quantitative data and an individual semi‐structured interview was carried out to gather the qualitative data. Results and Conclusions One‐way ANCOVA, used to analyse the quantitative data, revealed that the digital and non‐digital classes improved the EFL learners' language achievement, FLE, and ideal L2 self; however, the digital learners outperformed their non‐digital counterparts in all the measures. Thematic analysis, utilised to analyse the qualitative data, uncovered some themes about the digital learners' positive and negative attitudes and perceptions towards the digital gamified language learning activities, clarifying the quantitative findings. Implications Pedagogical implications are discussed.
... They seem to use them excessively which adversely affects their physical as well as mental health leading towards what we say "internet gaming disorder" (Feng, Ramo, Chan & Bourgeois, 2017). the most prevailing factors which appear to contribute towards internet gaming disorder including stressful life situations without coping or managing the same, company of friends or social circles, availability of computers in rooms and distressed environment (Young, 2009;Wood & Griffiths, 2007). ...
Article
Now-a-days, Internet Gaming Disorder (IGD) has become an important research area. Several risk factors associated with IGD have been identified; however a lack of consensus regarding what factors contribute the most still exists. The present study investigated the role of all factors in IGD and to identify the most contributing factors to IGD. College students (N=328) aged 17-20 years; 160 males and 168 females provided data on a booklet measuring personal, psychological, social, and internet-related factors. On analysis, the findings of the study demonstrated the meaningful predictors for diagnosis of IGD under DSM-5 diagnostic criteria. Findings have proved the significant role of cluster of factors in IGD establishment. All the factors played significant role in predicting IGD; however psychological and social factors predicted IGD the most. Aggression, loneliness and pro-social behaviour from social factors caused IGD rapidly than other risk factors. Findings could have the implications for the psychiatrists and psychologists by working on psychological and social factors for prevention of IGD.
... Therefore, loneliness has been found as one of the risk factors of digital game addiction among gamers. Gender, age, education level and time spent playing digital games were identified as possible risk factors of digital game addiction, aggression and loneliness (Wood et al., 2007;Xu, Turel, & Yuan, 2012). Previous studies also highlighted the need to explore these demographic factors to examine the differences of adolescents' digital game addiction, aggression and loneliness. ...
Conference Paper
The primary purpose of this study was to investigate digital game addiction, aggression and loneliness among adolescents. In this study, a total of 715 adolescents (Grade Ten students, Grade Eleven students, university students and out-of-school adolescents) participated and quantitative research design was used. Regarding digital game addiction, the results indicated that male adolescents had higher total digital game addiction and all subscales of digital game addiction than female adolescents. Results revealed that adolescents who were 17-18 years old had higher than those who were 15-16 and 19-21 years old in total digital game addiction, tolerance, withdrawal and problems, while adolescents who were 19-21 years old had higher than those who were 15-16 years old in salience and problems. Results indicated that university students were significantly higher in salience and problems than Grade Ten and Grade Eleven students. Results revealed that there were significant differences in total digital game addiction and all subscales of digital game addiction by time spent playing digital games per day. Regarding aggression, results indicated that male adolescents had higher physical aggression than female adolescents whereas female adolescents had higher emotion and hostility than male adolescents. Results showed that there were no significant differences by age and education level in total aggression and all subscales of aggression. Results found that there was significant difference in physical aggression by time spent playing digital games per day. Regarding loneliness, results indicated that there were no significant differences of loneliness by gender and education level. Findings revealed that adolescents who were 19-21 years old had higher loneliness than those who were 15-16 years old. In addition, results indicated that there was significant difference in loneliness by time spent playing digital games per day. Furthermore, there were significant differences in aggression and loneliness by digital game addiction levels. Finally, adolescents’ digital game addiction was positively correlated with aggression and loneliness.
... There are 159 Spanish units in the course, otherwise known as "skills" within the Spanish "tree." Users can progress onto more difficult skills as they demonstrate proficiency in easier skills, which is aligned with scaffolding theory (Wood, Griffiths, & Parke, 2007). This is a strength of the software because it supports users' learning goals in proficiency in common words and phrases, the enunciation of speech, and echoing (Yakaeva et al., 2017). ...
Article
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Spanish is one of the most popular foreign language subjects among learners, as there are currently 142 million users who have used Duolingo to learn Spanish. The Spanish language is projected to see even greater increases in the United States, both academically and demographically. The current research question asks, “How do individual Duolingo Spanish users use discussion boards over time among highly engaged, moderately engaged, and lower engaged users?” This study of Duolingo Spanish users is compared to a previous study about how highly engaged, moderately engaged, and lower engaged Duolingo German users use discussion boards over time. The results of the analysis showed that there were three themes: (1) highly engaged users make comments over a longer period of time over many years and have the highest proficiency in the Spanish language; (2) moderately engaged users make comments over a relatively shorter period of time during the duration of their studies; (3) lower engaged users are more likely to engage in the discussion boards socially about tangential topics over the span of months. The results of this study may inform researchers and educators on how discussion boards may facilitate language learning skills and Spanish knowledge to increase proficiency.
... This satisfying experience is referred to as loss of self-consciousness (Csikszentmihalyi, 1991). It is also found that game players lose track of time when they are engaged in the games (Wood et al., 2007), which is referred to as transformation of time (Csikszentmihalyi, 1991). According to Rachels and Rockinson-Szapkiw (2018), creating autotelic activity is the last element of flow, which is doing the experience for its own sake. ...
Article
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This study investigated the effects of digital and non-digital gamification on EFL learners’ learning collocations, satisfaction, perceptions, and sense of flow. The participants divided into three groups of digitally gamified, non-digitally gamified, and non-gamified classes were 75 Iranian EFL students at B1 level. In each class, students were divided into two teams and received the treatment. The data collection instruments included a pretest and a posttest of collocation knowledge, the flow questionnaire, three open-ended questions, and a semi-structured interview. The results of ANCOVA revealed significant improvement in the collocation knowledge of the three groups. The results of an ANOVA revealed significant differences in the collocation posttest scores of digital and non-digital groups compared to that of non-gamified group. Additionally, both gamified groups were satisfied with using gamification for learning collocations, because they believed the class was highly competitive, encouraging them to collaborate and learn in teams. Both groups also had positive perceptions of implementing gamification for learning collocations, which included competition, teamwork, and challenging and fun learning environment. The results indicated that students of both gamified groups considerably experienced the sense of flow because their skills matched the challenges of the games, and they were absorbed in the games. This study recommends that EFL teachers implement gamification as an effective tool to tap into learners’ emotions and to engage them in learning English collocations.
... The social aspect is one of its major allurements. According to research, social element in MMORPGs is particularly important for gamers because it is an integral component of the enjoyment of playing (Griffiths, 2007). Moreover, it denotes a complex interaction between real and virtual social networks, further blurring the boundaries between these networks, making MMORPGs inherently social spaces (Taylor, 2006.). ...
Thesis
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Internet gaming addiction has been included in the DSM 5 not as a disorder but a condition that needs further research. Determining the individual and social factors that affect online gaming behavior could help us to understand the development of this behavioral addiction. Thus, the aim of this paper was to determine the influence of personality – an individual factor, and family relationship – a social factor, to online gaming addiction. Purposive and snowball sampling was used to select 214 MMORPG, FPS, and MOBA players aged 18 years old and above who played online games for at least 22 hours per week. Self-reported measures of the Gaming Addiction Scale, Brief Family Relationship Scale, Big Five Inventory and few demographic questions were obtained in order to collect the data needed. The scores were analyzed using path analysis. As a result, two subscales of personality: neuroticism and conscientiousness are found to be the indirect contributors to online gaming addiction but personality in general is not statistically correlated. On the other hand, a significant negative relationship is established between family relationship and online gaming addiction with all of its subscales: cohesion, expression and conflict as the contributors. These findings could signify that those who are emotionally stable and those who have control over their impulses are less likely to develop online gaming addiction. Also, a good quality of family relationship may help decrease a behavioral addiction like online gaming. However, it should be noted that the majority of the population are still studying, which could explain the influence of family relationship.
... Although we applied a multiwave, longitudinal design using a novel statistical approach that enabled us to examine the prospective relations between within-person changes in gaming, athletic self-esteem and objectively measured MVPA with adjustment for all unmeasured time-invariant confounders, the findings just discussed should be interpreted in light of some study limitations. First, players often lose track of time while gaming (Wood et al., 2007), possibly because of its absorbing nature. Moreover, many parents may not have a complete overview of their child's spare time use, including their gaming. ...
Article
Background Youth are increasingly engaged in digital games; while physical activity rates are declining. This study examines whether the amount of time children spend on gaming is related to physical activity and athletic self-esteem. Method At ages 8, 10, 12, and 14, a community sample of children (n = 751, 379 girls) was interviewed about how often they played digital games, completed questionnaires regarding their athletic self-esteem and wore an accelerometer to measure physical activity. Results A random intercept cross-lagged panel model using the participants as their own controls adjusting for all time-invariant potential confounding factors, revealed that increased gaming predicted reduced athletic self-esteem (B = −0.17, 95% CI: 0.26 to −0.10). Among boys aged 10 years, increased moderate and vigorous physical activity (MVPA) predicted decreased gaming (B = −0.64, 95% CI: 1.12 to −0.16) whereas increased gaming predicted reduced MVPA at the age of 12 (B = −0.08, 95% CI: 0.12 to −0.03). These effects remained evident two years later via stability in gaming and MVPA. Conclusions Findings suggest a developmental window for boys in middle childhood during which changes in physical activity and gaming result in longer-term cascades that endure into adolescence: increased gaming predicts reduced MVPA, whereas reduced MVPA predicts increased gaming.
... A study performed by [21] had used open-ended questions to encourage students to report their moods while playing video games. As a result, various negative repercussions indirectly related to academic performance associated with addiction to video gaming were reported, such as skipping classes, missing homework deadlines, etc. ...
... When learners in non-game conditions are compared to those in game conditions, studies have revealed that the game participants experience more flow (Bressler & Bodzin, 2016;Kelders et al., 2018). Other game researchers have found confirmation of specific flow elements such as time transformation (Wood et al., 2007), positive affect (Wang et al., 2008), and motivation (Huang, 2011). Overall, there is a case to be made that well-designed learning games can be structured to promote the positive psychological state known as flow. ...
Article
We report on a design-based research study that was conducted over three iterations. It chronicles the design, development, and implementation of School Scene Investigators, a forensic science game series for middle school students that utilizes mobile augmented reality. Played on mobile devices while exploring the school environment, School Scene Investigators embeds scientific practices in a real-world context. Students work collaboratively playing unique, interdependent roles as they collect and analyze scientific data in order to solve a mystery. School Scene Investigators aims to (1) engage students through the experience of flow, a positive psychological state often experienced during well-designed games and (2) trigger science interest. In order to better understand how to design mobile game environments that engage students in flow and trigger their interest in science, we analyzed students’ self-reports of flow and interest after playing the game. Previous research demonstrated that each iteration of School Scene Investigators engaged students in a substantive flow-like experience. In this study, since engagement does not guarantee interest, we tested whether such engagement, measured as flow, was predictably related to triggered science interest. Data were pooled from all three iterations into a Bayesian multilevel model. Findings demonstrated that students with higher flow had a higher probability of triggered interest. Implications for the findings are discussed.
... Además, muchas de ellas se han centrado en adolescentes (Fisher, 1994;Gentile, citado en Harris Interactive, 2007;Griffiths, 1997;Griffiths y Hunt, 1995;1998;Hauge y Gentile, 2003;Parsons, 1995;Phillips, Rolls, Rouse y Griffiths, 1995;Tejeiro-Salguero y Moran, 2002) o jóvenes (Shotton, 1989). De hecho, hay informes adicionales con indicios de dependencia a los videojuegos entre los adolescentes como son: robar dinero para jugar a juegos de arcade o para comprar nuevos juegos (Griffiths y Hunt, 1995;1998;Keepers, 1990;Klein, 1984), faltar a la escuela para poder jugar (Griffiths y Hunt, 1998;Keepers, 1990), no hacer los deberes o sacar malas notas en la escuela (Griffiths y Hunt, 1998;Phillips et al, 1995), sacrificar actividades sociales para jugar (Egli y Meyers, 1984;Griffiths y Hunt, 1998), irritabilidad y enojo si no es posible jugar (Griffiths y Hunt, 1998;Rutkowska y Carlton, 1994), y jugar más de lo propuesto en un principio y/o perder el tiempo (Egli y Meyers, 1984;Griffiths y Hunt, 1998;Wood y Griffiths, 2007a;Wood, Griffiths y Parke, 2007). No hay duda de que para una minoría de personas (particularmente los adolescentes), los videojuegos pueden tomar una considerable cantidad de tiempo y frecuencia, cosa que podría llevar a etiquetarlos como 'adictos'. ...
Article
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Para muchos, el concepto de la adicción a los videojuegos es poco probable, sobretodo si el concepto de adicción implica tomar drogas. Este artículo hace una revisión del área, pequeña pero en crecimiento, de la adicción a los videojuegos, incluyendo la adicción a los videojuegos online. En el mundo hay pocos profesionales especializados en el tratamiento de la adicción a los videojuegos, cosa que podría deberse a que son pocos los jugadores genuinamente adictos a los videojuegos. Sin embargo, Internet puede facilitar el juego en línea excesivo, como evidencia el número en aumento de las clínicas especializadas en el tratamiento de la adicción a los videojuegos online. Tener en cuenta todos los factores y variables y considerar la prevalencia del juego y la prevalencia de los efectos adversos sobre la salud, es relativamente difícil si nos basamos en la evidencia empírica hasta la fecha. Una revisión de la literatura disponible parece indicar que los efectos nocivos afectan, probablemente, a solo un subgrupo pequeño de jugadores y que la mayoría de jugadores con un uso frecuente de los videojuegos están en riesgo de desarrollar problemas de salud. Estos jugadores experimentan unos efectos sutiles, menores y temporales, que se resolverán espontáneamente con la reducción de la frecuencia de juego.
... Serious games present an embodiment of a game, as in the virtual representation often delivered as a 3D construct built on the same architecture as video games (such as the Unity game engine) which encompass levels of interactivity through a graphic user interface (Petridis et al., 2010). Where a video game might be centred on leisurely pursuits (Wood, Griffiths, & Parke, 2007), serious games however are generally developed for educational and training purposes (Michael & Chen, 2005). Gamification, in contrast to serious games, is not generally supported by a fully stimulatory environment developed through a game engine. ...
Article
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Organisations are currently lacking in developing and implementing business systems in meaningful ways to motivate and engage their staff. This is particularly salient as the average employee spends eleven cumulative years of their life at work, however less than one third of the workforce are actually engaged in their duties throughout their career. Such low levels of engagement are particularly prominent with younger employees, referred to as Generation Y (GenY), who are the least engaged of all groups at work. However, they will dedicate around five cumulative years of their life immersed playing video games such as ‘Clash of Clans’, whether for social, competitive, extrinsic, or intrinsic motivational factors. Using behavioural concepts derived from video games, and applying game design elements in business systems to motivate employees in the digital economy, is a concept which has come to be recognised as Business Gamification. Thus, the purpose of this research paper is to further our understanding of game design elements for business, and investigate their properties from design to implementation in gamified systems. Following a two-year ethnographic style study with both a system development, and a communication agency largely staffed with GenY employees, findings suggest properties in game design elements are emergent and temporal in their instantiations.
... Serious games present an embodiment of a game, as in the virtual representation often delivered as a 3D construct built on the same architecture as video games (such as the Unity game engine) which encompass levels of interactivity through a graphic user interface (Petridis et al., 2010). Where a video game might be centred on leisurely pursuits (Wood, Griffiths, & Parke, 2007), serious games however are generally developed for educational and training purposes (Michael & Chen, 2005). Gamification, in contrast to serious games, is not generally supported by a fully stimulatory environment developed through a game engine. ...
Preprint
Full-text available
Organisations are currently lacking in developing and implementing business systems in meaningful ways to motivate and engage their staff. This is particularly salient as the average employee spends eleven cumulative years of their life at work, however less than one third of the workforce are actually engaged in their duties throughout their career. Such low levels of engagement are particularly prominent with younger employees, referred to as Generation Y (GenY), who are the least engaged of all groups at work. However, they will dedicate around five cumulative years of their life immersed playing video games such as Clash of Clans, whether for social, competitive, extrinsic, or intrinsic motivational factors. Using behavioural concepts derived from video games, and applying game design elements in business systems to motivate employees in the digital economy, is a concept which has come to be recognised as Business Gamification. Thus, the purpose of this research paper is to further our understanding of game design elements for business, and investigate their properties from design to implementation in gamified systems. Following a two-year ethnographic style study with both a system development, and a communication agency largely staffed with GenY employees, findings suggest properties in game design elements are emergent and temporal in their instantiations.
... For example, ruminative behavior has been shown to evoke increased negative affect (Lai, Han, & Yang, 2009), and one way of coping with such negative affect is to delay time sleeping (Sirois, Nauts, & Molnar, 2019). High levels of rumination can also evoke a sense of time loss (Wood, Griffiths, & Parke, 2007), which is manifested by people losing track of time and thereby gradually increasing bedtime procrastination. Thus, in this study, we hypothesize (H3) that IA may indirectly affect sleep quality through the sequential mediating effects of rumination and bedtime procrastination. ...
Article
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Background and aims: Numerous studies have shown that people who have Internet addiction (IA) are more likely to experience poor sleep quality than people who do not. However, few studies have explored mechanisms underlying the relation between IA and poor sleep quality. As a first attempt to address this knowledge gap, a cross-sectional design was applied, and structural equation modeling was used to explore the direct relationship between IA and poor sleep quality, as well as the potential mediating roles of rumination and bedtime procrastination. Methods: A convenience sample, consisting of 1,104 Chinese University students (696 females or 63%), completed an online survey that included the following measures: Young's 8-item Internet Addiction Diagnosis Questionnaire, the Pittsburgh Sleep Quality Index, the Ruminative Responses Scale, and the Bedtime Procrastination Scale. Results: While the direct path between IA and poor sleep quality was not found to be significant, rumination and bedtime procrastination were each shown to separately mediate the predictive effect of IA on poor sleep quality. However, the greatest level of support was found for the sequential mediating effects of rumination and bedtime procrastination between IA and poor sleep quality. Conclusion: While rumination and bedtime procrastination were both shown to be important independent mediators for the relation between IA and poor sleep quality, their combined effect was as great as either alone.
... Specifically, participants reported that time passed more quickly when engaged with video games compared to movies/TV. Previous research has shown time perception changes associated with video game play (Rau et al., 2006;Tobin & Grondin, 2009;Wood, Griffiths, & Parke, 2007), but time perception in noninteractive media is relatively understudied (although see Kweon, Hwang, & Jo, 2011). The current results suggest that time perception changes require interactive involvement with media and that such perceptual distortion may occur regardless of other alterations in self-representation. ...
Article
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Research in cognitive science is rapidly increasing our understanding of the cognitive mechanisms that give rise to our sense of being a unified conscious self and that allow us to interact in purposeful ways with the external environment. Laboratory research has shown that experimental manipulations involving computer-based tasks can alter aspects of our self-representation. In the current study, we investigated how complex digital media, experienced in real-world settings, impacts aspects of self-processing. Specifically, we investigated experiences of self-representation associated with interactive media such as video games and noninteractive media, such as film or TV, in naturalistic settings. A total of 220 participants completed measures of flow, sense of agency, presence, character involvement, and time perception, reporting on their engagement with both interactive and noninteractive media. Results showed reduced agentive involuntariness, but increased flow, presence, character involvement, and time perception for interactive compared to noninteractive media. Absorption was associated with increased flow, presence, and character involvement. Personality traits of openness and conscientiousness were also associated with moderate alteration of aspects self-representation during media engagement. This study presents nuanced differences in the way that interactive and noninteractive media impact self-processing and highlights features that may enhance engagement with digital media.
... Wood, Griffiths and Parke [35] studied the time loss phenomena on video game players. The participants responded an online survey containing open questions about the player's experience on time loss. ...
Conference Paper
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We present a review on methods used to assess phenomena related to immersion, engagement, flow and presence. These concepts are used to describe the perceived quality of the interaction with digital media and games. However, they are commonly ambiguous, as they can refer to similar phenomena. We approach this ambiguity by focusing our study on measurable phenomena, like the subject's performance in objective tasks and the galvanic skin resistance. Additionally , we highlight the limitations and underlying assumptions of the discussed measurement methods. Finally, we show the factors and game characteristics that can influence on the measured phenomena.
... When people become engaged in games they may experience psychological absorption. More commonly known as 'immersion', this refers to when individual logical integration of thoughts, feelings and experiences is suspended (Funk, Chan, Brouwer, & Curtiss, 2006;Wood, Griffiths, & Parke, 2007). This can incur an altered state of consciousness such as altered time perception and change in degree of control over cognitive functioning . ...
Chapter
Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what is described as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or player actions. To investigate this further, a total of 42 frequent video game players aged between 15 and 21 years old were interviewed. Thematic analysis showed that many players experienced GTP, where players appeared to integrate elements of video game playing into their real lives. These GTP were then classified as either intentional or automatic experiences. Results also showed that players used video games for interacting with others as a form of amusement, modeling or mimicking video game content, and daydreaming about video games. Furthermore, the findings demonstrate how video games triggered intrusive thoughts, sensations, impulses, reflexes, optical illusions, and dissociations.
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Lucrarea, care reprezintă teza mea de doctorat, cu toate că are o compoziție științifică distinctă, am avut dorința, pe parcursul anilor de cercetare, de a o face accesibilă atât pentru academicieni, cât și pentru publicul larg. Astfel, prima parte a cărții, concentrată asupra analizei literaturii, se aseamănă cu un manual, având ca scop prezentarea lumii jocurilor video, cu accent pe aspectele sociale. Atunci când am abordat concepte științifice, am încercat să furnizez explicații și exemple concrete pentru a facilita înțelegerea acestora. Este important de menționat că textul din carte este, în cea mai mare parte, identic cu cel din teza de doctorat, cu excepția secțiunii introductive adaptate pentru a se potrivi formatului unei publicații și a unor adăugiri și clarificări minore pe parcursul celorlalte capitole.
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Introduction Digital gaming is a popular and often social activity, also among adults. However, we need more knowledge of the social dynamics of gaming and its potential benefits for one's well-being. The current study aimed to examine gaming motivation, time spent gaming, and gaming performed together with friends, family, or romantic partner and how these aspects relate to expanded social network and well-being among men and women with and without disability. Methods Regular players of the popular game Fortnite Battle Royale (FBR; N = 278, 48.5% women, Mage = 32.38) completed an online questionnaire assessing their motivations for playing FBR (social motivation, achievement motivation, novelty motivation), time spent gaming, whom they usually play with, their psychological well-being, and FBR's impact on their life and social network. Differentiated statistical analyses on gender and disability were performed. Results and discussion The results showed that time spent gaming and social motivation to play were associated with larger social networks for all participants (strongest for women). More time spent gaming FBR was also associated with a positive impact on life for those with a disability. Social motivation to play was positively associated with a positive impact on life for men and those without a disability and increased well-being for women. Novelty motivation, which concerns experiencing new features in the game, was associated with a positive impact on life for women and with a decrease in well-being for those with a disability. This study demonstrated that gaming can be an essential social arena associated with positive outcomes for men, women and disabled people, who—when socially motivated—may expand their social networks through gaming.
Article
Introduction. Currently, the relevant object of research is the studying of psychological determinants that contribute to the formation of computer gaming addiction in children and adolescents. The younger school age is the least studied in terms of familiarization with the Internet environment and, in particular, computer games. The identification of psychological determinants that contribute to the formation of gambling addiction among younger students is an urgent problem in connection with the prevention of the formation of destructive behavior even at the early stages at school. Objective. Identify psychological determinants that cause the formation of computer gaming addiction in younger schoolchildren. Materials and methods. A sample of an empirical study was made up of students of 3 classes of the city school, in the amount of 78 people, the average age was 9.8 years. To achieve the goals of the study, the following methods were used: a test questionnaire of the degree of enthusiasm for computer games by A.V. Grishina; methodology “Computer game addiction” by O. M. Vidova; Technique “What is good and what is bad”, adapted by N.V. Kuleshova. For mathematical data processing, the Mann-Whitney U test and the r-Spearman rank correlation coefficient were used. Results. According to the conducted psychological testing, three groups of younger schoolchildren with different levels of computer gaming activity were identified – low, medium and high. According to the criteria of the questionnaire “The level of computer gaming addiction”, a high level, which correlates with computer gaming addiction, was detected in 26.1 % of respondents. The results of a comparative analysis of the severity of indicators of computer game addiction are described. Discussion. It was found that groups with different levels of computer gaming activity differ in the degree of enthusiasm for computer games. So, the higher the level of gaming activity, the higher the level of emotional attractiveness of computer games and focus on gaming activities, and the lower the self-control of gaming behavior, that all is the inability to independently complete gaming activities. The results obtained are indicated that these psychological characteristics are the determinants of computer gaming addiction in younger schoolchildren.
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With the popularity of online games, the overuse of these games has raised concerns. The literature has mainly conceptualized players' psychosocial characteristics as risk factors for game addiction. However, many studies have confirmed that game structural characteristics play a more important role in players' experience. Similarly, this research investigates how interactive affordances of World of Warcraft motivate players to play the game excessively. We have used two qualitative methods of Think-aloud protocol and in-depth interviews with World of Warcraft players. We recruited 35 World of Warcraft players from Singapore Nanyang Technological University in May 2021. Twenty of them participated in the in-depth interview and 15 of them participated in Think-aloud protocol sessions. We found that strong social ties in persistent groups encourage excessive gaming and causes sleep deficits, bad eating habit and ignoring real-life duties. Intra-group competition for outperformance encourages excessive gaming because players receive powerful items if they spend more time on gaming. Rewards and contingent tasks that are designed in games to encourage playing the game with time encourage players to play the game excessively. Finally, after explaining about gaps in knowledge, we discuss how our findings contribute to the literature. Implications for future research and insights to game addicts are provided.
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Problem gambling refers to the adverse effects on the gambler, on other individuals, his/her social life or even on the community as a result of the individual's excessive gambling behaviour. Hence, the purpose of this study was to investigate the involvement, prevalence and counselling implication of problem gambling among student sports bettors of the University of Cape Coast. The study explored the various sub-types of gambling that students are involved in and are prevalent in the University. The Pathways Model of Blaszczynski and Nower was used in identifying subtypes of problem gamblers. A descriptive survey design was adopted for the study. A sample size of 351 was used from four colleges of the University of Cape Coast. The researchers further used disproportionate stratified sampling technique to draw from each college the number required for the study. The Canadian Problem Gambling Index on a whole recorded Cronbach alpha value of .81. Means, standard deviation and percentages were used in the data analysis. It was found that non-problem gamblers and problem gamblers were most prevalent among the sub-types. Also, students were found to involve in gambling mostly twice or more in a week. On timely basis, 25mins or more were spent on sports betting. It was recommended among other things that a proposed 'Gaming Research Unit' under the auspices of the Department of Education and Psychology, should be set up to ensure the screening of students who are low-risk, moderate-risk or problem gambler and referred them for guidance and counselling and also organise gambling educational programmes and awareness seminars in the University of Cape Coast.
Article
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Problem gambling refers to the adverse effects on the gambler, on other individuals, his/her social life or even on the community as a result of the individual's excessive gambling behaviour. Hence, the purpose of this study was to investigate the involvement, prevalence and counselling implication of problem gambling among student sports bettors of the University of Cape Coast. The study explored the various sub-types of gambling that students are involved in and are prevalent in the University. The Pathways Model of Blaszczynski and Nower was used in identifying subtypes of problem gamblers. A descriptive survey design was adopted for the study. A sample size of 351 was used from four colleges of the University of Cape Coast. The researchers further used disproportionate stratified sampling technique to draw from each college the number required for the study. The Canadian Problem Gambling Index on a whole recorded Cronbach alpha value of .81. Means, standard deviation and percentages were used in the data analysis. It was found that non-problem gamblers and problem gamblers were most prevalent among the sub-types. Also, students were found to involve in gambling mostly twice or more in a week. On timely basis, 25mins or more were spent on sports betting. It was recommended among other things that a proposed 'Gaming Research Unit' under the auspices of the Department of Education and Psychology, should be set up to ensure the screening of students who are low-risk, moderate-risk or problem gambler and referred them for guidance and counselling and also organise gambling educational programmes and awareness seminars in the University of Cape Coast.
Article
El avance tecnológico ha sido muy favorable en diversos ámbitos, sobre todo en el ocio y diversión, debido a la creación de videojuegos y juegos por internet. Las personas que utilizan estas actividades de forma desmedida pueden adquirir una adicción. La Psicología Clínica ha empleado algunas terapias para tratar esta patología, el estudio tiene como objetivo revisar de forma sistemática la evidencia publicada en diferentes revistas científicas sobre el empleo de terapias del enfoque cognitivo conductual en el tratamiento de la adicción a videojuegos. La revisión utilizó los lineamientos de PRISMA y de COCHRANE. Se encontraron 17 estudios, los cuales se analizaron con la escala POMRF (Psychotherapy Outcome Study Methodology Rating Form) y con la herramienta CONSORT (Consolidated Standards Of Reporting Trials). Los resultados señalan que la utilización de la Terapia Cognitivo Conductual o tratamientos basados en el enfoque cognitivo conductual, son muy eficaces para reducir la adicción a videojuegos y tratar los síntomas que conlleva como depresión, ansiedad, aislamiento social, entre otros.
Chapter
The immense popularity of social networks such as Facebook has led to concerns about their potentially addictive nature and the ways in which they may be negatively affecting users, especially adolescents. However, despite the fact that “Facebook addiction” and “social media addiction” have become common terms in the media and social dialogue, the empirical evidence at this time does not support the existence of such a psychological affliction for several reasons: (1) The majority of studies on social media addiction are correlational and use self-report questionnaires which are not suitable for diagnosis; (2) Most studies employ non-standardized measures, cut-off scores, and criteria, and (3) There is an absence of case studies, experimental studies, longitudinal studies, and clinical studies in the field. Social interaction is a fundamental human need which social networks facilitate. Therefore, their widespread appeal is understandable. However, although an addiction to social media might not exist, there are still various problems that have been associated with social media use, including lower self-esteem, Fear of Missing Out (FOMO), bullying, anxiety, and depression, among others. In this chapter, we review the research on social media addiction, analyze how it fulfills the psychological criteria that define a true addiction, discuss the various problems associated with social media use outside of the addiction framework, and explore how these problems develop as well as look at potential treatments and prevention strategies for them.KeywordsSocial media sitesFacebookAddictionFOMO
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Dijital teknolojinin ipleri eğlence dünyasının tasarımı olan oyuna konumlandırılmıştır. Dijitalleşen oyunun hızla artan payı inovasyonun ticari değere dönüşümünü elverişli kılmıştır. Bu bölümde dijital oyun ekonomisi mercek altına alınarak pazarının büyüklüğü ve ihracat potansiyeli performans ve rekabet perspektifinden değerlendirilmiştir. Dijital oyun pazarının kısaca gelişimi incelenmiştir. Dijital oyunların değer zinciri değerlendirilirken Porter yaklaşımı ile bağ kurulmuştur. Küresel ticarette dijital oyun pazarı uluslararası işletmeler, sanal pazarlar çerçevesinde değerlendirilmiştir. Dijital oyun pazarına ilişkin uluslararasılaşma sürecinin getirdiği ticari başarı ve ihracat potansiyeli vurgulanmıştır. Link: https://acikkaynak.gim.org.tr/img/dijital-oyunlar-2.pdf
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La percepción del tiempo, y más concretamente, la estimación de su duración podría verse alterada en diferentes adicciones conductuales. Esto es lo que sucedería en la adicción a videojuegos. Entre otros factores, la alteración en la estimación temporal podría deberse al grado de disfrute que generan estos contenidos. La mayoría de estudios se han centrado casi exclusivamente en hombres, dejando de lado a las mujeres y al posible efecto diferencial del género en este fenómeno. Así, el objetivo del presente trabajo fue explorar si existen diferencias de género en la estimación temporal durante la exposición a videojuegos y el disfrute con estos contenidos. Para ello, 193 personas (54,4% mujeres) entre 18-48 años realizaron una tarea experimental que consistía en la exposición a videos de videojuegos en 4 condiciones temporales (60, 90, 120 y 150 segundos). Tras cada exposición, los participantes estimaban su duración (en segundos) y reportaban el disfrute con el contenido (entre 0-10). Ambos géneros sobreestimaban la duración de la exposición a videojuegos en las 4 condiciones temporales. Sin embargo, se observaron diferencias en función del género para la condición de 60 segundos (t= -1.10; p= .016) y para la estimación media de las 4 condiciones (t= -.741; p=.045); en todos los casos las mujeres tendían a sobreestimar más la duración. Respecto al disfrute, los hombres consideraron más satisfactorios todos los contenidos, siendo las diferencias significativas para la condición de 90 (t=5.56; p=.030), 120 (t=4.05; p=.037), y 150 segundos (t=7.13; p= .039). Tanto hombres como mujeres tendían a sobreestimar el tiempo durante el visionado de videojuegos, resultando este fenómeno más pronunciado en las mujeres. Asimismo, éstas disfrutaron mucho menos del contenido. Esto explicaría que sea menos común el riesgo de adicción en mujeres, ya que percibirían que han pasado más tiempo jugando y sentirían menos atracción hacia su contenido.
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Günümüzde dijital oyunların artan kullanımı ile birlikte, bu oyunların oyuncularına sunduğu içerikler, fayda ve zararlar çok daha fazla gündeme gelir olmuştur. Bu çerçeveyle birlikte, bu bölümde öncelikle algı ve bilişin dijital oyunlardan nasıl etkilendiğinden bahsedilecektir. Sonrasında, dijital oyun kullanıcılarının oyuna dair zaman, mekân ve benlik algıları sunulacaktır. Zaman algısı “oyuna dalmak” ve “akış” terimleri ile birlikte ele alınırken mekân algısı, görsel-uzamsal bellek gelişimi ile dijital oyunlarda bakış açısı alma üzerinden sunulacaktır. Dijital oyunlarda benlik ise, avatarlar ve “sanallaşan (çevrimiçileşen) benlik algısı” yardımıyla anlatılacaktır. Son olarak, zihinsel kurgulama seviyelerinin özellikle “ciddi” dijital oyunlar üzerindeki etkilerinden bahsedilecektir.
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Understanding how the brain maps time is central to neuroscience, behavior, psychology, and cognition. Just as in spatial navigation, self-positioning in a temporal cognitive map depends on numerous factors that are both exogenous and endogenous (e.g. time of day and experienced durations, respectively). The deprivation of external temporal landmarks can greatly reduce the ability of participants to orient in time and to formulate an adequate endogenous representation of time. However, this area of investigation in humans shows a great paucity of empirical data. This article aims at unearthing some of the experimental work that has systematically explored how humans’ awareness of time is affected by varying degrees of isolation protocols. The assessment of the literature on the impact of isolation (broadly construed) on human temporalities may contribute to contextualizing the temporal distortions and disorientations reported during the ongoing worldwide pandemic Covid-19.
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Research in the area of video game play and sports psychology has suggested that specific strategies are often employed by players to justify aggressive behaviour used during gameplay. The present study investigates the relationship between game play and moral disengagement strategies in a group of 605 adults who played violent videogames or regularly played competitive sports. The results suggest that sports players were more likely than violent game players to endorse moral disengagement strategies. The video gamers were more likely to use a specific set of moral disengagement strategies (i.e., cognitive restructuring) than the other groups and this may be related to the structural characteristics of videogames. The findings add to recent research exploring the mechanisms by which individuals engage in aggressive acts both virtually and in real-life situations. The results are discussed in relation to similar relevant research in the area, along with recommendations for future research.
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Introduction: World Health Organization recognizes online game addiction as a mental health condition. The rise of excessive online gaming is emerging in the Philippines, with 29.9 million gamers recorded in the country. The incidence of depression is also increasing in the country. The current correlational analysis evaluated the association between online game addiction and depression in Filipino adolescents. Methods: A paper-and-pencil self-administered questionnaire assessing depression and online game addiction was distributed from August to November, 2018. The questionnaire included socio-demographic profiles of the respondents, and the 14-item Video Game Addiction Test (VAT) (Cronbach's α=0.91) and the Patient Health Questionnaire-9 (Cronbach's α=0.88) to determine levels of online game addiction and depression, respectively. Multiple regression analyses were used to test the association between depression and online game addiction. Results: Three hundred adolescents (59% males, 41% females) participated in the study. Fifty-three out of 300 respondents (12.0% males, 5.7% females) had high level of online game addiction as reflected in their high VAT scores. In this study, 37 respondents (6.7% males, 5.7% females) had moderately severe depression and 6 (2.0%) females had severe depression. Online game addiction was positively correlated with depression in this study (r=0.31; p<0.001). When multiple regression analysis was computed, depression was found to be a predictor of online game addiction (Coefficient=0.0121; 95% CI-8.1924 - 0.0242; p=0.05). Conclusions: Depression, as associated with online game addiction, is a serious threat that needs to be addressed. High level of online game addiction, as positively correlated to the rate of depression among adolescents in Manila, could potentially be attributed to the booming internet industry and lack of suffiicent mental health interventions in the country. Recommended interventions include strengthening depression management among adolescents and improving mental health services for this vulnerable population groups in schools and within the communities.
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Efficient, undistorted communication of the results of medical research is important to physicians, the scientific community, and the public. Information that first appears in the scientific literature is frequently retransmitted in the popular press. Does popular coverage of medical research in turn amplify the effects of that research on the scientific community? To test the hypothesis that researchers are more likely to cite papers that have been publicized in the popular press, we compared the number of references in the Science Citation Index to articles in the New England Journal of Medicine that were covered by The New York Times with the number of references to similar articles that were not covered by the Times. We also performed the comparison during a three-month period when the Times was on strike but continued to prepare an "edition of record" that was not distributed; doing so enabled us to address the possibility that coverage in the Times was simply a marker of the most important articles, which would therefore be cited more frequently, even without coverage in the popular press. Articles in the Journal that were covered by the Times received a disproportionate number of scientific citations in each of the 10 years after the Journal articles appeared. The effect was strongest in the first year after publication, when Journal articles publicized by the Times received 72.8 percent more scientific citations than control articles. This effect was not present for articles published during the strike; articles covered by the Times during this period were no more likely to be cited than those not covered. Coverage of medical research in the popular press amplifies the transmission of medical information from the scientific literature to the research community.
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Sixty cancer chemotherapy patients were randomly assigned to one of six conditions formed by a 3(cognitive distraction, relaxation training, no intervention) x 2(high anxiety, low anxiety) factorial design. All patients were followed for five consecutive chemotherapy sessions. Outcome measures included patient reports, nurse observations, and physiological indices. Results indicated that distraction patients reported less nausea prior to chemotherapy and lower systolic blood pressures after chemotherapy than controls. Relaxation training patients reported less nausea prior to chemotherapy and exhibited lower systolic and diastolic blood pressures after chemotherapy than control patients. There were no significant differences between distraction and relaxation training patients on any measure. Patients with high initial levels of anxiety exhibited continually elevated levels of distress throughout the chemotherapy experience; however, anxiety level did not interact with the effectiveness of the treatment interventions. Overall, the data support the use of both cognitive distraction and relaxation training for reducing the distress of chemotherapy with both high and low-anxiety patients and suggest that at least some of the effects of relaxation training can be achieved with distraction alone.
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There is little doubt that video game playing is a psychological and social phenomenon. This paper outlines the main structural characteristics of video game playing (i.e., those characteristics that either induce gaming in the first place or are inducements to continue gaming irrespective of the individual's psychological, physiological, or socio-economic status). This online study is the first ever to assess what structural characteristics (if any) are important to a group of self-selected video game players (n = 382). The main variables examined were sound, graphics, background and setting, duration of game, rate of play, advancement rate, use of humor, control options, game dynamics, winning and losing features, character development, brand assurance, and multi-player features. Although there were many major gender differences, one of the main overall findings was the importance of a high degree of realism (i.e., realistic sound, graphics, and setting). Other important characteristics included a rapid absorption rate, character development, the ability to customize the game, and multiplayer features. Suggestions for future research are outlined.
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The paper outlines the advantages and disadvantages of using the Internet to collect data concerning both online and offline gamers. Drawing from experience of a number of studies carried out online by the authors and by reviewing the available literature, the authors discuss the main issues concerning data collected from video game players. The paper examines a number of areas, including recruiting and utilizing participants, validity, suitable methods of data collection (i.e., questionnaire studies, online tests, participant observation, online interviews), and ethical issues. It is concluded that online research methods can be a useful way of examining the psychosocial aspects of video game playing.
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There has been a small but growing body, of largely quantitative research, that has examined problem gambling in the context of poor coping skills. These studies suggest that gambling may be used as an alternative method of coping that some will use to distract themselves from having to deal with problems in their lives. To examine the role that gambling plays in the lives of problem gamblers and the extent to which it may be used as a means of coping. Fifty problem gamblers, ranging in age from 18 to 63 years, with an average age of 39 years, were interviewed. The focus of the interview was upon the participant's accounts of how their gambling problem had developed and the role that gambling played in their lives. A structured grounded theory approach was utilized. Following the selective coding process, 'gambling to escape' was identified as the core category. This state was achieved through 'mood modification', involving fantasies, dissociation and/or changes in arousal. For some problem gamblers seeking mood modification was their primary motivation. For others mood modification was sought as a means to cope with one or two other psychological and/or psychosocial states consisting of 'filling the void' and/or 'avoiding problems'. Two other factors sometimes influenced the need to gamble, either directly through 'control beliefs' or through 'cognitive regret'. Escape was the prime characteristic of the gambling experience that facilitated the continuation of problem gambling among the interviewed participants. In relation to these findings, the implications for prevention, intervention, treatment and future research are discussed.
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Elusive links: television, video games, cinema and children's behaviour
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Charlton, T., David, K. (eds.), Elusive links: television, video games, cinema and children's behaviour. Gloucester: GCED/Park Publishers, pp. 66–93.