Amount of Lifetime Video Gaming Is Positively Associated with Entorhinal, Hippocampal and Occipital Volume
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Short Note on Dark Side of Addiction
lism and D OPEN ACCESS Freely available online o ru h g o lc D A e p f e o n l d a e Journal of n r n c u e o J ISSN: 2329-6488 Alcoholism & Drug Dependence Editorial Short Note on Dark Side of Addiction Richard Samson* Department of Psychology, Faculty of Pharmacy, University of Michigan, 500 S State St, Ann Arbor, MI 48109, United States ABSTRACT Addiction is a biopsychosocial disorder characterized by repeated use of drugs, or repetitive engagement in a behavior such as gambling, despite harm to self and others. According to the "brain disease model of addiction," while a number of psychosocial factors contribute to the development and maintenance of addiction, a biological process that is induced by repeated exposure to an addictive stimulus is the core pathology that drives the development and maintenance of an addiction. Many scholars who study addiction argue that the brain disease model is incomplete and misleading. Emotions are "feeling" states and classic physiological emotive responses that are interpreted based on the history of the organism and the context. Motivation is a persistent state that leads to organized activity. Both are intervening variables and intimately related and have neural representations in the brain. The present thesis is that drugs of abuse elicit powerful emotions that can be interwoven conceptually into this framework. Keywords: Allostasis; Corticotropin-releasing factor; Dynorphin; Extended amygdala; Incentive salience; Opponent process INTRODUCTION clinical research in humans and preclinical studies involving ΔFosB have identified compulsive sexual activity – specifically, any form The brain disease model posits that addiction is a disorder of the of sexual intercourse – as an addiction (i.e., sexual addiction). -
What's the Problem in Problem Gaming Enevold, Jessica
What's the Problem in Problem Gaming Enevold, Jessica; Thorhauge, Anne-Mette; Gregersen, Andreas 2018 Document Version: Publisher's PDF, also known as Version of record Link to publication Citation for published version (APA): Enevold, J., Thorhauge, A-M., & Gregersen, A. (Eds.) (2018). What's the Problem in Problem Gaming. Nordicom. http://www.nordicom.gu.se/sites/default/files/publikationer-hela- pdf/whats_the_problem_in_problem_gaming.pdf Total number of authors: 3 Creative Commons License: CC BY-NC-ND General rights Unless other specific re-use rights are stated the following general rights apply: Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal Read more about Creative commons licenses: https://creativecommons.org/licenses/ Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. LUND UNIVERSITY PO Box 117 221 00 Lund +46 46-222 00 00 What’s the Problem in Problem Gaming? Nordic Research Perspectives Research Gaming? Nordic in Problem the Problem What’s WHAT’S THE PROBLEM IN PROBLEM GAMING? is a valuable contribution to the debates about young people’s gaming habits and the highly contested con- cept of video game addiction. -
Logitech Ja Need Teised: Testis Neli Head Hiirt Kuidas Tuleks Mõõta Suures Testis Mobiilineti Kiirust? Starcraft 2! Starcraft 2! 13 Sülearvutit Starcraft 2!
Air Live’i Kogu tõde Sony Prestigio Eesti kõige popim must karp kaamerast NEX-5 e-luger: nutitelefon Wildfire teeb 3G-st kas astub lihtsasti Kindle’ile kiire WiFi kandadele? Nr 65, september 2010 Hind 42.90 kr; 2.74 ¤ Logitech ja need teised: testis neli head hiirt Kuidas tuleks mõõta Suures testis mobiilineti kiirust? Starcraft 2! Starcraft 2! 13 sülearvutit Starcraft 2! Testime ja kiidame Panasonicu uut fotokaamerat ISSN: 9771736269016 Kuidas Facebookis privaatseks jääda? september 2010 toimetaja veerg Õudus kuubis 42testime 13 süle- arvutit, mis so- bivad koju ja on hinna poolest sõbralikud Henrik roonemaa peatoimetaja Augustis testisime jälle arvuteid, sellesa- ma numbri jaoks. See on igal aastal parajalt närvesööv ülesanne, sest pärast seda tuleb minna kosutavale spaapuhkusele, et vere- rõhk jälle normi saada. Me nimelt ei suuda kuidagi aru saada, miks arvutitootjad oma kliente nõnda kiu- savad. Igal aastal tulevad nad välja mõne uue geniaalse leiutisega, mis peaks klienti- värske kraam 29 LG GD880 de elu mugavamaks tegema, aga tegelikku- Väga ilus, aga loll ses panevad nii meid kui ka kasutajaid liht- 7 Uudised salt juukseid kitkuma. Canonil on uus kaamera 30 Panasonic G2 No kelle elu teeb mugavamaks see, kui Tugev kümnevõistleja uut arvutit avades on sinna eelinstallitud 12 Tulevik mitukümmend mõttetut programmi, mis Tulevikul on uus autor 32 Prestigio (DMI) EB605WT kõik tahavad sulle hüpikakende või teate- Vaese mehe Kindle mullikestega midagi öelda? Miks on su esi- 14 Top mene kogemus uuest arvutist aknateate- ja iPhone’il on uued mängud 33 Sony Ericsson Xperia ikoonimeri, millest peab hakkama läbi kah- X10 mini Pro lama? Miks pannakse klaviatuurile kõige 16 Minevik X10 mini nüüd seest veel suurem kui väljast ebavajalikumatesse kohtadesse „kasulik- 1987. -
Prevalence and Predictors of Video Game Addiction: a Study Based on a National Representative Sample of Gamers
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Nottingham Trent Institutional Repository (IRep) Int J Ment Health Addiction DOI 10.1007/s11469-015-9592-8 Prevalence and Predictors of Video Game Addiction: A Study Based on a National Representative Sample of Gamers Charlotte Thoresen Wittek1 & Turi Reiten Finserås1 & Ståle Pallesen2 & Rune Aune Mentzoni2 & Daniel Hanss3 & Mark D. Griffiths4 & Helge Molde1 # The Author(s) 2015. This article is published with open access at Springerlink.com Abstract Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway (N=3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers. Gender (being male) and age group (being young) were positively associated with addicted-, problem-, and engaged gamers. Place of birth (Africa, Asia, South- and Middle America) were positively associated with addicted- and problem gamers. Video game addiction was negatively associ- ated with conscientiousness and positively associated with neuroticism. Poor psychosomatic health was positively associated with problem- and engaged gaming. These factors provide insight into the field of video game addiction, and may help to provide guidance as to how individuals that are at risk of becoming addicted gamers can be identified. Keywords Video game addiction . -
Module 2 Roleplaying Games
Module 3 Media Perspectives through Computer Games Staffan Björk Module 3 Learning Objectives ■ Describe digital and electronic games using academic game terms ■ Analyze how games are defined by technological affordances and constraints ■ Make use of and combine theoretical concepts of time, space, genre, aesthetics, fiction and gender Focuses for Module 3 ■ Computer Games ■ Affect on gameplay and experience due to the medium used to mediate the game ■ Noticeable things not focused upon ■ Boundaries of games ■ Other uses of games and gameplay ■ Experimental game genres First: schedule change ■ Lecture moved from Monday to Friday ■ Since literature is presented in it Literature ■ Arsenault, Dominic and Audrey Larochelle. From Euclidian Space to Albertian Gaze: Traditions of Visual Representation in Games Beyond the Surface. Proceedings of DiGRA 2013: DeFragging Game Studies. 2014. http://www.digra.org/digital- library/publications/from-euclidean-space-to-albertian-gaze-traditions-of-visual- representation-in-games-beyond-the-surface/ ■ Gazzard, Alison. Unlocking the Gameworld: The Rewards of Space and Time in Videogames. Game Studies, Volume 11 Issue 1 2011. http://gamestudies.org/1101/articles/gazzard_alison ■ Linderoth, J. (2012). The Effort of Being in a Fictional World: Upkeyings and Laminated Frames in MMORPGs. Symbolic Interaction, 35(4), 474-492. ■ MacCallum-Stewart, Esther. “Take That, Bitches!” Refiguring Lara Croft in Feminist Game Narratives. Game Studies, Volume 14 Issue 2 2014. http://gamestudies.org/1402/articles/maccallumstewart ■ Nitsche, M. (2008). Combining Interaction and Narrative, chapter 5 in Video Game Spaces : Image, Play, and Structure in 3D Worlds, MIT Press, 2008. ProQuest Ebook Central. https://chalmers.instructure.com/files/738674 ■ Vella, Daniel. Modelling the Semiotic Structure of Game Characters. -
Commander Keen: Invasion of the Vorticons - GDD V1.0
May 28, 2010 Commander Keen: Invasion of the Vorticons - GDD v1.0 COMMANDER KEEN INVASION OF THE VORTICONS EPISODE 1 GAME DESIGN DOCUMENT LEO PAINE, BA GAGD 3RD YEAR SINGLE PROJECT FOR GAMES SUBMITTED MAY 28TH 2010 Leo Paine Single Project May 28, 2010 Commander Keen: Invasion of the Vorticons - GDD v1.0 CONTENTS i. INTRODUCTION: THE HISTORY OF COMMANDER KEEN 1. HIGH LEVEL OVERVIEW 1.1 FOCUS 1.2 THE X 1.3 MARKETING SHORT 1.4 LEAD SKU 1.5 AGE CLASSIFICATION 1.6 GENRE 1.7 TARGET MARKETS 1.8 UNIQUE SELLING PROPOSITIONS (USP) 1.9 GAME PILLARS 1.10 GAMEPLAY ACTIVITY BREAKDOWN 1.11 ADDITIONAL RULES FOR DEVELOPMENT 2. HIGH LEVEL GOALS 2.1 OVERALL AIM 2.2 GAME PROGRESSION 2.3 GAME COMPLETION 3. METRICS 3.1 AREAS 3.2 CHARACTERS 3.3 ENEMIES 3.4 EQUIPMENT 3.5 PICKUPS Leo Paine Single Project May 28, 2010 Commander Keen: Invasion of the Vorticons - GDD v1.0 4. PLAYER EQUIPMENT 4.1 BASIC EQUIPMENT 4.2 ADVANCED EQUIPMENT 5. EQUIPMENT IN DETAIL 5.1 INTERGALACTIC CRANIAL HEAD-GLOVE 5.2 KEEN TEC WATCH ‘n’ GAME 5.3 POGO STICK 5.4 RAYGUN 5.6 KEYCARDS 5.7 SGA DICTIONARY 5.8 MISSING SHIP PARTS 5.9 PICKUPS 6. CONTROLS 6.1 PS3 6.2 PC 6.3 XBOX-360 7. GAME MAP & UNLOCK STRUCTURE 8. ACHIEVEMENTS 9. ENEMY A.I. 9.1 YORP 9.2 GARG 9.3 VORTICON ROBOT 9.4 VORTICON 9.5 BUTTLER ROBOT 9.6 CLAPPERS Leo Paine Single Project May 28, 2010 Commander Keen: Invasion of the Vorticons - GDD v1.0 10. -
Hovedoppgave Video Game Addiction
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by NORA - Norwegian Open Research Archives DET PSYKOLOGISKE FAKULTET Ψ Video Game Addiction among Young Adults in Norway: Prevalence and Health HOVEDOPPGAVE profesjonsstudiet i psykologi Anette Addington Arnesen Vår 2010 Abstract The present study sought to investigate video game addiction among Norwegian adults aged 16-40 years. Video game addiction has not yet been classified as a disorder in the DSM or ICD systems, and its existence is debated in the field. A central issue in this study was whether or not excessive video game playing should be considered an addiction. It is concluded that video game addiction does appear to be a valid term, which can be applied to a small subgroup of gamers. Prevalence is estimated to range from 0.6% to 4.0% of young adults, depending on whether a polythetic, monothetic or core criteria approach to defining addiction is adopted. Compared to respondents who did not engage in video game play, addicted gamers were found to score lower on a measure of life satisfaction, and higher on measures of anxiety, depression and symptoms of insomnia. However, the levels were all within the non-pathological range. Also, addicted gamers were found to spend significantly more time playing video games than non-addicted gamers, but contrary to what was expected, addicted gamers did not seem to prefer MMORPGs over other games. Abstract Denne studien undersøkte videospillavhengighet blant nordmenn i alderen 16-40 år. Videospillavhengighet har foreløpig ikke blitt klassifisert som en forstyrrelse i DSM- eller ICD-systemet, og på feltet diskuteres det hvorvidt en slik forstyrrelse kan sies å eksistere. -
Process Addictions
Defining, Identifying and Treating Process Addictions PRESENTED BY SUSAN L. ANDERSON, LMHC, NCC, CSAT - C Definitions Process addictions – a group of disorders that are characterized by an inability to resist the urge to engage in a particular activity. Behavioral addiction is a form of addiction that involves a compulsion to repeatedly perform a rewarding non-drug-related behavior – sometimes called a natural reward – despite any negative consequences to the person's physical, mental, social, and/or financial well-being. Behavior persisting in spite of these consequences can be taken as a sign of addiction. Stein, D.J., Hollander, E., Rothbaum, B.O. (2009). Textbook of Anxiety Disorders. American Psychiatric Publishers. American Society of Addiction Medicine (ASAM) As of 2011 ASAM recognizes process addictions in its formal addiction definition: Addiction is a primary, chronic disease of pain reward, motivation, memory, and related circuitry. Dysfunction in these circuits leads to characteristic biological, psychological, social, and spiritual manifestations. This is reflected in an individual pathologically pursuing reward and/or relief by substance use and other behaviors. Addictive Personality? An addictive personality may be defined as a psychological setback that makes a person more susceptible to addictions. This can include anything from drug and alcohol abuse to pornography addiction, gambling addiction, Internet addiction, addiction to video games, overeating, exercise addiction, workaholism and even relationships with others (Mason, 2009). Experts describe the spectrum of behaviors designated as addictive in terms of five interrelated concepts which include: patterns habits compulsions impulse control disorders physiological addiction Such a person may switch from one addiction to another, or even sustain multiple overlapping addictions at different times (Holtzman, 2012). -
Arxiv:1810.03151V1 [Cs.AI] 7 Oct 2018
A Minesweeper Solver Using Logic Inference, CSP and Sampling Yimin Tang1, Tian Jiang2, Yanpeng Hu3 1 Shanghaitech University 2 Shanghaitech University 3 Shanghaitech University [email protected] [email protected] [email protected] Abstract 1.2 Measurement Difference between Human Beings and AI Minesweeper as a puzzle video game and is proved that it is a NPC problem. We use CSP,Logic Infer- For a human, the fastest possible time ever completed is the ence and Sampling to make a minesweeper solver only metric. So it does not matter if one loses 20 games for and we limit our each select in 5 seconds. every game we win: only the wins count. However, for an AI, this is clearly not a reasonable metric as a robot that can click as fast as we want to. A more generalized metric would 1 Introduction be adapted instead: to win as many games as possible with Minesweeper as a puzzle video game, has been well-known time limit. We define time limit as 5secs one step here to worldwide since it is preassembled in the computer system accomplish tests in appropriate time. in 1995. The concept of AI Minesweeper solver is brought up as a consequence. From 1995 to present, multiple ap- proaches has been applied to build up a minesweeper ranging 2 Difficulty from use of genetic algorithms, graphical models and other learning strategies [2]. There have been previous implemen- tations to the CSP approach, which is the current “state of 2.1 Infinite state space the art” method [3]. -
Geoffrey R. Loftus Elizabeth F. Loftus
VIDEO GAMES _-________________-_I_______ GEOFFREYR. LOFTUS 6 ELIZABETH F. LOFTUS Basic Books, Inc., Publishers New York Why Video Games Are Fun clearly. “Pac-Man hooks only those people who confuse victory with slow defeat.’” Why do people find the games so compelling? In this chap- ter we will illustrate how the psychological concepts of rein- forcement, cognitive dissonance, and regret help explain the process of video game addiction. Althoughvery few psychologi- cal studies deal directly with the issue of why video games are fun, we found one that does. At the end of this chapter, we’ll l describe it. Pac-Man, by Way of Example In describing how experimental psychologists might view and explain video game behavior, it’s useful to have one exam- ple to rely on throughout. Because it has been one of the most popular games, we’ve chosen Ellen Goodman’s nemesis, Pac- Man. For the benefit of any readers who have beenliving Syndicated columnist Ellen Goodman has described her own somewhere besides Earth for the past few years, we’ll provide initiation into video games. One cloudy day she was waiting for a brief description of Pac-Man here. an airplane in the Detroit airport. She had time on her hands The game Pac-Man gets its name from the Japanese term and thought she would try a quick game of Pac-Man. Before paku paku, which means “gobble gobble.” The character Pac- she knew it, she was hooked; Pac-Man took her for every last Man is a little yellow creature who looks like he’s smiling. -
Psychological Bulletin Video Game Training Does Not Enhance Cognitive Ability: a Comprehensive Meta-Analytic Investigation Giovanni Sala, K
Psychological Bulletin Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation Giovanni Sala, K. Semir Tatlidil, and Fernand Gobet Online First Publication, December 14, 2017. http://dx.doi.org/10.1037/bul0000139 CITATION Sala, G., Tatlidil, K. S., & Gobet, F. (2017, December 14). Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation. Psychological Bulletin. Advance online publication. http://dx.doi.org/10.1037/bul0000139 Psychological Bulletin © 2017 American Psychological Association 2017, Vol. 0, No. 999, 000 0033-2909/17/$12.00 http://dx.doi.org/10.1037/bul0000139 Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation Giovanni Sala, K. Semir Tatlidil, and Fernand Gobet University of Liverpool As a result of considerable potential scientific and societal implications, the possibility of enhancing cognitive ability by training has been one of the most influential topics of cognitive psychology in the last two decades. However, substantial research into the psychology of expertise and a recent series of meta-analytic reviews have suggested that various types of cognitive training (e.g., working memory training) benefit performance only in the trained tasks. The lack of skill generalization from one domain to different ones—that is, far transfer—has been documented in various fields of research such as working memory training, music, brain training, and chess. Video game training is another activity that has been claimed by many researchers to foster a broad range of cognitive abilities such as visual processing, attention, spatial ability, and cognitive control. We tested these claims with three random- effects meta-analytic models. -
The Return of Doom
100 | Angela Ndalianis ‘HAIL TO THE KING!’ – THE RETURN OF DOOM It was back in 1993 that the horror was unleashed in the form of the doom: evil unleashed. Developed by the Texas-based company id Software, this com- puter game was to introduce radical innovations not only to the First-Person Shooter (fps) genre, but also to the soft and hardware technology that drove gaming. In 1994, the sequel doom 2: hell on earth was to push the envelope further still. Drawing upon the science fiction and horror conventions of cine- matic examples like alien (Ridley Scott, 1979), aliens (James Cameron, 1986) and evil dead ii (Sam Raimi, 1987), both doom games upped the ante in game culture by transferring experiences familiar to the horror and science fiction film spectator over to the gamer. Discussing doom’s influences, Jay Wilbur, the then chief executive officer of id stated that id ‘wanted to make an alien-like game that captured the fast-paced action, brutality and fear of those movies’, while also amplifying the action and horror with evil dead ii, whose ‘chain- saws and shotguns are an unbeatable combination!’.1 It would not be an under- statement to say that these two games are up there with the most popular and influential games in game history. Significantly, one of the concerns of the games’ creators – John Carmack and John Romero – was to transfer the dread, suspense and terror that was familiar to film audiences into the game environ- ment. Fast forward to 2004: a new breed of game horror is born again in the form of the pc-game doom 3 (to be released in December 2004 on x-Box).