Walden University ScholarWorks Walden Dissertations and Doctoral Studies Walden Dissertations and Doctoral Studies Collection 2014 Voice Over Internet Protocol (VOIP), Video Games, and the Adolescent's Perceived Experience Geoffrey J. Nugent Walden University Follow this and additional works at: https://scholarworks.waldenu.edu/dissertations Part of the Psychology Commons This Dissertation is brought to you for free and open access by the Walden Dissertations and Doctoral Studies Collection at ScholarWorks. It has been accepted for inclusion in Walden Dissertations and Doctoral Studies by an authorized administrator of ScholarWorks. For more information, please contact [email protected]. Walden Universit y College of Social and Behavioral Sciences This is to certify that the doctoral dissertation by Geoff Nugent has been found to be complete and satisfactory in all respects, and that any and all revisions required by the review committee have been made. Review Committee Dr. C. Tom Diebold, Committee Chairperson, Psychology Faculty Dr. Martha Giles, Committee Member, Psychology Faculty Dr. Patti Barrows, University Reviewer, Psychology Faculty Chief Academic Officer Eric Riedel, Ph.D. Walden University 2014 Abstract Voice Over Internet Protocol (VOIP), Video Games, and the Adolescent’s Perceived Experience by Geoffrey J. Nugent John F. Kennedy University, 2007 Brigham Young University, 2004 Dissertation Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Health Psychology Walden University January 2015 Abstract Video games are an everyday experience for adolescents and have changed how adolescents interact with one another. Prior research has focused on positive and negative aspects of video game play in general, without distinguishing Voice Over Internet Protocol (VOIPing) as the mode of play. Grounded in entertainment theory, motivational theory, and psychological distress theory, this cross-sectional, correlational study examined the relationship between VOIPing and quality of life (Pediatric Quality of Life Inventory), Yee’s motivation to play video games, and resilience (Child and Youth Resilience Measure). A series of linear regression and multivariate canonical correlation models analyzed self-report responses of 103 adolescents aged 13 to18. Results indicated that VOIPing was not statistically related to quality of life or resilience. However, VOIPing correlated positively with motivation to play video games, particularly with the subscales of socialization and relationships. Canonical analysis of motivation for gaming and quality of life indicated that adolescents with high scores on customization and escapism motivation for gaming subscales tended to also have high scores on each of the emotional, social, and school quality of life subscales. Canonical analysis of motivation for gaming and resilience indicated that adolescents with low scores on the escapism motivation for gaming subscale tended to also have high scores on the individual, relationships, and community resilience subscales. The positive aspects of VOIPing, particularly with increased motivation to play video games, can be effectively used in coaching adolescents in social skills and relationship building. Voice Over Internet Protocol (VOIP), Video Games, and the Adolescent’s Perceived Experience by Geoffrey J. Nugent John F. Kennedy University, 2007 Brigham Young University, 2004 Dissertation Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Health Psychology Walden University January 2015 Dedication This work is dedicated to my wife, who has supported me through the challenging process of earning a doctoral degree. It is also dedicated to my parents, in-laws, and friends. My parents and in-laws instilled in me a love of education and dedication to work hard. Also, my circle of friends offered constant patience and encouragement. Thank you one and all. Acknowledgments I wish to acknowledge my committee chair, Dr. Thomas Diebold, and my committee member, Dr. Martha Giles, for their support and guidance with my dissertation and my entrance into the doctoral community. Table of Contents List of Tables .......................................................................................................................v List of Figures ................................................................................................................... vii Chapter 1: Introduction to the Study ....................................................................................1 Background ....................................................................................................................1 Problem Statement .........................................................................................................2 Purpose of the Study ......................................................................................................3 Nature of the Study ........................................................................................................3 Research Questions ........................................................................................................4 Model 1: Quality of Life and VOIPing ................................................................... 4 Model 2: Motivation for Gaming and VOIPing ..................................................... 5 Model 3: Resilience and VOIPing .......................................................................... 5 Model 4: Motivation for Gaming and Quality of Life ............................................ 5 Model 5: Motivation for Gaming and Resilience ................................................... 5 Theoretical Base.............................................................................................................5 Definition of Terms........................................................................................................6 Assumptions ...................................................................................................................7 Limitations .....................................................................................................................7 Delimitations ..................................................................................................................8 Significance of the Study ...............................................................................................9 Summary and Transition ..............................................................................................10 Chapter 2: Literature Review .............................................................................................12 i Brief History of Video Gaming ...................................................................................12 Literature Search Strategy............................................................................................13 Theoretical Foundation ................................................................................................14 Who Plays Now ...........................................................................................................14 Video Game Genres .....................................................................................................15 Rating of Video Games ................................................................................................20 Type of Gaming Communication ................................................................................21 Visual and Auditory Systems.......................................................................................22 Effects on the Brain .....................................................................................................23 Immersion Factors .......................................................................................................25 Benefits of Video Games .............................................................................................28 Negative Effects of Video Games................................................................................32 Aggression and Violence .............................................................................................34 Socialization .................................................................................................................37 Satisfaction in Gaming .................................................................................................39 Escapism ......................................................................................................................39 Resiliency .....................................................................................................................41 Life Satisfaction ...........................................................................................................42 Virtual Social Interaction .............................................................................................43 Summary ......................................................................................................................44 Chapter 3: Research Method ..............................................................................................46 Research Approach ......................................................................................................46 ii Setting and Sample ......................................................................................................47 Data
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