Literature DB >> 17927543

Beyond self-selection in video game play: an experimental examination of the consequences of massively multiplayer online role-playing game play.

Joshua M Smyth1.   

Abstract

There is burgeoning interest in the study of video games. Existing work is limited by the use of correlational designs and is thus unable to make causal inferences or remove self-selection biases from observed results. The recent development of online, socially integrated video games (massively multiplayer online role-playing games [MMORPGs]) has created a new experience for gamers. This randomized, longitudinal study examined the effects of being assigned to play different video game types on game usage, health, well-being, sleep, socializing, and academics. One hundred 18- to 20-year-old participants (73% male; 68% Caucasian) were randomly assigned to play arcade, console, solo computer, or MMORPG games for 1 month. The MMORPG group differed significantly from other groups after 1 month, reporting more hours spent playing, worse health, worse sleep quality, and greater interference in "real-life" socializing and academic work. In contrast, this group also reported greater enjoyment in playing, greater interest in continuing to play, and greater acquisition of new friendships. MMORPGs represent a different gaming experience with different consequences than other types of video games and appear to pose both unique risks and benefits from their use.

Entities:  

Mesh:

Year:  2007        PMID: 17927543     DOI: 10.1089/cpb.2007.9963

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


  33 in total

1.  On finding the C in CBT: the challenges of applying gambling-related cognitive approaches to video-gaming.

Authors:  Paul Delfabbro; Daniel King
Journal:  J Gambl Stud       Date:  2015-03

2.  The sleep and technology use of Americans: findings from the National Sleep Foundation's 2011 Sleep in America poll.

Authors:  Michael Gradisar; Amy R Wolfson; Allison G Harvey; Lauren Hale; Russell Rosenberg; Charles A Czeisler
Journal:  J Clin Sleep Med       Date:  2013-12-15       Impact factor: 4.062

Review 3.  Internet gaming addiction, problematic use of the internet, and sleep problems: a systematic review.

Authors:  Lawrence T Lam
Journal:  Curr Psychiatry Rep       Date:  2014-04       Impact factor: 5.285

4.  Video game genre as a predictor of problem use.

Authors:  Luther Elliott; Andrew Golub; Geoffrey Ream; Eloise Dunlap
Journal:  Cyberpsychol Behav Soc Netw       Date:  2012-01-13

5.  Digital media use in the 2 h before bedtime is associated with sleep variables in university students.

Authors:  Kathryn M Orzech; Michael A Grandner; Brandy M Roane; Mary A Carskadon
Journal:  Comput Human Behav       Date:  2015-09-14

6.  Mindfulness-oriented recovery enhancement for internet gaming disorder in U.S. adults: A stage I randomized controlled trial.

Authors:  Wen Li; Eric L Garland; Patricia McGovern; Jennifer E O'Brien; Christine Tronnier; Matthew O Howard
Journal:  Psychol Addict Behav       Date:  2017-04-24

Review 7.  Designing Serious Game Interventions for Individuals with Autism.

Authors:  Elisabeth M Whyte; Joshua M Smyth; K Suzanne Scherf
Journal:  J Autism Dev Disord       Date:  2015-12

8.  The Contribution of Game Genre and other Use Patterns to Problem Video Game Play among Adult Video Gamers.

Authors:  Luther Elliott; Geoffrey Ream; Elizabeth McGinsky; Eloise Dunlap
Journal:  Int J Ment Health Addict       Date:  2012-08-07       Impact factor: 3.836

Review 9.  Internet Gaming Disorder in the DSM-5.

Authors:  Nancy M Petry; Florian Rehbein; Chih-Hung Ko; Charles P O'Brien
Journal:  Curr Psychiatry Rep       Date:  2015-09       Impact factor: 5.285

10.  Addictive Behavior Change and Mindfulness-Based Interventions: Current Research and Future Directions.

Authors:  Frank J Schwebel; J Richard Korecki; Katie Witkiewitz
Journal:  Curr Addict Rep       Date:  2020-02-15
View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.