| Literature DB >> 28708879 |
Aviv Segev1,2, Hila Gabay-Weschler2, Yossi Naar3, Hagai Maoz1,2, Yuval Bloch1,2.
Abstract
Current research refers to videogames as a constant variable. However, games today are designed to be highly interactive and versatile: two players may be using the same videogame, but as a result of different using patterns, the game will not necessarily encompass the same content and gameplay. The current study examined the possible relationship between psychopathology and in-game playing patterns. We hypothesized that adolescents would play videogames differently, in a manner that would reflect their particular psychopathologies. We examined 47 male adolescents from three diagnostic groups: those suffering from externalizing psychopathologies, internalizing psychopathologies and controls. We performed a high-resolution examination of their gameplay, using in-game quantitative statistics mechanisms of two fundamentally different games, a structured racing game and an unstructured adventure game. While there was no difference in the groups' using patterns of the structured game, there was a high variability between the groups' using patterns when they were using a non-structured game. These findings suggest that virtual behavior in unstructured games is reflective of adolescent-players psychopathology, and might shed light on an unexplored facet of videogames research. Possible implications are discussed.Entities:
Mesh:
Year: 2017 PMID: 28708879 PMCID: PMC5510843 DOI: 10.1371/journal.pone.0181209
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Basic characteristics compared between the different groups.
| Controls (n = 15) | Internalizing (n = 12) | Externalizing (n = 20) | p | |
|---|---|---|---|---|
| Demographics | ||||
| Age (years) | 15.6 (0.93) | 15.9 (1.7) | 14.6 (0.91) | 0.005 |
| Housing Situation | n.s | |||
| Living with both parents | 61.5% | 58.3% | 61.1% | |
| Living with one parent | 30.8% | 33.3% | 27.8% | |
| Other | 7.7% | 8.3% | 11.1% | |
| Socio-economic density | 1.28 (0.38) | 1.51 (0.67) | 1.50 (1.27) | n.s |
| Average daily computer screen-time (hours) | 4.18 (2.52) | 4.92 (2.69) | 4.41 (3.11) | n.s |
| Psychological Assessments | ||||
| Aggression Questionnaire | 63.87 (18.30) | 67.83 (11.57) | 81.58 (20.60) | 0.016 |
| Barratt Impulsiveness Scale | 58.93 (11.97) | 61.50 (5.90) | 67.18 (8.56) | 0.038 |
| Trait Anger | 7.40 (4.61) | 9.17 (5.17) | 11.05 (3.75) | 0.068 |
| Game familiarity | ||||
| NFS | 0.096 | |||
| No familiarity | 46.7% | 83.0% | 60.0% | |
| Some familiarity | 26.7% | 16.7% | 35.0% | |
| Extensive familiarity | 26.7% | 0.0% | 5.0% | |
| GTA | n.s | |||
| No familiarity | 20.0% | 58.3% | 25.0% | |
| Some familiarity | 40.0% | 8.3% | 50.0% | |
| Extensive familiarity | 40.0% | 33.3% | 25.0% |
a Examined using ANOVA
b Examined using chi-square
c Examined using Kruskal-Wallis
Univariate analysis of NFS parameters.
| Controls (n = 14) | Internalizing (n = 12) | Externalizing (n = 20) | Adjusted | ||
|---|---|---|---|---|---|
| Aggression ratio—Part 1 | 0.56 (0.06) | 0.55 (0.08) | 0.54 (0.07) | >0.1 | n.a |
| Aggression ratio—Part 2 | 0.52 (0.05) | 0.54 (0.06) | 0.54 (0.06) | >0.1 | n.a |
| Aggression change upon request | 0.11 (0.05) | 0.12 (0.12) | 0.09 (0.12) | >0.1 | n.a |
| Number of total races played | 14.08 (1.50) | 16.25 (2.56) | 14.88 (3.28) | >0.1 | n.a |
a Adjusted for age, aggression score, impulsiveness score and game familiarity, as a covariate
Univariate analysis of GTA parameters.
| Controls (n = 14) | Internalizing (n = 11) | Externalizing (n = 19) | |||
|---|---|---|---|---|---|
| Progression Factor | 0.68 (0.84) | -0.28 (1.12) | -0.34 (0.84) | 0.011 | 0.24 |
| Missions attempted | 6.57 (2.28) | 3.58 (2.31) | 4.05 (2.78) | 0.009 | |
| Ratio of police evasions | 0.57 (0.28) | 0.36 (0.29) | 0.36 (0.22) | 0.068 | |
| Number of player deaths | 3.42 (2.77) | 5.18 (3.15) | 5.84 (2.48) | 0.078 | |
| Activity Factor | 0.31 (0.63) | -0.43 (0.70) | 0.14 (1.20) | >0.1 | n.a |
| Number of kills | 24.57 (9.65) | 16.73 (11.22) | 24.26 (17.28) | >0.1 | |
| Number of bullets fired | 505.57 (204.76) | 312.92 (168.12) | 455.11 (295.81) | 0.069 | |
| Shooting accuracy | 0.60 (0.09) | 0.49 (0.10) | 0.51 (0.13) | 0.054 | |
| Wandering Factor | -0.36 (1.06) | -0.26 (0.77) | 0.38 (0.96) | 0.056 | n.a |
| Number of cars stolen | 12.86 (7.57) | 12.67 (5.26) | 17.16 (6.60) | 0.057 | |
| Number of "run-downs" | 19.86 (10.74) | 23.00 (13.04) | 32.63 (18.28) | >0.1 |
a Adjusted for age, aggression score and impulsiveness score as covariates
b Significant difference from controls in contrast analysis
c Borderline-significant difference from controls in contrast analysis
* Age was borderline-significant as a covariate
** Age was significant as a covariate
+ Aggression score was borderline-significant as a covariate