| Literature DB >> 32459646 |
William Th Choi1, Dan Ks Yu2, Terry Wong3, Tella Lantta4, Min Yang5,6, Maritta Välimäki1,4.
Abstract
BACKGROUND: Information technology and video gaming have potential advantages in the treatment of schizophrenia. However, information regarding the habits and attitudes related to internet use and video gaming in people with schizophrenia is limited.Entities:
Keywords: information technology; internet; schizophrenia; video gaming
Mesh:
Year: 2020 PMID: 32459646 PMCID: PMC7407262 DOI: 10.2196/14865
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 5.428
GAMESa categories, score range, and their definitions.
| Category | Score range | Definition |
| Story | 12-60 | Game stories are important, engaging, and emotionally compelling. |
| Violent catharsis | 7-35 | Game violence is perceived to harmlessly help release negative moods or aggression. |
| Violent reward | 6-30 | Game violence provides positive or thrilling emotions such as satisfaction or power. |
| Social interaction | 6-30 | Playing games with a group; developing personal relationships with other players. |
| Escapism | 6-30 | Using games to regulate dysphoric moods or to escape the frustrations of daily life. |
| Loss aversion | 7-35 | Tendency of a loss to frustrate or to “spoil the fun.” Likely subsumes a search for a challenge. |
| Customization | 4-20 | Interest in in-game creative pursuits such as personalizing an in-game avatar or building a house. |
| Grinding | 6-30 | Attitudes toward performing repetitive actions or paying real-life money to earn in-game rewards; interest in performing every possible action in a game or collecting every in-game item. |
| Autonomy | 5-25 | Enthusiasm for games with many choices, options, multiple solutions to puzzles, and open areas to explore. |
aGAMES: Gaming Attitudes, Motivations, and Experiences Scales.
Background information of the participants (N=110).
| Variables | Values, n (%) | |
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| Male | 70 (63.6) |
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| Female | 40 (36.4) |
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| Single | 91 (82.7) |
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| Partnership/Married | 9 (8.2) |
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| Separated/Divorced | 10 (9.1) |
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| Primary and middle school | 37 (33.6) |
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| High school | 51 (46.4) |
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| College or vocational training | 10 (9.1) |
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| Bachelor’s degree | 12 (10.9) |
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| Unemployed | 26 (23.6) |
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| Social welfare benefit | 29 (26.4) |
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| Student | 2 (1.8) |
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| Disability pension | 20 (18.2) |
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| Employed (including sick leave) | 28 (25.5) |
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| Other | 5 (4.5) |
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| Own household (with partner/family) | 8 (7.3) |
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| Flat share | 17 (15.4) |
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| Parents’ household | 7 (6.4) |
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| Supported housing | 78 (70.9) |
Patterns of internet use among the participants (N=110).
| Patterns of internet use | Values, n (%) | |
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| Home | 77 (70.0) |
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| Apartment complex | 5 (4.5) |
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| Family/friend’s home | 9 (8.2) |
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| Library | 4 (3.6) |
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| Other | 5 (4.5) |
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| Not using the internet at all | 10 (9.1) |
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| Yes | 63 (57.3) |
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| No | 47 (42.7) |
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| At least once a day | 54 (49.1) |
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| Every few days | 14 (12.7) |
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| Once a week | 6 (5.5) |
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| A few times a month | 3 (2.7) |
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| Once a month or less | 33 (30.0) |
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| Research health-related information | 18 (16.4) |
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| Communicate with health professionals about health-related issues | 4 (3.6) |
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| Communicate with other users about health-related issues | 8 (7.3) |
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| Research information about other topics or issues of interest to me | 41 (37.3) |
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| Send/receive email | 24 (21.8) |
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| Online shopping | 15 (13.6) |
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| Perform online banking/pay bills | 13 (11.8) |
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| Read web-based news, papers, magazines, and books | 42 (38.2) |
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| Play web-based games | 36 (32.7) |
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| Watch videos | 66 (60.0) |
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| Use social networking websites and/or dating sites | 24 (21.8) |
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| Other | 9 (8.2) |
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| Always easy | 22 (20.0) |
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| Sometimes easy | 47 (42.7) |
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| Not so easy | 17 (15.5) |
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| Difficult | 11 (10.0) |
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| Very difficult | 13 (11.8) |
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| Pain in the limbs | 7 (6.4) |
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| Unsteady hands | 6 (5.5) |
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| Difficulty concentrating for long periods of time | 26 (23.6) |
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| Difficulty sitting for long periods of time | 18 (16.4) |
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| Eyes that tire easily | 40 (36.4) |
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| Other problems | 6 (5.5) |
Habits of video gaming of the participants (n=88).
| Habits of video gaming | Values, n (%) | ||
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| Very serious | 14 (16) | |
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| Serious | 27 (31) | |
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| Neither serious nor casual | 17 (19) | |
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| Casual | 25 (28) | |
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| Very casual | 5 (6) | |
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| Daily | 22 (25) | |
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| 2-3 times per week | 15 (17) | |
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| Weekly | 11 (13) | |
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| 2-3 times per month | 11 (13) | |
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| Monthly | 8 (9) | |
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| Less than monthly | 21 (24) | |
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| Almost all of the spare time | 4 (5) | |
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| Most of the spare time | 6 (7) | |
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| Some of the spare time | 27 (31) | |
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| Less of the spare time | 30 (34) | |
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| Almost none of the spare time | 21 (24) | |
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| Cellular phone | 43 (49) | |
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| Computer | 19 (22) | |
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| Arcade cabinets | 6 (7) | |
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| 3 (3) | ||
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| Board or card games (tabletop games) | 3 (3) | |
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| Sony PlayStation | 2 (2) | |
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| Sony PlayStation Portable | 2 (2) | |
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| Microsoft Xbox | 2 (2) | |
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| Real-life sports | 2 (2) | |
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| Nintendo Wii | 1 (1) | |
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| Nintendo DS | 1 (1) | |
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| Not specified | 4 (5) | |
Video games played by the participants.
| Game genres | Currently played game genres (n=118), n (%) | Favorite game genres (n=145), n (%) |
| Action | 23 (19.5) | 34 (23.4) |
| Strategy | 23 (19.5) | 26 (17.9) |
| Miscellaneous (board/card games) | 20 (17.0) | 27 (18.6) |
| Role-playing | 15 (12.7) | 17 (11.7) |
| Simulation | 14 (11.9) | 13 (9.0) |
| Puzzle | 10 (8.5) | 11 (7.6) |
| Sports | 9 (7.6) | 13 (9.0) |
| Action adventure | 3 (2.5) | 3 (2.1) |
| Adventure | 1 (0.8) | N/Aa |
| Rhythm | N/A | 1 (0.7) |
aNot applicable.
A summary of the gaming attitudes of the participants (n=88).
| Categories | Minimum score | Median score | Mode | Maximum score | Mean (SD) | Mean of standard score in %a (rank) | |||||||
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| Story | 21 | 38 | 37 | 50 | 37.81 (6.33) | 54 (3) | ||||||
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| Social interaction | 6 | 19 | 20 | 30 | 18.55 (4.78) | 52 (5) | ||||||
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| Customization | 4 | 12 | 12 | 20 | 12.05 (3.89) | 50 (6) | ||||||
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| Autonomy | 6 | 17 | 15 | 25 | 16.67 (4.01) | 58 (1) | ||||||
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| Violent catharsis | 7 | 21 | 14, 21 | 35 | 19.92 (5.91) | 46 (8) | ||||||
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| Violent reward | 6 | 16 | 18 | 30 | 15.19 (5.44) | 38 (9) | ||||||
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| Escapism | 6 | 20 | 18 | 30 | 19.16 (4.92) | 55 (2) | ||||||
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| Loss aversion | 8 | 21 | 22 | 33 | 20.74 (4.60) | 49 (7) | ||||||
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| Grinding | 8 | 18 | 18 | 30 | 18.88 (4.09) | 54 (4) | ||||||
aStandard score is defined as Absolute (actual score – minimum value)/theoretical range.
Pearson’s correlation coefficients and P values among the video gaming attitude measures (n=88).
| Variable | Violent catharsis | Violent reward | Social interaction | Escapism | Loss aversion | Customization | Grinding | Autonomy | |
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| 0.23a | 0.22a | 0.37b | 0.28b | –0.05 | 0.33b | 0.30b | 0.38b |
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| .03 | .04 | <.001 | .008 | .67 | .002 | .004 | <.001 | |
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| —c | 0.44b | 0.32b | 0.40b | 0.46b | 0.40b | 0.53b | 0.39b |
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| — | <.001 | .003 | <.001 | <.001 | <.001 | <.001 | <.001 | |
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| — | — | 0.20 | 0.26a | 0.24a | 0.21a | 0.31b | 0.17 |
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| — | — | .06 | .02 | .02 | .05 | .004 | .11 | |
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| — | — | — | 0.40b | 0.20 | 0.54b | 0.52b | 0.38b |
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| — | — | — | <.001 | .06 | <.001 | <.001 | <.001 | |
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| — | — | — | — | 0.53b | 0.44b | 0.52b | 0.59b |
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| — | — | — | — | <.001 | <.001 | <.001 | <.001 | |
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| — | — | — | — | — | 0.30b | 0.48b | 0.38b |
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| — | — | — | — | — | .005 | <.001 | <.001 | |
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| — | — | — | — | — | — | 0.60b | 0.50b |
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| — | — | — | — | — | — | <.001 | <.001 | |
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| — | — | — | — | — | — | — | .74b |
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| — | — | — | — | — | — | — | <.001 | |
aThe correlation is significant at a significance level of .05 (two-tailed).
bThe correlation is significant at a significance level of .01 (two-tailed).
cNot applicable.