| Literature DB >> 35282248 |
Nancy Yang1, Pete L Hurd2, Bernard J Crespi1.
Abstract
Video games are popular and ubiquitous aspects of human culture, but their relationships to psychological and neurophysiological traits have yet to be analyzed in social-evolutionary frameworks. We examined the relationships of video game usage, motivations, and preferences with autistic and schizotypal traits and two aspects of neurophysiology, reaction time and targeting time. Participants completed the Autism Quotient, Schizotypal Personality Questionnaire, a Video Game Usage Questionnaire, and two neurophysiological tasks. We tested in particular the hypotheses, motivated by theory and previous work, that: (1) participants with higher autism scores would play video games more, and participants with higher schizotypy scores would play video games less; and (2) autism and positive schizotypy would be associated with opposite patterns of video game use, preferences and motivations. Females, but not males, with higher autism scores played more video games, and exhibited evidence of relatively male-typical video game genre preferences and motivations. By contrast, positive schizotypy was associated with reduced video game use in both genders, for several measures of game use frequency. In line with previous findings, males played video game more than females did overall, preferred action video games, and exhibited faster reaction and targeting times. Females preferred Puzzle and Social Simulation games. Faster reaction and targeting times were associated with gaming motives related to skill development and building behavior. These findings show that gaming use and patterns reflect aspects of psychology, and gender, related to social cognition and imagination, as well as aspects of neurophysiology. More generally, the results suggest that video game use is notably affected by levels of autistic and schizotypal traits, and that video games may provide an evolutionarily novel medium for imaginative play in which immersive play experiences can be decoupled from social interaction.Entities:
Keywords: autism; evolution; imagination; play; schizotypy; social cognition; technology; video games (psychology)
Year: 2022 PMID: 35282248 PMCID: PMC8905237 DOI: 10.3389/fpsyg.2022.767446
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Pearson Correlations of AQ-total, SPQ-total, and SPQ-CogPer scores with Measures of Video Game Usage.
| Video game usage | |||||
| Weekday time (h) | Weekend time (h) | Self-report frequency | Self-report usage | Self-report spare time | |
|
| |||||
| AQ: Total | 0.13 |
|
|
| 0.11 |
| SPQ: CogPer | –0.05 | –0.06 | –0.12 | –0.04 |
|
| SPQ: Total | –0.02 | 0.05 | –0.01 | –0.10 | –0.03 |
|
| |||||
| AQ: Total | –0.02 | 0.04 | –0.03 | 0.07 | 0.05 |
| SPQ: CogPer | –0.04 | –0.03 | –0.10 | 0.02 | –0.04 |
| SPQ: Total | 0.03 | 0.06 | –0.02 | –0.10 | 0.11 |
|
| |||||
| AQ: Total | 0.02 | 0.08 | 0.04 | –0.06 | 0.04 |
| SPQ: CogPer |
|
|
| 0.06 |
|
| SPQ: Total | –0.05 | –0.02 | –0.09 | –0.04 | –0.04 |
Note that the scale for “Self report usage” is directionally opposite to the other scales. *Denotes significance at < 0.05. **Denotes significance at < 0.01. ***Denotes significance at < 0.001. Boldface values indicate that relationships were statistically significant.
FIGURE 1Relationship between self-reported frequency and AQ scores for females (red) and males (blue).
Study findings in relation to the main predictions.
| Predictions | Supported? | Findings |
| (1.1) Males will report greater video game usage than females. | Yes | Males reported higher video game usage across all time use variables. |
| (1.2) Males will prefer mechanistic-oriented video games (Action, Platformer, Strategy, Racing, Sports, RPG, Construction) while females will prefer Puzzle and Social Simulation video games. | Partially | Males reported greater preference for Action, Strategy, Sports, and RPG games. Females reported greater preference for Puzzle and Social Simulation games. |
| (1.3) Males will report greater motivation of Skill Development and Customization and females will report greater motivations of Social Interaction, Fantasy, and a way to Escape. | Partially | Males reported greater motivations of Social Interaction and Skill Development. Females with higher AQ reported greater motivations of Fantasy, Stress Relief, and Customization. |
| (2): Autistic traits will be associated with increased video game usage across all time use variables. SPQ-total and SPQ-CogPer will be associated with decreased video game usage across all time use variables. | Partially | Higher autistic traits were associated with greater video game usage in females. Higher SPQ-CogPer scores were associated with lower video game usage in both genders pooled together Higher autistic traits were not associated with greater video game usage in males. |
| (3): Autistic traits will be positively associated with preferences for Puzzle, Action, Platformer, Strategy, Racing, Sports, Idle, and Construction. SPQ-total and SPQ-CogPer will be positively associated with preferences for fantasy, RPG, and social simulation video games. | Partially | Females with higher AQ-Total preferred Construction and RPG games. Higher SPQ-CogPer scores and higher SPQ-Total scores were associated with greater preference for Puzzle games. |
| (4): Autistic traits will be positively associated with greater mechanistic motivations. SPQ-Total and SPQ-CogPer will be positively associated with mentalistic motivations. | Partially | Higher AQ-Total was associated with greater motivations of Stress Relief, Fantasy, and Customization. No associations were found for SPQ-Total or SPQ-CogPer. |
| (5): Autistic traits will be associated with faster reaction times and targeting times. SPQ-Total and SPQ-CogPer will be associated with slower reaction and targeting times. | Partially. | Higher SPQ-Magical Thinking was associated with slower targeting times. |
| (6): Increased total video game usage will be predicted by higher reaction and targeting times. In turn, slower reaction and targeting times will predict lower video game usage. | Yes | Faster reaction and targeting times were associated with greater video game usage. |