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@article{aalbersCaughtMomentAre2022,
title = {Caught in the Moment: {{Are}} There Person-Specific Associations between Momentary Procrastination and Passively Measured Smartphone Use?},
shorttitle = {Caught in the Moment},
author = {Aalbers, George and family=Abeele, given=Mariek M. P., prefix=vanden, useprefix=true and Hendrickson, Andrew T. and family=Marez, given=Lieven, prefix=de, useprefix=true and Keijsers, Loes},
date = {2022-01-01},
journaltitle = {Mobile Media \& Communication},
volume = {10},
number = {1},
pages = {115--135},
publisher = {{SAGE Publications}},
issn = {2050-1579},
doi = {10.1177/2050157921993896},
url = {https://doi.org/10.1177/2050157921993896},
urldate = {2023-10-06},
abstract = {Procrastination is an increasingly prevalent phenomenon. Although research suggests smartphones might be involved, little is known about the momentary association between different patterns of smartphone use and procrastination. In a preregistered study, 221 students (Mage = 20, 55\% female) self-reported procrastination five times a day for 30 days (i.e., experience sampling method) while their smartphone use was continuously monitored (i.e., passive logging). Using dynamic structural equation modeling on 27,151 observations, we estimated momentary within-person associations between procrastination and (a) total smartphone use and use of specific application categories (social media, messaging, browsers, games, and video streaming), (b) notifications, and (c)\,smartphone use fragmentation. Procrastination was positively albeit weakly associated with all aforementioned patterns, and associations varied from person to person. Collectively, our findings suggest these popular devices potentially encourage dilatory behavior.},
langid = {english}
}
@article{anvariNotAllEffects2023,
title = {Not {{All Effects Are Indispensable}}: {{Psychological Science Requires Verifiable Lines}} of {{Reasoning}} for {{Whether}} an {{Effect Matters}}},
shorttitle = {Not {{All Effects Are Indispensable}}},
author = {Anvari, Farid and Kievit, Rogier and Lakens, Dani\"el and Pennington, Charlotte R. and Przybylski, Andrew K. and Tiokhin, Leo and Wiernik, Brenton M. and Orben, Amy},
date = {2023-03},
journaltitle = {Perspectives on Psychological Science},
shortjournal = {Perspect Psychol Sci},
volume = {18},
number = {2},
eprint = {35994751},
eprinttype = {pmid},
pages = {503--507},
issn = {1745-6924},
doi = {10.1177/17456916221091565},
abstract = {To help move researchers away from heuristically dismissing "small" effects as unimportant, recent articles have revisited arguments to defend why seemingly small effect sizes in psychological science matter. One argument is based on the idea that an observed effect size may increase in impact when generalized to a new context because of processes of accumulation over time or application to large populations. However, the field is now in danger of heuristically accepting all effects as potentially important. We aim to encourage researchers to think thoroughly about the various mechanisms that may both amplify and counteract the importance of an observed effect size. Researchers should draw on the multiple amplifying and counteracting mechanisms that are likely to simultaneously apply to the effect when that effect is being generalized to a new and likely more dynamic context. In this way, researchers should aim to transparently provide verifiable lines of reasoning to justify their claims about an effect's importance or unimportance. This transparency can help move psychological science toward a more rigorous assessment of when psychological findings matter for the contexts that researchers want to generalize to.},
langid = {english},
keywords = {benchmarks,Dissent and Disputes,effect size,Humans,methodology: behavioral,methodology: scientific,practical significance,Problem Solving,small effects}
}
@article{bourgonjonPlayersPerspectivesPositive2016,
title = {Players' Perspectives on the Positive Impact of Video Games: {{A}} Qualitative Content Analysis of Online Forum Discussions},
shorttitle = {Players' Perspectives on the Positive Impact of Video Games},
author = {Bourgonjon, Jeroen and Vandermeersche, Geert and De Wever, Bram and Soetaert, Ronald and Valcke, Martin},
date = {2016-09-01},
journaltitle = {New Media \& Society},
volume = {18},
number = {8},
pages = {1732--1749},
publisher = {{SAGE Publications}},
issn = {1461-4448},
doi = {10.1177/1461444815569723},
url = {https://doi.org/10.1177/1461444815569723},
urldate = {2023-10-06},
abstract = {On game forums, players often discuss the positive impact of video games on their lives. We collected 964 messages from top ranked game forums (viaAlexa.com) and analyzed them using a coding scheme based on an existing taxonomy about the impact of the arts. This directed qualitative content analysis resulted in an exploration of how players' talk about the impact of video games reflects broader cultural rhetorics. By analyzing players' positive experiences using a theory-based coding scheme that is attentive to the wide array of effects that have been ascribed to the arts, this study offers a broad perspective on the attributed impact of video games.},
langid = {english}
}
@inproceedings{boweyPredictingBeliefsNPC2021,
title = {Predicting {{Beliefs}} from {{NPC Dialogues}}},
booktitle = {2021 {{IEEE Conference}} on {{Games}} ({{CoG}})},
author = {Bowey, Jason T and Frommel, Julian and Piller, Brandon and Mandryk, Regan L},
date = {2021-08},
pages = {1--8},
issn = {2325-4289},
doi = {10.1109/CoG52621.2021.9619099},
abstract = {Game designers and developers benefit from gathering data from players; however, interrupting play with questionnaires can harm experience. Previous work has suggested that embedding questionnaires into games, such as through dialogue choices when interacting with non-player characters (NPCs) can help, but there is no evidence that dialogue choices can model the real-world beliefs of players. In this study we demonstrate two methods of successfully predicting responses to validated scales of sexist beliefs from NPC dialogues that do not differ in their resulting narrative engagement. Our findings open opportunities for better tailoring games and game experiences by modeling players through their in-game interactions.},
eventtitle = {2021 {{IEEE Conference}} on {{Games}} ({{CoG}})},
keywords = {beliefs,Conferences,Design methodology,dialogues,Games,games user research,GUR,modeling,questionnaires,surveys}
}
@article{bowmanMoodGameSelective2015,
title = {``{{In}} the {{Mood}} to {{Game}}'': {{Selective}} Exposure and Mood Management Processes in Computer Game Play},
shorttitle = {``{{In}} the {{Mood}} to {{Game}}''},
author = {Bowman, Nicholas D and Tamborini, Ron},
date = {2015-03},
journaltitle = {New Media \& Society},
shortjournal = {New Media \& Society},
volume = {17},
number = {3},
pages = {375--393},
issn = {1461-4448, 1461-7315},
doi = {10.1177/1461444813504274},
url = {http://journals.sagepub.com/doi/10.1177/1461444813504274},
urldate = {2022-02-28},
abstract = {Previous research shows that the influence of a computer game's task demand on the mood-repair capacity of game play follows a quadratic trend: mood repair increases as task demand goes from low to moderate levels, after which further increases in demand reduce repair. Applying selective exposure logic to this finding, we reasoned that familiarity with games known to vary in task demand should influence game choice among users experiencing negative moods. To test this, a 2 \texttimes{} 3 experiment was conducted, varying induced participant mood (boredom, stress) and computer game task demand (low, moderate, or high). Findings revealed a curvilinear association between task demand and game choice replicating the association between task demand and mood repair in previous research. Participants preferred moderate task demand over high and low task demand, and this preference was stronger for stressed participants. In addition and in line with mood management theory, resultant mood repair was greatest for stressed individuals choosing moderate demand, and bored individuals choosing high demand.},
langid = {english}
}
@article{breuerUsercentricApproachesCollecting2022,
title = {User-Centric Approaches for Collecting {{Facebook}} Data in the `Post-{{API}} Age': Experiences from Two Studies and Recommendations for Future Research},
shorttitle = {User-Centric Approaches for Collecting {{Facebook}} Data in the `Post-{{API}} Age'},
author = {Breuer, Johannes and Kmetty, Zolt\'an and Haim, Mario and Stier, Sebastian},
date = {2022-07-08},
journaltitle = {Information, Communication \& Society},
shortjournal = {Information, Communication \& Society},
pages = {1--20},
issn = {1369-118X, 1468-4462},
doi = {10.1080/1369118X.2022.2097015},
url = {https://www.tandfonline.com/doi/full/10.1080/1369118X.2022.2097015},
urldate = {2022-10-21},
abstract = {Although other social media platforms have seen a steeper increase in users recently, Facebook is still the social networking site with the largest number of users worldwide. A large number of studies from the social and behavioral sciences have investigated the antecedents, types, and consequences of its use. In addition or as an alternative to self-reports from users, many studies have used data from the platform itself, usually collected via its Application Programming Interfaces (APIs). However, with the drastic reduction of data access via the Facebook APIs following the Cambridge Analytica scandal, this data source has essentially become unavailable to academic researchers. Hence, there is a need for different modes of data access for what Freelon (2018) has called the `post-API age'. One promising approach is to directly collaborate with platform users to ask them to share (parts of) their personal Facebook data with researchers. This paper presents experiences from two studies employing such approaches. The first used a browser plugin to unobtrusively observe Facebook use while users are active. The second asked participants to export and share parts of their personal Facebook data archive. While both approaches yield promising insights suitable to extend or replace self-reports, both also entail specific limitations. We discuss and compare the unique advantages and limitations of both approaches and provide a list of recommendations for future research.},
langid = {english},
keywords = {Data donation,Digital trace data,Facebook,Legal implications,Methods,Social media,Tracking apps}
}
@article{bruhlmannMotivationalProfilingLeague2020,
title = {Motivational {{Profiling}} of {{League}} of {{Legends Players}}},
author = {Br\"uhlmann, Florian and Baumgartner, Philipp and Wallner, G\"unter and Kriglstein, Simone and Mekler, Elisa D.},
date = {2020-07-22},
journaltitle = {Frontiers in Psychology},
shortjournal = {Front. Psychol.},
volume = {11},
pages = {1307},
issn = {1664-1078},
doi = {10.3389/fpsyg.2020.01307},
url = {https://www.frontiersin.org/article/10.3389/fpsyg.2020.01307/full},
urldate = {2020-07-27},
abstract = {Player motivation is a key research area within games research, with the aim of understanding how the motivation of players is related to their experience and behavior in the game. We present the results of a cross-sectional study with data from 750 players of League of Legends, a popular Multiplayer Online Battle Arena game. Based on the motivational regulations posited by Self-Determination Theory and Latent Profile Analysis, we identify four distinct motivational profiles, which differ with regards to player experience and, to a lesser extent, in-game behavior. While the more self-determined profiles ``Intrinsic'' and ``Autonomous'' report mainly positive experience-related outcomes, a considerable part of the player base does not. Players of the ``Amotivated'' and ``External'' profile derive less enjoyment, experience more negative affect and tension, and score lower on vitality, indicating game engagement that is potentially detrimental to players' well-being. With regards to game metrics, minor differences in the rate of assists in unranked matches and performance indicators were observed between profiles. This strengthens the notion that differences in experiences are not necessarily reflected in differences in behavioral game metrics. Our findings provide insights into the interplay of player motivation, experience, and in-game behavior, contributing to a more nuanced understanding of player-computer interaction.},
langid = {english},
keywords = {Dualistic model of passion,Game Analytics,Latent Profile Analysis,MOBAs,Organismic Integration Theory (OIT),PENS,Player experience (PX),Telemetry,User Motivation Inventory},
annotation = {00000}
}
@article{burknerBrmsPackageBayesian2017,
title = {Brms: {{An R Package}} for {{Bayesian Multilevel Models Using Stan}}},
author = {B\"urkner, Paul-Christian},
date = {2017},
journaltitle = {Journal of Statistical Software},
volume = {80},
number = {1},
pages = {1--28},
doi = {10.18637/jss.v080.i01},
keywords = {Statistics},
annotation = {00000}
}
@article{choiTakingStockHappiness2017,
title = {Taking {{Stock}} of {{Happiness}} and {{Meaning}} in {{Everyday Life}}: {{An Experience Sampling Approach}}},
shorttitle = {Taking {{Stock}} of {{Happiness}} and {{Meaning}} in {{Everyday Life}}},
author = {Choi, Jongan and Catapano, Rhia and Choi, Incheol},
date = {2017-08},
journaltitle = {Social Psychological and Personality Science},
shortjournal = {Social Psychological and Personality Science},
volume = {8},
number = {6},
pages = {641--651},
issn = {1948-5506, 1948-5514},
doi = {10.1177/1948550616678455},
url = {http://journals.sagepub.com/doi/10.1177/1948550616678455},
urldate = {2023-09-19},
abstract = {The present study examines momentary experiences of happiness and meaning, two components of well-being, by using an experience sampling method. Participants included 603 Korean adults, who generated 24,430 responses over the course of 2\textendash 4 weeks. Results revealed that reported levels of happiness and meaning fluctuated substantially over the course of a day and that contextual factors, such as daily activities, social interaction partners, day of week, and time of day, along with demographic variables, were significant predictors of momentary happiness and meaning. In addition, we observe that people often experienced happiness and meaning independently of each other during a single daily event. In sum, momentary experiences of happiness and meaning were dynamic, related but distinct, and varied by individuals across daily events and over time.},
langid = {english}
}
@article{cohenProblemUnitsCircumstance1999,
title = {The {{Problem}} of {{Units}} and the {{Circumstance}} for {{POMP}}},
author = {Cohen, Patricia and Cohen, Jacob and Aiken, Leona S. and West, Stephen G.},
date = {1999-07-01},
journaltitle = {Multivariate Behavioral Research},
volume = {34},
number = {3},
pages = {315--346},
publisher = {{Routledge}},
issn = {0027-3171},
doi = {10.1207/S15327906MBR3403_2},
url = {https://doi.org/10.1207/S15327906MBR3403_2},
urldate = {2022-07-12},
abstract = {Many areas of the behavioral sciences have few measures that are accepted as the standard for the operationalization of a construct. One consequence is that there is hardly ever an articulated and understood framework for the units of the measures that are employed. Without meaningful measurement units, theoretical formulations are limited to statements of the direction of an effect or association, or to effects expressed in standardized units. Thus the long term scientific goal of generation of laws expressing the relationships among variables in scale units is greatly hindered. This article reviews alternative methods of scoring a scale. Two recent journal volumes are surveyed with regard to current scoring practices. Alternative methods of scoring are evaluated against seven articulated criteria representing the information conveyed by each in an illustrative example. Converting scores to the percent of maximum possible score (POMP) is shown to provide useful additional information in many cases.}
}
@article{cuttingBusyDoingNothing2019,
title = {Busy Doing Nothing? {{What}} Do Players Do in Idle Games?},
shorttitle = {Busy Doing Nothing?},
author = {Cutting, Joe and Gundry, David and Cairns, Paul},
date = {2019-02},
journaltitle = {International Journal of Human-Computer Studies},
shortjournal = {International Journal of Human-Computer Studies},
volume = {122},
pages = {133--144},
issn = {10715819},
doi = {10.1016/j.ijhcs.2018.09.006},
url = {https://linkinghub.elsevier.com/retrieve/pii/S1071581918305251},
urldate = {2020-04-10},
abstract = {Idle games \textendash{} games where waiting for extended periods is an important dynamic \textendash{} are increasing in popularity. The game Neko Atsume, a mobile game about collecting cats, is an extreme example of this genre where progress can only be achieved when the game is switched off (so-called "progress while gone"). Do such waiting games engage players? To answer this, we conducted a large survey (N=1972) to understand what players are doing when they play Neko Atsume. Players are highly ``engaged'' in Neko Atsume as they interact with and around the game in four distinct ways: Time spent playing, Direct sociability; Social media sociability and Checking frequency. However, these characteristics of engagement in Neko Atsume do not fit well with existing models of engagement. We propose that, in future studies, game engagement in idle games could be considered as a habit which players acquire and maintain.},
langid = {english},
keywords = {Engagement,Habit,Idle games},
annotation = {00002}
}
@article{engelstatterVideoGamesBecome2022,
title = {Video Games Become More Mainstream},
author = {Engelst\"atter, Benjamin and Ward, Michael R.},
date = {2022-05},
journaltitle = {Entertainment Computing},
shortjournal = {Entertainment Computing},
volume = {42},
pages = {100494},
issn = {18759521},
doi = {10.1016/j.entcom.2022.100494},
url = {https://linkinghub.elsevier.com/retrieve/pii/S1875952122000180},
urldate = {2023-09-20},
langid = {english}
}
@article{fergusonDoesSexualizationVideo2022,
title = {Does Sexualization in Video Games Cause Harm in Players? {{A}} Meta-Analytic Examination},
shorttitle = {Does Sexualization in Video Games Cause Harm in Players?},
author = {Ferguson, Christopher J. and Sauer, James D. and Drummond, Aaron and Kneer, Julia and Lowe-Calverley, Emily},
date = {2022-10-01},
journaltitle = {Computers in Human Behavior},
shortjournal = {Computers in Human Behavior},
volume = {135},
pages = {107341},
issn = {0747-5632},
doi = {10.1016/j.chb.2022.107341},
url = {https://www.sciencedirect.com/science/article/pii/S0747563222001637},
urldate = {2023-10-06},
abstract = {Whether video games with sexualized content do or do not relate to mental health and body image problems in players, and/or sexualization and hostility toward women, is an issue of broad public interest. However, evidence from empirical studies has generally been mixed. To examine this issue, we explored the degree to which sexualization in games was related to both well-being/body dissatisfaction and sexism/misogyny among players in two separate meta-analyses. Results revealed that sexualization in games was neither related to well-being/body dissatisfaction (r~=~0.082, k~=~10, n~=~2,010, p = .066) nor sexism/misogyny (r~=~0.040, k~=~15, n~=~15,938, p = .070). Better designed studies, and those that showed less evidence for researcher expectancy effects (for sexism/misogyny outcomes), tended to find less evidence for effects. As appears commonly in other realms of media effects, the evidence is weak that sexualized games influence player attitudes and behavior.},
keywords = {Mental health,Sexism,Sexualization,Video games}
}
@inproceedings{frommelGatheringSelfReportData2021,
title = {Gathering {{Self-Report Data}} in {{Games Through NPC Dialogues}}: {{Effects}} on {{Data Quality}}, {{Data Quantity}}, {{Player Experience}}, and {{Information Intimacy}}},
shorttitle = {Gathering {{Self-Report Data}} in {{Games Through NPC Dialogues}}},
booktitle = {Proceedings of the 2021 {{CHI Conference}} on {{Human Factors}} in {{Computing Systems}}},
author = {Frommel, Julian and Phillips, Cody and Mandryk, Regan L.},
date = {2021-05-06},
pages = {1--12},
publisher = {{ACM}},
location = {{Yokohama Japan}},
doi = {10.1145/3411764.3445411},
url = {https://dl.acm.org/doi/10.1145/3411764.3445411},
urldate = {2023-07-19},
eventtitle = {{{CHI}} '21: {{CHI Conference}} on {{Human Factors}} in {{Computing Systems}}},
isbn = {978-1-4503-8096-6},
langid = {english}
}
@article{gotzSmallEffectsIndispensable2021,
title = {Small {{Effects}}: {{The Indispensable Foundation}} for a {{Cumulative Psychological Science}}},
shorttitle = {Small {{Effects}}},
author = {G\"otz, Friedrich M. and Gosling, Samuel D. and Rentfrow, Peter J.},
date = {2021-07-02},
journaltitle = {Perspectives on Psychological Science},
shortjournal = {Perspect Psychol Sci},
pages = {1745691620984483},
publisher = {{SAGE Publications Inc}},
issn = {1745-6916},
doi = {10.1177/1745691620984483},
url = {https://doi.org/10.1177/1745691620984483},
urldate = {2021-08-19},
abstract = {We draw on genetics research to argue that complex psychological phenomena are most likely determined by a multitude of causes and that any individual cause is likely to have only a small effect. Building on this, we highlight the dangers of a publication culture that continues to demand large effects. First, it rewards inflated effects that are unlikely to be real and encourages practices likely to yield such effects. Second, it overlooks the small effects that are most likely to be real, hindering attempts to identify and understand the actual determinants of complex psychological phenomena. We then explain the theoretical and practical relevance of small effects, which can have substantial consequences, especially when considered at scale and over time. Finally, we suggest ways in which scholars can harness these insights to advance research and practices in psychology (i.e., leveraging the power of big data, machine learning, and crowdsourcing science; promoting rigorous preregistration, including prespecifying the smallest effect size of interest; contextualizing effects; changing cultural norms to reward accurate and meaningful effects rather than exaggerated and unreliable effects). Only once small effects are accepted as the norm, rather than the exception, can a reliable and reproducible cumulative psychological science be built.},
langid = {english},
keywords = {questionable research practices,research culture,scientific community,small effects}
}
@inproceedings{helsbyBandwidthComesGoes2023,
title = {`{{The}} Bandwidth Comes and Goes': {{Gaming}} Preferences, Habits and Attitudes in a Persistent Low Mood Population},
shorttitle = {`{{The}} Bandwidth Comes and Goes'},
booktitle = {Proceedings of the 18th {{International Conference}} on the {{Foundations}} of {{Digital Games}}},
author = {Helsby, Laura and Iacovides, Jo and Cairns, Paul},
date = {2023-04-12},
pages = {1--9},
publisher = {{ACM}},
location = {{Lisbon Portugal}},
doi = {10.1145/3582437.3582454},
url = {https://dl.acm.org/doi/10.1145/3582437.3582454},
urldate = {2023-07-19},
eventtitle = {{{FDG}} 2023: {{Foundations}} of {{Digital Games}} 2023},
isbn = {978-1-4503-9855-8},
langid = {english}
}
@article{hilgardOverestimationActionGameTraining2019,
title = {Overestimation of {{Action-Game Training Effects}}: {{Publication Bias}} and {{Salami Slicing}}},
shorttitle = {Overestimation of {{Action-Game Training Effects}}},
author = {Hilgard, Joseph and Sala, Giovanni and Boot, Walter R. and Simons, Daniel J.},
editor = {Zwaan, Rolf and Zwaan, Rolf},
date = {2019-07-02},
journaltitle = {Collabra: Psychology},
shortjournal = {Collabra: Psychology},
volume = {5},
number = {1},
pages = {30},
issn = {2474-7394},
doi = {10.1525/collabra.231},
url = {https://doi.org/10.1525/collabra.231},
urldate = {2023-10-06},
abstract = {Does playing action video games improve performance on tests of cognitive ability? A recent meta-analysis (Bediou et al., 2018a) summarized the available evidence and concluded that it can. Their analysis, however, did not adequately correct for publication bias. We re-analyzed the same set of studies with more appropriate adjustments for publication bias and found minimal evidence for transfer of training to cognitive ability measures. Instead, it is possible that there are little or no benefits, just publication bias \textemdash{} the exclusion of non-significant results from the published literature. That bias may be the cause of a lab effect reported in the original meta-analysis. The meta-analysis showed that studies from the Bavelier lab (the senior author of the meta-analysis) reported larger effects than other labs. We show that many of these original studies distributed different outcomes from the same or highly overlapping sets of participants across publications without noting the overlap. This salami-slicing might contribute to the extent of publication bias in the literature. More compelling, independent, and transparent evidence is needed before concluding that action video game training transfers to performance on other cognitive tasks.}
}
@article{howardStudentMotivationAssociated2021,
title = {Student {{Motivation}} and {{Associated Outcomes}}: {{A Meta-Analysis From Self-Determination Theory}}},
shorttitle = {Student {{Motivation}} and {{Associated Outcomes}}},
author = {Howard, Joshua L. and Bureau, Julien S. and Guay, Fr\'ed\'eric and Chong, Jane X. Y. and Ryan, Richard M.},
date = {2021-11-01},
journaltitle = {Perspectives on Psychological Science},
shortjournal = {Perspect Psychol Sci},
volume = {16},
number = {6},
pages = {1300--1323},
publisher = {{SAGE Publications Inc}},
issn = {1745-6916},
doi = {10.1177/1745691620966789},
url = {https://doi.org/10.1177/1745691620966789},
urldate = {2023-10-06},
abstract = {Student outcomes are influenced by different types of motivation that stem from external incentives, ego involvement, personal value, and intrinsic interest. The types of motivation described in self-determination theory each co-occur to different degrees and should lead to different consequences. The associations with outcomes are due in part to unique characteristics and in part to the degree of autonomy each entails. In the current meta-analysis, we examine these different types of motivation in 344 samples (223,209 participants) as they relate to 26 performance, well-being, goal orientation, and persistence-related student outcomes. Findings highlight that intrinsic motivation is related to student success and well-being, whereas personal value (identified regulation) is particularly highly related to persistence. Ego-involved motives (introjected regulation) were positively related to persistence and performance goals but also positively related with indicators of ill-being. Motivation driven by a desire to obtain rewards or avoid punishment (external regulation) was not associated with performance or persistence but was associated with decreased well-being. Finally, amotivation was related to poor outcomes. Relative weights analysis further estimates the degree to which motivation types uniquely predict outcomes, highlighting that identified regulation and intrinsic motivation are likely key factors for school adjustment.},
langid = {english}
}
@inproceedings{iacovidesRoleGamingDifficult2019,
title = {The {{Role}} of {{Gaming During Difficult Life Experiences}}},
booktitle = {Proceedings of the 2019 {{CHI Conference}} on {{Human Factors}} in {{Computing Systems}}},
author = {Iacovides, Ioanna and Mekler, Elisa D.},
date = {2019-05-02},
series = {{{CHI}} '19},
pages = {1--12},
publisher = {{Association for Computing Machinery}},
location = {{New York, NY, USA}},
doi = {10.1145/3290605.3300453},
url = {https://dl.acm.org/doi/10.1145/3290605.3300453},
urldate = {2023-10-06},
abstract = {HCI has become increasingly interested in the use of technology during difficult life experiences. Yet despite considerable popularity, little is known about how and why people engage with games in times of personal difficulty. Based on a qualitative analysis of an online survey (N=95), our findings indicate that games offered players much needed respite from stress, supported them in dealing with their feelings, facilitated social connections, stimulated personal change and growth, and provided a lifeline in times of existential doubt. However, despite an emphasis on gaming as being able to support coping in ways other activities did not, participants also referred to games as unproductive and as an obstacle to living well. We discuss these findings in relation to both coping process and outcome, while considering tensions around the potential benefits and perceived value of gaming.},
isbn = {978-1-4503-5970-2},
keywords = {difficult life experiences,games,sensitive life experiences}
}
@article{johannesVideoGamePlay2021,
title = {Video Game Play Is Positively Correlated with Well-Being},
author = {Johannes, Niklas and Vuorre, Matti and Przybylski, Andrew K.},
date = {2021-02-17},
journaltitle = {Royal Society Open Science},
shortjournal = {Royal Society Open Science},
volume = {8},
number = {2},
pages = {202049},
publisher = {{Royal Society}},
doi = {10.1098/rsos.202049},
url = {https://royalsocietypublishing.org/doi/10.1098/rsos.202049},
urldate = {2021-02-17},
abstract = {People have never played more video games, and many stakeholders are worried that this activity might be bad for players. So far, research has not had adequate data to test whether these worries are justified and if policymakers should act to regulate video game play time. We attempt to provide much-needed evidence with adequate data. Whereas previous research had to rely on self-reported play behaviour, we collaborated with two games companies, Electronic Arts and Nintendo of America, to obtain players' actual play behaviour. We surveyed players of Plantsvs.Zombies: Battle for Neighborville and Animal Crossing: New Horizons for their well-being, motivations and need satisfaction during play, and merged their responses with telemetry data (i.e. logged game play). Contrary to many fears that excessive play time will lead to addiction and poor mental health, we found a small positive relation between game play and affective well-being. Need satisfaction and motivations during play did not interact with play time but were instead independently related to well-being. Our results advance the field in two important ways. First, we show that collaborations with industry partners can be done to high academic standards in an ethical and transparent fashion. Second, we deliver much-needed evidence to policymakers on the link between play and mental health.}
}
@article{kahnTrojanPlayerTypology2015,
title = {The {{Trojan Player Typology}}: {{A}} Cross-Genre, Cross-Cultural, Behaviorally Validated Scale of Video Game Play Motivations},
shorttitle = {The {{Trojan Player Typology}}},
author = {Kahn, Adam S. and Shen, Cuihua and Lu, Li and Ratan, Rabindra A. and Coary, Sean and Hou, Jinghui and Meng, Jingbo and Osborn, Joseph and Williams, Dmitri},
date = {2015-08-01},
journaltitle = {Computers in Human Behavior},
shortjournal = {Computers in Human Behavior},
volume = {49},
pages = {354--361},
issn = {0747-5632},
doi = {10.1016/j.chb.2015.03.018},
url = {https://www.sciencedirect.com/science/article/pii/S0747563215002046},
urldate = {2023-10-06},
abstract = {While many video game researchers have built scales to tackle the motivations that people have for playing video games, these scales are often limited by their focus on specific game genres or player cultures as well as their lack of behavioral validation. The present research offers a new scale for player motivations and then examines its validity across two distinct gaming genres and cultures, drawing from server-side data combined with survey data of 18,627 players of the Multiplayer Online Battle Arena League of Legends and 18,819 players of the Chinese Massively Multiplayer Online Game Chevalier's Romance Online 3. Six types of player motivations were found: socializer, completionist, competitor, escapist, story-driven, and smarty-pants. Consistent with previous research on player motivations, this typology offers new insights into why people play video games and how player motivations can be used to infer players' in-game behaviors.},
keywords = {Game player motivations,Online games}
}
@article{karhulahtiPhenomenologicalStrandsGaming2022,
title = {Phenomenological {{Strands}} for {{Gaming Disorder}} and {{Esports Play}}: {{A Qualitative Registered Report}}},
shorttitle = {Phenomenological {{Strands}} for {{Gaming Disorder}} and {{Esports Play}}},
author = {Karhulahti, Veli-Matti and Siutila, Miia and Vahlo, Jukka and Koskimaa, Raine},
date = {2022-10-24},
journaltitle = {Collabra: Psychology},
shortjournal = {Collabra: Psychology},
volume = {8},
number = {1},
pages = {38819},
issn = {2474-7394},
doi = {10.1525/collabra.38819},
url = {https://doi.org/10.1525/collabra.38819},
urldate = {2023-10-06},
abstract = {The recent inclusion of gaming disorder in the ICD-11 as a mental disorder has further increased the importance of researching the health spectrum related to gaming. A critical area in this regard is the lack of clarity concerning the differences between gaming disorder and intensive play, the latter of which often involves several gaming hours per day without related health problems. In this study, we approached the above question by interpretive phenomenological analysis with interviews in two groups of highly involved videogame players: those who seek or have sought clinical help for their problems with gaming (n=6), and those who play esports more than 4 hours per day without self-reported related health problems (n=10). The interviews were carried out by using a new Phenomenology of Play (POP) interview frame. These data were contextualized with interviews of medical experts (n=6) who have experience of working with the former group. The findings imply that experiences of disorder derive from gaming interfering with what one wants to be, do, and have throughout life, whereas the experiences of intensive esport play derive from gaming being integrated into self throughout life. To our knowledge, this was the first registered report using qualitative phenomenological methods\textemdash we encourage researchers to explore the utility of registered reports with other qualitative methods to further optimize scientific progress.}
}
@article{killingsworthWanderingMindUnhappy2010,
title = {A {{Wandering Mind Is}} an {{Unhappy Mind}}},
author = {Killingsworth, Matthew A. and Gilbert, Daniel T.},
date = {2010-11-12},
journaltitle = {Science},
shortjournal = {Science},
volume = {330},
number = {6006},
pages = {932--932},
issn = {0036-8075, 1095-9203},
doi = {10.1126/science.1192439},
url = {https://www.science.org/doi/10.1126/science.1192439},
urldate = {2022-02-21},
abstract = {The iPhone Hap App reveals that wandering thoughts lead to unhappiness. , We developed a smartphone technology to sample people's ongoing thoughts, feelings, and actions and found (i) that people are thinking about what is not happening almost as often as they are thinking about what is and (ii) found that doing so typically makes them unhappy.},
langid = {english}
}
@article{kowertPsychosocialCausesConsequences2015,
title = {Psychosocial Causes and Consequences of Online Video Game Play},
author = {Kowert, Rachel and Vogelgesang, Jens and Festl, Ruth and Quandt, Thorsten},
date = {2015-04},
journaltitle = {Computers in Human Behavior},
shortjournal = {Computers in Human Behavior},
volume = {45},
pages = {51--58},
issn = {07475632},
doi = {10.1016/j.chb.2014.11.074},
url = {https://linkinghub.elsevier.com/retrieve/pii/S074756321400692X},
urldate = {2021-02-19},
abstract = {Due to its worldwide popularity, researchers have grown concerned as to whether or not engagement within online video gaming environments poses a threat to public health. Previous research has uncovered inverse relationships between frequency of play and a range of psychosocial outcomes, however, a reliance on cross-sectional research designs and opportunity sampling of only the most involved players has limited the broader understanding of these relationships. Enlisting a large representative sample and a longitudinal design, the current study examined these relationships and the mechanisms that underlie them to determine if poorer psychosocial outcomes are a cause (i.e., pre-existing psychosocial difficulties motivate play) or a consequence (i.e., poorer outcomes are driven by use) of online video game engagement. The results dispute previous claims that online game play has negative effects on the psychosocial well-being of its users and instead indicate that individuals play online games to compensate for preexisting social difficulties.},
langid = {english},
keywords = {Priority 2,To read},
annotation = {00080}
}
@article{lemmensPsychosocialCausesConsequences2011,
title = {Psychosocial Causes and Consequences of Pathological Gaming},
author = {Lemmens, Jeroen S. and Valkenburg, Patti M. and Peter, Jochen},
date = {2011-01},
journaltitle = {Computers in Human Behavior},
shortjournal = {Computers in Human Behavior},
volume = {27},
number = {1},
pages = {144--152},
issn = {07475632},
doi = {10.1016/j.chb.2010.07.015},
url = {https://linkinghub.elsevier.com/retrieve/pii/S0747563210002116},
urldate = {2023-09-03},
abstract = {Pathological use of computer and video games has been associated with indicators of psychosocial wellbeing, such as loneliness, low self-esteem, low social competence, and low life satisfaction. However, few studies have decisively demonstrated whether these indicators of psychosocial well-being are causes or consequences of pathological gaming. To address this gap in the literature, we conducted a two-wave panel study among 851 Dutch adolescents (543 gamers). Causal relations were analyzed using autoregressive structural equation models. These analyses indicated that social competence, self-esteem, and loneliness were significant predictors of pathological gaming six months later. Thus, lower psychosocial well-being can be considered an antecedent of pathological gaming among adolescent gamers. Our analyses further indicated that loneliness was also a consequence of pathological gaming. This suggests that displacement of real-world social interaction resulting from pathological use of video games may deteriorate existing relationships, which could explain the increase in adolescent gamers' feelings of loneliness.},
langid = {english}
}
@article{marshallPowerWashSimulatorMy2021,
entrysubtype = {magazine},
title = {{{PowerWash Simulator}} Is My New Chill Vibes Game},
author = {Marshall, Cass},
date = {2021-07-07},
journaltitle = {Polygon},
url = {https://www.polygon.com/reviews/22463516/powerwash-simulator-review-chill-game-mechanics},
urldate = {2023-09-03}
}
@article{mathurFindingCommonGround2019,
title = {Finding {{Common Ground}} in {{Meta-Analysis}} ``{{Wars}}'' on {{Violent Video Games}}},
author = {Mathur, Maya B. and VanderWeele, Tyler J.},
date = {2019-07-01},
journaltitle = {Perspectives on Psychological Science},
shortjournal = {Perspect Psychol Sci},
volume = {14},
number = {4},
pages = {705--708},
publisher = {{SAGE Publications Inc}},
issn = {1745-6916},
doi = {10.1177/1745691619850104},
url = {https://doi.org/10.1177/1745691619850104},
urldate = {2023-10-06},
abstract = {Independent meta-analyses on the same topic can sometimes yield seemingly conflicting results. For example, prominent meta-analyses assessing the effects of violent video games on aggressive behavior have reached apparently different conclusions, provoking ongoing debate. We suggest that such conflicts are sometimes partly an artifact of reporting practices for meta-analyses that focus only on the pooled point estimate and its statistical significance. Considering statistics that focus on the distributions of effect sizes and that adequately characterize effect heterogeneity can sometimes indicate reasonable consensus between ``warring'' meta-analyses. Using novel analyses, we show that this seems to be the case in the video-game literature. Despite seemingly conflicting results for the statistical significance of the pooled estimates in different meta-analyses of video-game studies, all of the meta-analyses do in fact point to the conclusion that, in the vast majority of settings, violent video games do increase aggressive behavior but that these effects are almost always quite small.},
langid = {english}
}
@article{mcmahanConsiderationsUseCommercial2011,
title = {Considerations for the Use of Commercial Video Games in Controlled Experiments},
author = {McMahan, Ryan P. and Ragan, Eric D. and Leal, Anamary and Beaton, Robert J. and Bowman, Doug A.},
date = {2011-01},
journaltitle = {Entertainment Computing},
shortjournal = {Entertainment Computing},
volume = {2},
number = {1},
pages = {3--9},
issn = {18759521},
doi = {10.1016/j.entcom.2011.03.002},
url = {https://linkinghub.elsevier.com/retrieve/pii/S1875952111000127},
urldate = {2023-07-18},
abstract = {While commercial, off-the-shelf video games have been used often to observe cognitive and social phenomena, few studies have taken advantage of such games as research tools for conducting controlled experiments. Providing evidence that unmodified, commercial video games can be used to conduct gaming evaluations with high levels of both experimental control and ecological validity, we designed and conducted an experiment that utilized Mario Kart Wii to evaluate the effects of natural interaction on player performance. Based on our experience from that experiment, we present several concerns that require attention when using commercial video games as research tools. Providing examples of design decisions and outcomes from our experiment, we identify some of the benefits, drawbacks, and challenges of using such tools.},
langid = {english}
}
@online{newzooMostPopularPC2023,
title = {Most Popular {{PC}} Games by Monthly Active Users ({{MAU}}) \textendash{} 37 Markets},
author = {Newzoo},
date = {2023},
url = {https://newzoo.com/resources/rankings/top-20-pc-games},
urldate = {2023-10-06},
abstract = {The top 20 most-played games on PC worldwide, ranked in order of the number of unique players who play them during a calendar month.},
langid = {english},
organization = {{Newzoo}}
}
@article{przybylskiCompetenceimpedingElectronicGames2014,
title = {Competence-Impeding Electronic Games and Players' Aggressive Feelings, Thoughts, and Behaviors.},
author = {Przybylski, Andrew K. and Deci, Edward L. and Rigby, C. Scott and Ryan, Richard M.},
date = {2014},
journaltitle = {Journal of Personality and Social Psychology},
volume = {106},
number = {3},
pages = {441--457},
issn = {1939-1315, 0022-3514},
doi = {10.1037/a0034820},
url = {http://doi.apa.org/getdoi.cfm?doi=10.1037/a0034820},
urldate = {2019-05-24},
abstract = {Recent studies have examined whether electronic games foster aggression. At present, the extent to which games contribute to aggression and the mechanisms through which such links may exist are hotly debated points. In current research we tested a motivational hypothesis derived from self-determination theory\textemdash that gaming would be associated with indicators of human aggression to the degree that the interactive elements of games serve to impede players' fundamental psychological need for competence. Seven studies, using multiple methods to manipulate player competence and a range of approaches for evaluating aggression, indicated that competence-impeding play led to higher levels of aggressive feelings, easier access to aggressive thoughts, and a greater likelihood of enacting aggressive behavior. Results indicated that player perceived competence was positively related to gaming motivation, a factor that was, in turn, negatively associated with player aggression. Overall, this pattern of effects was found to be independent of the presence or absence of violent game contents. We discuss the results in respect to research focused on psychological need frustration and satisfaction and as they regard gaming-related aggression literature.},
langid = {english},
keywords = {Aggression,Competence,Cyberpsychology,Motivation,Self-determination theory,Video games,Violence},
annotation = {00215}
}
@article{riegerEatingGhostsUnderlying2015,
title = {Eating Ghosts: {{The}} Underlying Mechanisms of Mood Repair via Interactive and Noninteractive Media},
shorttitle = {Eating Ghosts},
author = {Rieger, Diana and Frischlich, Lena and Wulf, Tim and Bente, Gary and Kneer, Julia},
date = {2015},
journaltitle = {Psychology of Popular Media Culture},
volume = {4},
number = {2},
pages = {138--154},
publisher = {{Educational Publishing Foundation}},
location = {{US}},
issn = {2160-4142},
doi = {10.1037/ppm0000018},
abstract = {Mood repair is a well-established function of media usage implying distraction from negative mood and the modification of unpleasant arousal states. Recent studies have found interactive media, in particular computer games, to be more effective in repairing mood than noninteractive media. It has been suggested that this is due to the higher task demand of interactive media distracting the players from negative feelings. Yet interactive media have also been found to increase arousal, which can also be seen as a cause for successful mood repair. It remains an open question which mechanism or to which degree both mechanisms\textemdash distraction and arousal regulation\textemdash account for mood repair via interactive media. The current study was designed to examine this so far unanswered question. We analyzed how effectively negative moods were regulated after a computer game, after a gameplay video, and without media consumption (control group). Mood repair, physiological arousal (positive change in electrodermal activity), and subjective arousal were assessed. Results confirmed that computer games led to a higher degree of mood repair and that this repair was a function of task demand as well as arousal characteristics. Results are discussed in terms of arousal regulation and intervention potential in interactive media. (PsycInfo Database Record (c) 2020 APA, all rights reserved)},
keywords = {Computer Games,Emotional States,Mass Media,Physiological Arousal,Theories}
}
@article{russonielloEffectivenessCasualVideo2009,
title = {The Effectiveness of Casual Video Games in Improving Mood and Decreasing Stress},
author = {Russoniello, Carmen V and O'Brien, Kevin and Parks, Jennifer M},
date = {2009},
journaltitle = {Journal of CyberTherapy \& Rehabilitation},
volume = {2},
number = {1},
pages = {15},
abstract = {Stress related medical disorders such as cardiovascular disease, diabetes and depression are serious medical issues that can cause disability and death. Techniques to prevent their development and exacerbation are needed. Casual video games (CVGs) are fun, easy to play, spon- taneous and are tremendously popular. In this random- ized controlled study we tested the effects of CVGs on mood and stress by comparing people playing CVGs with control subjects under similar conditions. Electroencephalography (EEG) changes during game Keywords. Casual Video Games, Electroencephalography (EEG), Heart Rate Variability (HRV), Psychological Mood BACKGROUND According to the Casual Video Game Association there are more than 200 million casual game players worldwide. Gamers from a multitude of cultures, ages, and lifestyles play electronic casual games using consoles, PCs and online communities, handhelds and mobile phones. One example of the popularity of casual video games can be found in the fact that Microsoft Solitaire for Windows is the most commonly opened application on Windows XP (Casual Games Association, 2008). Casual video games sometimes referred to as coffee-break or web games are a booming business that is expected to grow to \$55 billion by 2009 ( JWT Intelligence, 2006). Casual video games (CVGs) defy a standard definition because of the diverse nature of the games. Instead the Casual Games Association, 2007 offers a functional defini- tion that asserts that CVGs must be considered fun, quick to access, easy to learn, and require no previous special video game skills, expertise, or regular time commitment to play. CVGs are based around familiar game concepts that play were consistent with increased mood and corrobo- rated findings on psychological reports. Moreover, heart rate variability (HRV) changes were consistent with autonomic nervous system relaxation or decreased phys- ical stress. In some cases CVGs produced different brain wave, heart rate variability and psychological effects. These finding have broad implications which include the potential development of prescriptive interventions using casual video games to prevent and treat stress related medical disorders.},
langid = {english},
keywords = {⛔ No DOI found,Casual Games,EEG,Heart rate variability,Mood,Physiological signals,Positive effects of gaming,Stress management,Video games},
annotation = {00226}
}
@book{ryanSelfdeterminationTheoryBasic2017,
title = {Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness},
shorttitle = {Self-Determination Theory},
author = {Ryan, Richard M. and Deci, Edward L.},
date = {2017},
publisher = {{Guilford Press}},
location = {{New York}},
isbn = {978-1-4625-2876-9},
langid = {english},
pagetotal = {756},
keywords = {\_tablet,Autonomy (Psychology)}
}
@article{sauterSocialContextGaming2021,
title = {Social {{Context}} and {{Gaming Motives Predict Mental Health Better Than Time Played}}: {{An Exploratory Regression Analysis}} with over 13,000 {{Video Game Players}}},
shorttitle = {Social {{Context}} and {{Gaming Motives Predict Mental Health Better Than Time Played}}},
author = {Sauter, Marian and Braun, Tina and Mack, Wolfgang},
date = {2021-02},
journaltitle = {Cyberpsychology, Behavior, and Social Networking},
volume = {24},
number = {2},
pages = {94--100},
publisher = {{Mary Ann Liebert, Inc., publishers}},
issn = {2152-2715},
doi = {10.1089/cyber.2020.0234},
url = {https://www.liebertpub.com/doi/10.1089/cyber.2020.0234},
urldate = {2023-10-06},
abstract = {Video gaming has become massively adopted over the last years and Internet gaming disorder (IGD) has been noted as an increasing mental health problem. In this context, earlier studies focused on raw playtime (number of hours). Later studies also incorporated gaming motives while social contexts were not considered directly. Because social inclusion is one of the most powerful predictors of general mental health, in this study, we focused on the social context in which games are played. The sample consisted of 13,464 participants from 109 different countries, who played an average of {$\sim$}22 hours per week. Psychological well-being was assessed with the Satisfaction with Life Scale, the Generalized Anxiety Disorder 7 questionnaire, and the Social Phobia Inventory. We found that raw playtime is an uninformative predictor of a gamer's mental health and believe that earlier studies with smaller sample sizes may have overestimated its influence. Gaming motives (achievement and escapism, in particular) were generally found to be predictive. Of importance, the social context in which gamers play had large influence on their mental health and can potentially, in combination with the gaming motives, serve as a powerful predictor of clinically relevant at-risk groups in gaming.},
keywords = {Internet gaming addiction,life satisfaction,online gaming,social anxiety}
}
@article{sibillaHarmoniousObsessiveInvolvement2021,
title = {Harmonious and Obsessive Involvement, Self-Esteem, and Well-Being. {{A}} Longitudinal Study on {{MMORPG}} Players},
author = {Sibilla, Federica and Musetti, Alessandro and Mancini, Tiziana},
date = {2021-08-24},
journaltitle = {Cyberpsychology: Journal of Psychosocial Research on Cyberspace},
shortjournal = {Cyberpsychology},
volume = {15},
number = {3},
issn = {1802-7962},
doi = {10.5817/CP2021-3-1},
url = {https://cyberpsychology.eu/article/view/13600},
urldate = {2023-09-03},
abstract = {Starting from the dualistic model of passion by Vallerand and colleagues (2003), this study aimed to identify ``obsessive'' and ``harmonious'' involvements in MMORPGs and to verify their relationships with players' self-esteem and well-being. An international sample of 147 MMORPG players participated in a longitudinal design filling out for 3 times an online questionnaire measuring game involvement (in terms of Internet Gaming Disorder [IGD] symptoms, time spent playing the video game, sense of presence while playing, and avatar identification), global self-esteem, and well-being (i.e., meaningful life, engaged life, and pleasant life). Results supported the presence of these two different types of involvement: Obsessive involvement, characterized by a close association between IGD symptoms and playing time; Harmonious involvement, characterized by a close association between presence, avatar identification, and IGD symptoms. Cross-lagged effects showed that, over time, low self-esteem and low meaningful life predicted obsessive involvement, which in turn predicted engaged life. The present study contributes to a better understanding of the effects between video games use and the users' self-esteem and wellbeing. Furthermore, it contributes to the theoretical debate about problematic involvement in videogames, also providing some indications about problematic gaming assessment and prevention.},
langid = {english}
}
@article{stensengAreThereTwo2021,
title = {Are {{There Two Types}} of {{Escapism}}? {{Exploring}} a {{Dualistic Model}} of {{Escapism}} in {{Digital Gaming}} and {{Online Streaming}}},
author = {Stenseng, Frode and Falch-Madsen, Jonas and Hygen, Beate Wold},
date = {2021},
journaltitle = {Psychology of Popular Media},
pages = {12},
doi = {10.1037/ppm0000339},
abstract = {Escapism is an imperative motivation in media consumption. Nevertheless, the phenomenon is debated and has been criticized for having an ambiguous role in, for example, the classification of pathological gaming (in Diagnostic and Statistical Manual for Mental Disorders, Fifth Edition, and International Classification of Diseases, 11th Edition, Revised). In 2 studies, derived from the 2dimensional model of escapism, an adaptive and a maladaptive form of escapism was identified in gaming and streaming, illuminating a potential explanation for the unsettled role of escapism in media engagement.},
langid = {english},
annotation = {00000}
}
@article{tostNeuralCorrelatesIndividual2019,
title = {Neural Correlates of Individual Differences in Affective Benefit of Real-Life Urban Green Space Exposure},
author = {Tost, Heike and Reichert, Markus and Braun, Urs and Reinhard, Iris and Peters, Robin and Lautenbach, Sven and Hoell, Andreas and Schwarz, Emanuel and Ebner-Priemer, Ulrich and Zipf, Alexander and Meyer-Lindenberg, Andreas},
date = {2019-09},
journaltitle = {Nature Neuroscience},
shortjournal = {Nat Neurosci},
volume = {22},
number = {9},
pages = {1389--1393},
publisher = {{Nature Publishing Group}},
issn = {1546-1726},
doi = {10.1038/s41593-019-0451-y},
url = {https://www.nature.com/articles/s41593-019-0451-y},
urldate = {2023-10-06},
abstract = {Psychiatric morbidity is high in cities, so identifying potential modifiable urban protective factors is important. We show that exposure to urban green space improves well-being in naturally behaving male and female city dwellers, particularly in districts with higher psychiatric incidence and fewer green resources. Higher green-related affective benefit was related to lower prefrontal activity during negative-emotion processing, which suggests that urban green space exposure may compensate for reduced neural regulatory capacity.},
issue = {9},
langid = {english},
keywords = {Diseases,Neuroscience,Psychology}
}
@inproceedings{tyackRestorativePlayVideogames2020,
title = {Restorative {{Play}}: {{Videogames Improve Player Wellbeing After}} a {{Need-Frustrating Event}}},
booktitle = {{{CHI}} '20},
author = {Tyack, April and Wyeth, Peta and Johnson, Daniel},
date = {2020},
pages = {15},
publisher = {{ACM Press}},
location = {{Honolulu}},
doi = {10.1145/3313831.3376332},
abstract = {People often use videogames to restore wellbeing after negative experiences in day-to-day life. Although some research suggests that play can restore wellbeing, few studies have investigated the means by which restoration occurs. We employed self-determination theory (SDT) to understand how and to what degree play improves wellbeing after a needfrustrating event, and how players understand experiences of competence in play.},
langid = {english},
keywords = {Affect,BMPN,Need frustration,PENS,Player experience (PX),Self-determination theory,Situation-specific level,Video games,Vitality},
annotation = {00003}
}
@article{verbeijExperienceSamplingSelfreports2022,
title = {Experience Sampling Self-Reports of Social Media Use Have Comparable Predictive Validity to Digital Trace Measures},
author = {Verbeij, Tim and Pouwels, J. Loes and Beyens, Ine and Valkenburg, Patti M.},
date = {2022-05-09},
journaltitle = {Scientific Reports},
shortjournal = {Sci Rep},
volume = {12},
number = {1},
pages = {7611},
publisher = {{Nature Publishing Group}},
issn = {2045-2322},
doi = {10.1038/s41598-022-11510-3},
url = {https://www.nature.com/articles/s41598-022-11510-3},
urldate = {2022-06-27},
abstract = {Research agrees that self-reported measures of time spent with social media (TSM) show poor convergent validity, because they correlate modestly with equivalent objective digital trace measures. This experience sampling study among 159 adolescents (12,617 self-reports) extends this work by examining the comparative predictive validity of self-reported and digital trace measures of TSM, that is, the extent to which self-reported and digital trace measures of TSM correspond in their effects on self-esteem, well-being, and friendship closeness. Using an N\,=\,1 method of analysis, we investigated the correspondence on a between-person, within-person, and person-specific level. Although our results confirmed the poor convergent validity of self-reported TSM reported earlier, we found that self-reports of TSM had comparable predictive validity to digital trace measures on all three levels. Because comparative predictive validity of self-reported TSM is crucial for investigating social media effects, our results have important implications for future research using self-reported TSM.},
issue = {1},
langid = {english},
keywords = {Human behaviour,Psychology}
}
@article{vuorreIntensiveLongitudinalDataset2023,
title = {An Intensive Longitudinal Dataset of In-Game Player Behaviour and Well-Being in {{PowerWash Simulator}}},
author = {Vuorre, Matti and Magnusson, Kristoffer and Johannes, Niklas and Butlin, James and Przybylski, Andrew K.},
date = {2023-09-13},
journaltitle = {Scientific Data},
shortjournal = {Sci Data},
volume = {10},
number = {1},
pages = {622},
publisher = {{Nature Publishing Group}},
issn = {2052-4463},
doi = {10.1038/s41597-023-02530-3},
url = {https://www.nature.com/articles/s41597-023-02530-3},
urldate = {2023-09-13},
abstract = {The potential impacts that video games might have on players' well-being are under increased scrutiny but poorly understood empirically. Although extensively studied, a level of understanding required to address concerns and advise policy is lacking, at least partly because much of this science has relied on artificial settings and limited self-report data. We describe a large and detailed dataset that addresses these issues by pairing video game play behaviors and events with in-game well-being and motivation reports. 11,080 players (from 39 countries) of the first person PC game PowerWash Simulator volunteered for a~research version of the game that logged their play across 10 in-game behaviors and events (e.g. task completion) and 21 variables (e.g. current position), and responses to 6 psychological survey instruments via in-game pop-ups. The data consists of 15,772,514 gameplay events, 726,316 survey item responses, and 21,202,667 additional gameplay status records, and spans 222 days. The data and codebook are publicly available with a permissive CC0 license.},
issue = {1},
langid = {english},
keywords = {Human behaviour,Psychology}
}
@article{vuorreTimeSpentPlaying2022,
title = {Time Spent Playing Video Games Is Unlikely to Impact Well-Being},
author = {Vuorre, Matti and Johannes, Niklas and Magnusson, Kristoffer and Przybylski, Andrew K.},
date = {2022-07-27},
journaltitle = {Royal Society Open Science},
volume = {9},
number = {7},
pages = {220411},
publisher = {{Royal Society}},
doi = {10.1098/rsos.220411},
url = {https://royalsocietypublishing.org/doi/full/10.1098/rsos.220411},
urldate = {2022-08-02},
abstract = {Video games are a massively popular form of entertainment, socializing, cooperation and competition. Games' ubiquity fuels fears that they cause poor mental health, and major health bodies and national governments have made far-reaching policy decisions to address games' potential risks, despite lacking adequate supporting data. The concern\textendash evidence mismatch underscores that we know too little about games' impacts on well-being. We addressed this disconnect by linking six weeks of 38 935 players' objective game-behaviour data, provided by seven global game publishers, with three waves of their self-reported well-being that we collected. We found little to no evidence for a causal connection between game play and well-being. However, results suggested that motivations play a role in players' well-being. For good or ill, the average effects of time spent playing video games on players' well-being are probably very small, and further industry data are required to determine potential risks and supportive factors to health.},
keywords = {human motivation,play behaviour,video games,well-being}
}
@article{weinsteinProspectiveStudyMotivational2017,
ids = {WeinsteinEtAl2017a,WeinsteinEtAl2017b},
title = {A Prospective Study of the Motivational and Health Dynamics of {{Internet Gaming Disorder}}},
author = {Weinstein, Netta and Przybylski, Andrew K and Murayama, Kou},
date = {2017-09-29},
journaltitle = {PeerJ},
volume = {5},
pages = {e3838},
issn = {2167-8359},
doi = {10.7717/peerj.3838},
url = {https://peerj.com/articles/3838},
urldate = {2019-05-28},
abstract = {The American Psychiatric Association has identified Internet Gaming Disorder (IGD) as a potential psychiatric condition and called for research to investigate its etiology, stability, and impacts on health and behavior. The present study recruited 5,777 American adults and applied self-determination theory to examine how motivational factors influence, and are influenced by, IGD and health across a six month period. Following a preregistered analysis plan, results confirmed our hypotheses that IGD criteria are moderately stable and that they and basic psychological need satisfaction have a reciprocal relationship over time. Results also showed need satisfaction promoted health and served as a protective factor against IGD. Contrary to what was hypothesized, results provided no evidence directly linking IGD to health over time. Exploratory analyses suggested that IGD may have indirect effects on health by way of its impact on basic needs. Implications are discussed in terms of existing gaming addiction and motivational frameworks.},
langid = {english},
keywords = {Cyberpsychology,Dysregulated gaming,Games and mental health,Internet Gaming Disorder (IGD),Motivation,Psychopathology,Self-determination theory,Self-regulation,Video games,Well-being},
annotation = {00013}
}
@article{zillmannMoodManagementCommunication1988,
title = {Mood {{Management Through Communication Choices}}},
author = {Zillmann, Dolf},
date = {1988-01-01},
journaltitle = {American Behavioral Scientist},
volume = {31},
number = {3},
pages = {327--340},
publisher = {{SAGE Publications Inc}},
issn = {0002-7642},
doi = {10.1177/000276488031003005},
url = {https://doi.org/10.1177/000276488031003005},
urldate = {2023-10-06},
langid = {english}
}
@software{rcoreteamLanguageEnvironmentStatistical2023,
title = {R: {{A Language}} and {{Environment}} for {{Statistical Computing}}. {{Version}} 4.3.2},
author = {{R Core Team}},
date = {2023},
location = {{Vienna, Austria}},
url = {https://www.R-project.org/},
organization = {{R Foundation for Statistical Computing}},
version = {4.3.2},
keywords = {\#nosource}
}
@article{songExaminingConcurrentPredictive2022,
title = {Examining the {{Concurrent}} and {{Predictive Validity}} of {{Single Items}} in {{Ecological Momentary Assessments}}},
author = {Song, Jiyoung and Howe, Esther and Oltmanns, Joshua R. and Fisher, Aaron J.},
date = {2022-08-24},
journaltitle = {Assessment},
shortjournal = {Assessment},
pages = {10731911221113563},
publisher = {{SAGE Publications Inc}},
issn = {1073-1911},
doi = {10.1177/10731911221113563},
url = {https://doi.org/10.1177/10731911221113563},
urldate = {2022-10-28},
abstract = {Although single items can save time and burden in psychology research, concerns about their reliability have made the use of multiple-item measures the default standard practice. Although single items cannot demonstrate internal reliability, their criterion validity can be compared with multiple-item measures. Using ecological momentary assessment data, we evaluated repeated measures correlations and constructed multilevel cross-lagged models to assess concurrent and predictive validity of single- and multiple-item measures. Correlations between the single- and multiple-item measures ranged from .24 to .61. In 27 of 29 unique single-item predictor models, single items demonstrated significant predictive validity, and in one of eight sets of comparisons, a single-item predictor exhibited a larger effect size than its multiple-item counterpart. Although multiple-item measures generally performed better than single items, the added benefit of multiple items was modest in most cases. The present data provide support for the use of single-item measures in intensive longitudinal designs.},
langid = {english}
}
@software{standevelopmentteamStanModelingLanguage2021,
title = {Stan {{Modeling Language Users Guide}} and {{Reference Manual}}, Version 2.28.},
author = {{Stan Development Team}},
date = {2021},
url = {https://mc-stan.org},
keywords = {\#nosource}
}
@article{anvariUsingAnchorbasedMethods2021,
title = {Using Anchor-Based Methods to Determine the Smallest Effect Size of Interest},
author = {Anvari, Farid and Lakens, Dani\"el},
date = {2021-09-01},
journaltitle = {Journal of Experimental Social Psychology},
shortjournal = {Journal of Experimental Social Psychology},
volume = {96},
pages = {104159},
issn = {0022-1031},
doi = {10.1016/j.jesp.2021.104159},
url = {https://www.sciencedirect.com/science/article/pii/S0022103121000627},
urldate = {2021-09-30},
abstract = {Effect sizes are an important outcome of quantitative research, but few guidelines exist that explain how researchers can determine which effect sizes are meaningful. Psychologists often want to study effects that are large enough to make a difference to people's subjective experience. Thus, subjective experience is one way to gauge the meaningfulness of an effect. We propose and illustrate one method for how to quantify the smallest subjectively experienced difference\textemdash the smallest change in an outcome measure that individuals consider to be meaningful enough in their subjective experience such that they are willing to rate themselves as feeling different\textemdash using an anchor-based method with a global rating of change question applied to the positive and negative affect scale. We provide a step-by-step guide for the questions that researchers need to consider in deciding whether and how to use the anchor-based method, and we make explicit the assumptions of the method that future research can examine. For researchers interested in people's subjective experiences, this anchor-based method provides one way to specify a smallest effect size of interest, which allows researchers to interpret observed results in terms of their theoretical and practical significance.},
langid = {english},
keywords = {Minimum important difference,Negative affect,Positive affect,Practical significance,Smallest effect size of interest,Smallest subjectively experienced difference,Subjectively experienced difference}
}
@Article{lme4,
title = {Fitting Linear Mixed-Effects Models Using {lme4}},
author = {Douglas Bates and Martin M{\"a}chler and Ben Bolker and Steve Walker},
journal = {Journal of Statistical Software},
year = {2015},
volume = {67},
number = {1},
pages = {1--48},
doi = {10.18637/jss.v067.i01},
}
@article{ReineckeEtAl2012characterizing,
title = {Characterizing {{Mood Management}} as {{Need Satisfaction}}: {{The Effects}} of {{Intrinsic Needs}} on {{Selective Exposure}} and {{Mood Repair}}},
author = {Reinecke, Leonard and Tamborini, Ron and Grizzard, Matthew and Lewis, Robert and Eden, Allison and Bowman, Nicholas David},
year = {2012},
month = jun,
journal = {Journal of Communication},
volume = {62},
number = {3},
pages = {437--453},
issn = {0021-9916},
doi = {10.1111/j.1460-2466.2012.01649.x}
}
@techreport{BallouDeterding2023Basic,
type = {Preprint},
title = {The {{Basic Needs}} in {{Games}} ({{BANG}}) {{Model}} of {{Video Game Play}} and {{Mental Health}}},
author = {Ballou, Nick and Deterding, Sebastian},
year = {2023},
month = dec,
institution = {{PsyArXiv}},
doi = {10.31234/osf.io/6vedg},
urldate = {2024-01-05}
}
@article{TamboriniEtAl2011Media,
title = {Media Enjoyment as Need Satisfaction: The Contribution of Hedonic and Nonhedonic Needs},
author = {Tamborini, Ron and Grizzard, Matthew and Bowman, Nicholas David and Reinecke, Leonard and Lewis, Robert J. and Eden, Allison},
year = {2011},
month = dec,
journal = {Journal of Communication},
volume = {61},
number = {6},
pages = {1025-U55},
issn = {0021-9916},
doi = {10.1111/j.1460-2466.2011.01593.x}
}
@phdthesis{Tyack2019Need,
title = {Need {{Frustration}} and {{Short-Term Wellbeing}}: {{Restorative Experiences}} in {{Videogame Play}}},
shorttitle = {Need {{Frustration}} and {{Short-Term Wellbeing}}},
author = {Tyack, April},
year = {2019},
doi = {10.5204/thesis.eprints.134476},
urldate = {2020-03-23},
school = {Queensland University of Technology}
}