In response to calls for further research into the phenomenology of Internet gaming disorder (IGD), we used a community-engaged consensus development approach to evaluate how members of the "gamer culture" describe problematic gaming and the relationship of these descriptions to the proposed IGD criteria. Two focus groups of gamers were recruited at a video game convention. Participants were asked to submit suggestions for signs of game "addiction". Participants discussed and ranked the criteria in order of conceptual importance. The rankings were analyzed quantitatively, and then a multidisciplinary team compared the ranked criteria to the DSM-5 IGD proposed criteria. The strongest agreement between participants' rankings and IGD symptomatology was found for harms/functional impairment due to gaming, continued use despite problems, unsuccessful attempts to control gaming, and loss of interest in previous hobbies and entertainment. There was less support for other IGD criteria. Participants also offered new content domains. These findings suggest that collaborative knowledge-building approaches may help researchers and policymakers understand the characteristics and processes specific to problematic video game play and improve content validity of IGD criteria. Future efforts may benefit from multi-stakeholder approaches to refine IGD criteria and inform theory, measurement and intervention.
Although previous studies have found that video games induce stress, studies have not typically measured all salient indicators of stress responses including stress appraisals, cardiovascular indicators, and emotion outcomes. The current study used the Biopsychosocial Model of Challenge and Threat ( Blascovich and Tomaka, 1996 ) to determine if video games induce a cardiovascular stress response by comparing the effects of threat and challenge appraisals across two types of video games that have shown different cardiovascular outcomes. Participants received challenge or threat appraisal instructions, and played a fighting game ( Mortal Kombat ) or a puzzle game ( Tetris ). Study outcomes were heart rate variability, systolic and diastolic blood pressure, and positive and negative emotion ratings measured before, during and after gameplay. Results indicated that threat appraisal instructions increased negative emotion ratings and decreased heart rate variability, but not blood pressure, which is an essential marker for cardiovascular stress responses. Increased blood pressure and decreased heart rate variability was associated with fighting game players when compared with the puzzle game players, indicating a cardiovascular stress response; however, fighting game players also reported higher positive emotion ratings. Based on the study findings, video games do not induce stress responses like mental stressors used in previous research, demonstrating that the interactive player experience in video gaming may have more complex effects on stress outcomes. Future research should comprehensively measure biopsychosocial stress indicators and multiple emotional states over time to fully examine the relationship between video games and stress.
The aim of this study was to establish the ways in which coping style and situational appraisals are related to the consistency of using approach and avoidance coping strategies for skilled Australian basketball referees (n = 133) after three game-related stressful events. The events, 'making a mistake', 'aggressive reactions by coaches or players' and 'presence of important others', were determined from previous research on sources of acute stress among basketball officials. Our findings indicated that: referees exhibited consistent avoidance, but not approach, coping styles; they used more avoidance than approach strategies; and they perceived stress to be positively correlated with approach, and negatively associated with avoidance, coping strategies. These findings suggest that individual differences exist in perceptions of stress (i.e. situational appraisals), controllability and coping styles among moderately and highly skilled basketball referees. The implications for teaching cognitive and behavioural strategies for effective coping with acute stress in basketball officiating are discussed.
In two experiments we examined conceptual priming within and across sense modalities by varying the modality (picture and environmental sounds) and the category congruency of prime-target pairs. Both experiments used a repetition priming paradigm, but Experiment 1 studied priming effects with a task that required a superordinate categorization response (man-made or natural), while Experiment 2 used a lower level category response (musical instruments or animal): one that was more closely associated with the basic level of the semantic network. Results from Experiment 1 showed a strong effect of target modality and two distinct patterns of conceptual priming effects with picture and environmental sound targets. However, no priming advantage was found when congruent and incongruent primes were compared. Results from Experiment 2, found congruency effects that were specific to environmental sound targets when preceded by picture primes. The findings provide support for the intermodal event file and multisensory framework, and suggest that auditory and visual features about a single item in a conceptual category may be more tightly connected than two different items from the same category.
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