International audienceVideo-game users represent 40% of the French population and adolescents are the primary users. Yet excessive playing of video games has become a problem in modern society and is manifesting itself in treatment centers for adolescents. Before attempting to gain insight into this problematic use, we must understand video gaming itself and its implications for the gamer. The aim of this research is to propose an understanding of video-game playing based on some dimensions of emotional functioning such as emotion regulation, emotion intensity, emotion expression, and alexithymia. A total of 159 adolescents took part in the study. Regular gamers regulated their emotions more than irregular gamers did. They also felt their emotions more intensely. But regular gamers expressed their emotions less than irregular gamers did. Finally, the regular gamers' alexithymia level was higher than the irregular gamers' level. Especially, they had more difficulty being emotionally reactive. The avatar's evolution in the virtual environment may help mediate adolescents' problematic emotional experiences to give them meaning and enable their appropriation. As such, video games may act as a medium for projecting and experiencing one's emotional life by staging the emotional self, thereby explaining the engagement of adolescents in video gaming
is a short instrument (7-item) for evaluating video game playing by adolescents. Objective.-The aim of the current research was to investigate the psychometric properties of a French version of the 7-item Game Addiction Scale for adolescents. Method.-Two studies were conducted with two samples of French adolescents between the ages of 10 and 18 (study 1: n = 159; study 2: n = 306). First, we examined the factor structure and internal consistency. Second, we added a concurrent validity analysis with estimation of the daily time spent playing video games and an assessment of depression and anxiety. Results.-In both studies, the factor analysis revealed a one-factor structure that had good psychometric properties and fit the data well. The analysis also confirmed good internal consistency of the scale. Correlation analysis in the second study showed that the GAS score had significant positive relationships with the time spent playing video games, depression, anxiety, and the fact of being a boy, thereby supporting the concurrent validity of the scale. Conclusion.-This French version of the GAS seems to be a reliable tool for identifying and assessing problematic use of video games.
International audienceDespite growing interest over the decades, the question of estimating cognitive workload of operators involved in complex multitask operations, such as helicopter pilots, remains a key issue. One of the main difficulties facing workload inference models is that no single specific indicator of workload exists, so that multiple sources of information have to be inputted to the model. The question then arises as to the nature and the quantity of features to be used for increasing model performance. In this research, done in cooperation with Eurocopter, the effectiveness of physiological, psychological, and cognitive features for estimating helicopter pilots' workload was systematically investigated, using Bayesian networks (BNs). The study took place in two different contexts: a constrained laboratory situation with low ecological validity and a more realistic and challenging situation relying on virtual reality. The constrained conditions of the laboratory study allowed us for testing various combinations of entropy-based physiological, cognitive, and affect features as inputs of BN models. These three different kinds of features are shown to carry complementary information that can be used with advantage by the model. The results also suggest that increasing the number of physiological inputs improves the model performance. The second study aimed at challenging some of these conclusions in a more ecological context, by using the NH90 full-flight simulator of the Helisim company. The results emphasize the problem of accessing the ground truth, as well as the need for an efficient feature selection or extraction step prior to the classification step
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