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Journal ArticleDOI

A critical review on the moderating role of contextual factors in the associations between video gaming and well-being

TL;DR: In this article, the authors highlight five important contextual factors that should be considered when studying the associations between the frequency of video gaming and well-being and suggest that unless the social context (who), type (what), motivation (why), time and day (when), and amount (how much) of video game activities are adequately considered, examinations of well-learning outcomes in relation to video gaming will remain incomplete.
About: This article is published in Computers in Human Behavior.The article was published on 2021-08-01 and is currently open access. It has received 14 citations till now. The article focuses on the topics: Video game & Popularity.
Citations
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TL;DR: Strengths in existing games that generate positive affect, positive functioning, and positive social functioning are identified, contributing to, and supporting mental health and well-being.
Abstract: This paper is a review of the state of play of research linking videogaming and flourishing, and explores the role of videogames and technology to improve mental health and well-being. Its purpose is to develop understandings about the positive intersection of gaming and well-being, to document evidence regarding links between videogames and positive mental health, and to provide guidelines for use by other researchers as they design and use tools and games to improve mental health and well-being. Using Huppert's (Huppert and So, 2013) proposition that to flourish is more than the absence of mental disorder but rather a combination of feeling good and functioning effectively, resulting in high levels of mental well-being, and Seligman's (Seligman, 2011) PERMA theory of well-being, the paper identifies strengths in existing games that generate positive affect, positive functioning, and positive social functioning, contributing to, and supporting mental health and well-being.

79 citations

Journal ArticleDOI
TL;DR: In this paper , the authors provide a holistic summary of mobile mental health apps' key potential and pitfalls, including user engagement issues, safety issues in emergencies, privacy and confidentiality breaches, and the utilization of non-evidence-based approaches.
Abstract: While the rapid growth of mobile mental health applications has offered an avenue of support unbridled by physical distance, time, and cost, the digitalization of traditional interventions has also triggered doubts surrounding their effectiveness and safety. Given the need for a more comprehensive and up-to-date understanding of mobile mental health apps in traditional treatment, this umbrella review provides a holistic summary of their key potential and pitfalls. A total of 36 reviews published between 2014 and 2022—including systematic reviews, meta-analyses, scoping reviews, and literature reviews—were identified from the Cochrane library, Medline (via PubMed Central), and Scopus databases. The majority of results supported the key potential of apps in helping to (1) provide timely support, (2) ease the costs of mental healthcare, (3) combat stigma in help-seeking, and (4) enhance therapeutic outcomes. Our results also identified common themes of apps’ pitfalls (i.e., challenges faced by app users), including (1) user engagement issues, (2) safety issues in emergencies, (3) privacy and confidentiality breaches, and (4) the utilization of non-evidence-based approaches. We synthesize the potential and pitfalls of mental health apps provided by the reviews and outline critical avenues for future research.

11 citations

Journal ArticleDOI
TL;DR: In this article , the authors explore which leisure preferences contribute to mindfulness, psychological capital, and life satisfaction and assess whether mindfulness and psychological capital are associated with different leisure preferences, and find that people who did not spend free time watching television scored higher on life satisfaction, mindfulness, and psychologically capital.
Abstract: This study intended to explore which leisure preferences contribute to mindfulness, psychological capital, and life satisfaction and assess whether mindfulness, psychological capital, and life satisfaction are associated with different leisure preferences. This study applied the Satisfaction with Life Scale (SWLS), the Psychological Capital Questionnaire (PCQ-12), the Mindful Attention Awareness Scale (MAAS), and the instrument to evaluate the prevalence of leisure preferences. A sample consisted of 586 participants, 104 males and 478 females. The mean age of participants was 42.06, SD = 13.29. The results show that respondents who did not spend free time watching television scored higher on life satisfaction, mindfulness, and psychological capital. Participants who preferred attending events scored higher on life satisfaction and psychological capital. Participants who preferred spending time with family as a leisure preference scored significantly higher on life satisfaction, mindfulness, and psychological capital, including PsyCap overall, PsyCap work, PsyCap relationship, and PsyCap health. The findings also reveal that time spent with family is significantly associated with life satisfaction. Besides, males’ life satisfaction was significantly associated with time spent in nature, while females’ satisfaction was associated with spending time with family and participating in events. Males’ mindfulness was significantly associated with book reading, and females’ mindfulness was associated with not watching television. Males’ psychological capital was significantly associated with spending time with family and book reading, and females’ psychological capital was associated with not watching television but spending time with family, participating in events, and spending time in nature. The findings also showed that mindfulness mediated the link between watching television and life satisfaction, and psychological capital mediated links between spending time with family, participating in events, and life satisfaction. The findings demonstrate that life satisfaction is also significantly associated with spending time with family as a leisure preference. This study also revealed a significant negative association between age and spending time with friends or family, evidencing the possible loneliness of elderly respondents. Due to limitations of this study, including sample size and characteristics, cultural context, and research design, the research findings would preferably be regarded thoughtfully.

9 citations

Journal ArticleDOI
TL;DR: In this article , the authors examined the within-person associations between various objective indicators of smartphone use and daily cognitive failures using a 7-day daily diary study, and found negative within person associations between smartphone screen time for social and tools-related applications and daily Cognitive Failure.
Abstract: While smartphones have brought many benefits and conveniences to users, there is continuing debate regarding their potential negative consequences on everyday cognition such as daily cognitive failures. A few cross-sectional studies have found positive associations between smartphone use and cognitive failures. However, several research gaps remain, such as the use of cross-sectional designs, confounds related to stable individual differences, the lack of validity in self-report measures of smartphone use, memory biases in retrospective self-reports, and the lack of differentiation between smartphone checking and smartphone screen time. To simultaneously address the aforementioned shortcomings, the current study examined the within-person associations between various objective indicators of smartphone use and daily cognitive failures using a 7-day daily diary study. Multilevel modelling revealed that smartphone checking, but not total smartphone screen time, predicted a greater occurrence of daily cognitive failures at the within-person level. Surprisingly, we also found negative within-person associations between smartphone screen time for social- and tools-related applications and daily cognitive failures, suggesting that some types of smartphone use may temporarily benefit one's cognitive functioning. This finding demonstrates the importance of studying the specific functions of smartphone use and their differential cognitive consequences, as well as highlights the complex relations between smartphone use and cognition.

8 citations

References
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Journal ArticleDOI
TL;DR: Mental health affects progress towards the achievement of several Millennium Development Goals, such as promotion of gender equality and empowerment of women, reduction of child mortality, improvement of maternal health, and reversal of the spread of HIV/AIDS.

2,943 citations

Journal ArticleDOI
TL;DR: The use of effect size reporting in the analysis of social science data remains inconsistent and interpretation of the effect size estimates continues to be confused as discussed by the authors, and clinicians also may have little guidance in the interpretation of effect sizes relevant for clinical practice.
Abstract: Increasing emphasis has been placed on the use of effect size reporting in the analysis of social science data. Nonetheless, the use of effect size reporting remains inconsistent, and interpretation of effect size estimates continues to be confused. Researchers are presented with numerous effect sizes estimate options, not all of which are appropriate for every research question. Clinicians also may have little guidance in the interpretation of effect sizes relevant for clinical practice. The current article provides a primer of effect size estimates for the social sciences. Common effect sizes estimates, their use, and interpretations are presented as a guide for researchers.

2,680 citations

Journal ArticleDOI
TL;DR: In this article, the authors apply self-determination theory (SDT) in investigating motivation for computer game play, and the effects of game play on well-being, and find that perceived in-game autonomy and competence are associated with game enjoyment, preferences, and changes in wellbeing pre-to-post-play.
Abstract: Four studies apply self-determination theory (SDT; Ryan & Deci, 2000) in investigating motivation for computer game play, and the effects of game play on well-being. Studies 1–3 examine individuals playing 1, 2 and 4 games, respectively and show that perceived in-game autonomy and competence are associated with game enjoyment, preferences, and changes in well-being pre- to post-play. Competence and autonomy perceptions are also related to the intuitive nature of game controls, and the sense of presence or immersion in participants’ game play experiences. Study 4 surveys an on-line community with experience in multi-player games. Results show that SDT’s theorized needs for autonomy, competence, and relatedness independently predict enjoyment and future game play. The SDT model is also compared with Yee’s (2005) motivation taxonomy of game play motivations. Results are discussed in terms of the relatively unexplored landscape of human motivation within virtual worlds.

2,466 citations

Journal ArticleDOI
TL;DR: This article presents an alternative model that separates the within-person process from stable between-person differences through the inclusion of random intercepts, and discusses how this model is related to existing structural equation models that include cross-lagged relationships.
Abstract: The cross-lagged panel model (CLPM) is believed by many to overcome the problems associated with the use of cross-lagged correlations as a way to study causal influences in longitudinal panel data. The current article, however, shows that if stability of constructs is to some extent of a trait-like, time-invariant nature, the autoregressive relationships of the CLPM fail to adequately account for this. As a result, the lagged parameters that are obtained with the CLPM do not represent the actual within-person relationships over time, and this may lead to erroneous conclusions regarding the presence, predominance, and sign of causal influences. In this article we present an alternative model that separates the within-person process from stable between-person differences through the inclusion of random intercepts, and we discuss how this model is related to existing structural equation models that include cross-lagged relationships. We derive the analytical relationship between the cross-lagged parameters from the CLPM and the alternative model, and use simulations to demonstrate the spurious results that may arise when using the CLPM to analyze data that include stable, trait-like individual differences. We also present a modeling strategy to avoid this pitfall and illustrate this using an empirical data set. The implications for both existing and future cross-lagged panel research are discussed.

1,633 citations

Journal ArticleDOI
TL;DR: In this article, a theory-based motivational model for examining and evaluating the ways by which video game engagement shapes psychological processes and influences well-being is presented, and the implications of this model for the future study of game motivation and the use of video games in interventions are discussed.
Abstract: More Americans now play video games than go to the movies (NPD Group, 2009). The meteoric rise in popularity of video games highlights the need for research approaches that can deepen our scientific understanding of video game engagement. This article advances a theory-based motivational model for examining and evaluating the ways by which video game engagement shapes psychological processes and influences well-being. Rooted in self-determination theory (Deci & Ryan, 2000; Ryan & Deci, 2000a), our approach suggests that both the appeal and well-being effects of video games are based in their potential to satisfy basic psychological needs for competence, autonomy, and relatedness. We review recent empirical evidence applying this perspective to a number of topics including need satisfaction in games and short-term well-being, the motivational appeal of violent game content, motivational sources of postplay aggression, the antecedents and consequences of disordered patterns of game engagement, and the determinants and effects of immersion. Implications of this model for the future study of game motivation and the use of video games in interventions are discussed.

1,053 citations