A critical review on the moderating role of contextual factors in the associations between video gaming and well-being
TLDR
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.read more
Citations
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Gaming well: Links between videogames and flourishing mental health
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.
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Potential and Pitfalls of Mobile Mental Health Apps in Traditional Treatment: An Umbrella Review
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.
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Associations between Leisure Preferences, Mindfulness, Psychological Capital, and Life Satisfaction
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.
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Smartphone use and daily cognitive failures: A critical examination using a daily diary approach with objective smartphone measures.
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.
References
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The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games
TL;DR: A meta-analytic review of studies that examine the impact of violent video games on both aggressive behavior and visuospatial cognition in order to understand the full impact of such games did not support the conclusion that violent video game playing leads to aggressive behavior.
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Psychosocial causes and consequences of pathological gaming
TL;DR: It is suggested 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.
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Prevalence and risk factors of video game dependency in adolescence: results of a German nationwide survey.
TL;DR: The data indicate a clear dividing line between extensive gaming and video game dependency (VGD) as a clinically relevant phenomenon and the necessity of additional research as well as the respective measures in the field of health care policies.
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Not so doomed: computer game play and positive adolescent development
Kevin Durkin,Bonnie L. Barber +1 more
TL;DR: This article examined the relationship between game play and several measures of adjustment or risk taking in a sample of 16-year-old high school students and concluded that computer games can be a positive feature of a healthy adolescence.
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Physical interpersonal relationships and social anxiety among online game players.
TL;DR: The authors surveyed 174 Taiwanese college-age online players to collect data on the potential effects of online games on the quality of interpersonal relationships and levels of social anxiety.