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Transcranial Direct Current Stimulation for Online Gamers
Published on: November 9, 2019
Video game genre as a predictor of problem use
Luther Elliott1, Andrew Golub, Geoffrey Ream
1Institute for Special Populations Research, National Development and Research Institutes, 71 W. 23rd St., New York, NY 10010, USA. elliott@ndri.org
Cyberpsychology, Behavior and Social Networking
|January 17, 2012
Summary
Problem video game playing (PVP) affects 5% of adult gamers, particularly those playing first-person shooter, action, role-playing, and gambling games. Research into game design can help prevent and treat problematic gaming.
Area of Science:
- Psychology
- Mental Health
- Game Studies
Background:
- Problem video game playing (PVP) is a growing mental health concern.
- Understanding genre-specific risks is crucial for effective intervention.
Purpose of the Study:
- To assess the relationship between video game genres and PVP in adults.
- To identify specific game types associated with problematic gaming behaviors.
Main Methods:
- A nationally representative online survey of 3,380 adult gamers (18+).
- Self-reported data on gaming habits, genres played, and problematic use characteristics.
- Analysis of gaming patterns and self-reported PVP severity.
Main Results:
- 5% of adult gamers reported moderate to extreme PVP.
- PVP was significantly associated with playing first-person shooter, action adventure, role-playing, and gambling games.
- Specific game genres show higher prevalence of problematic use.
Conclusions:
- Certain video game genres are disproportionately linked to problematic video game playing.
- Further research into "addictive" game design elements and at-risk populations is warranted.
- Findings can inform prevention and treatment strategies for PVP.
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