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Keywords = online gaming behavior

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39 pages, 3221 KiB  
Article
Balancing Multi-Source Heterogeneous User Requirement Information in Complex Product Design
by Cengjuan Wu, Tianlu Zhu, Yajun Li, Zhizheng Zhang and Tianyu Wu
Symmetry 2025, 17(8), 1192; https://doi.org/10.3390/sym17081192 - 25 Jul 2025
Viewed by 192
Abstract
User requirements are the core driving force behind the iterative development of complex products. Their comprehensive collection, accurate interpretation, and effective integration directly affect design outcomes. However, current practices often depend heavily on single-source data and designer intuition, resulting in incomplete, biased, and [...] Read more.
User requirements are the core driving force behind the iterative development of complex products. Their comprehensive collection, accurate interpretation, and effective integration directly affect design outcomes. However, current practices often depend heavily on single-source data and designer intuition, resulting in incomplete, biased, and fragile design decisions. Moreover, multi-source heterogeneous user requirements often exhibit inherent asymmetry and imbalance in both structure and contribution. To address these issues, this study proposes a symmetric and balanced optimization method for multi-source heterogeneous user requirements in complex product design. Multiple acquisition and analysis approaches are integrated to mitigate the limitations of single-source data by fusing complementary information and enabling balanced decision-making. Firstly, unstructured text data from online reviews are used to extract initial user requirements, and a topic analysis method is applied for modeling and clustering. Secondly, user interviews are analyzed using a fuzzy satisfaction analysis, while eye-tracking experiments capture physiological behavior to support correlation analysis between internal preferences and external behavior. Finally, a cooperative game-based model is introduced to optimize conflicts among data sources, ensuring fairness in decision-making. The method was validated using a case study of oxygen concentrators. The findings demonstrate improvements in both decision robustness and requirement representation. Full article
(This article belongs to the Section Engineering and Materials)
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23 pages, 1708 KiB  
Article
Sales Mode Selection and Blockchain Adoption for Platform Supply Chain Under Risk Aversion
by Yu Jing and Fengzhi Liu
Mathematics 2025, 13(13), 2184; https://doi.org/10.3390/math13132184 - 4 Jul 2025
Viewed by 296
Abstract
Uncertainty in consumer purchasing behavior within online markets propels manufacturers to adopt blockchain for risk mitigation, reshaping supply chain operational dynamics. This study investigates the sales mode selection and blockchain adoption strategies of a risk-averse manufacturer in platform supply chain under uncertain market [...] Read more.
Uncertainty in consumer purchasing behavior within online markets propels manufacturers to adopt blockchain for risk mitigation, reshaping supply chain operational dynamics. This study investigates the sales mode selection and blockchain adoption strategies of a risk-averse manufacturer in platform supply chain under uncertain market demand. By integrating Stackelberg game theory with mean-variance analysis, we analyze supply chain equilibrium across four scenarios: RN, RB, AN, and AB. Our findings highlight the significance of a critical commission rate threshold in the manufacturer’s sales mode choice, emphasizing that blockchain adoption enhances the preference for the agency mode. Importantly, highly risk-averse manufacturers are inclined to absorb higher costs associated with blockchain adoption, while those with lower risk aversion only consider it when costs are minimal. Notably, the “agency mode with blockchain adoption” (AB) creates mutual benefits under low adoption costs and risk aversion. When both parties exhibit risk aversion, the platform’s risk aversion significantly influences resale-mode decisions, leading to a transition from the scenario AN to the RB, thereby optimizing synchronized profits. Full article
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34 pages, 3561 KiB  
Article
Research on Pricing and Effort Investment Decisions for Dual-Channel Fresh Product Supply Chain Under the Participation of Third-Party Logistics Provider
by Yunting Wu, Aimin Zhu, Lijuan Yu and Wenbo Wang
Systems 2025, 13(7), 538; https://doi.org/10.3390/systems13070538 - 1 Jul 2025
Viewed by 260
Abstract
This study takes the dual-channel fresh product supply chain involving the participation of third-party logistics (3PL) as the background to explore how 3PL makes choices between homogeneous and differentiated logistics service strategies and how the supply chain formulates optimal decisions under different logistics [...] Read more.
This study takes the dual-channel fresh product supply chain involving the participation of third-party logistics (3PL) as the background to explore how 3PL makes choices between homogeneous and differentiated logistics service strategies and how the supply chain formulates optimal decisions under different logistics service strategies to achieve maximum benefits. This paper constructs a sequential game model of the three-tier supply chain composed of 3PL, a supplier, and a retailer; uses the consumer utility function to describe market demand; and considers different logistics service strategies adopted by 3PL. It compares and analyzes the equilibrium strategies under the traditional retail channel (O Model), the homogeneous cold-chain service dual-channel model (D1 Model), and the differentiated cold-chain service dual-channel model (D2 Model). The results show the following: (1) The D1 Model reduces the transportation cost of the supply chain through economies of scale. Under the D2 Model, the transportation and sales prices of the offline channels are higher than those of the online channels, while the online marketing effort is higher than that of the offline channels. (2) The profits generated by the dual-channel models (D1 Model and D2 Model) are both higher than those of O Model. In most cases, the D1 Model generates the highest system profit. However, in scenarios where consumers are highly sensitive to freshness and marketing efforts, the system profit of the D2 Model is higher than that of the D1 Model. (3) The supply chain has lower pricing and effort input when consumers are more sensitive to prices and higher pricing and effort input when consumers are more sensitive to freshness. These findings contribute valuable insights to the field of supply chain management, particularly in the context of fresh product supply chains involving 3PL. They underscore the importance of considering consumer behavior and logistics service strategies in optimizing supply chain performance and highlight the potential trade-offs between standardization and differentiation in logistics services. Full article
(This article belongs to the Section Supply Chain Management)
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25 pages, 1008 KiB  
Article
Understand the Changes in Motivation at Work: Empirical Studies Using Self-Determination Theory-Based Interventions
by Zheni Wang and Melanie Briand
Behav. Sci. 2025, 15(7), 864; https://doi.org/10.3390/bs15070864 - 25 Jun 2025
Viewed by 520
Abstract
Managers often need to stay motivated and effectively motivate others. Therefore, they should rely on evidence-based interventions to effectively motivate and self-motivate. This research investigated how self-determination theory-based interventions affect employees’ motivation dynamics and motivational consequences within short time frames (i.e., within an [...] Read more.
Managers often need to stay motivated and effectively motivate others. Therefore, they should rely on evidence-based interventions to effectively motivate and self-motivate. This research investigated how self-determination theory-based interventions affect employees’ motivation dynamics and motivational consequences within short time frames (i.e., within an hour, within a few weeks or months) in two empirical studies. Study one focused on assessing the effectiveness of a one-day training workshop in helping to improve managers’ work motivation, basic psychological needs satisfaction/frustration, subordinates’ motivation, and perceptions of managers’ needs-supportive/thwarting behaviors within a few weeks. Results support the effectiveness of the training, as managers were rated by their direct subordinates as having fewer needs-thwarting behaviors and reported self-improvement in needs satisfaction and frustration six weeks after completing the training program. Study two used the mean and covariance structure analysis and tested the impact of three types of basic psychological needs-supportive/thwarting and control conditions (3 × 2 × 1 factorial design) on participants’ situational motivation, vitality, and general self-efficacy for playing online word games within 30 min. Multi-group confirmatory factor analysis (CFA) confirmed the scalar measurement invariance, then latent group mean comparison results show consistently lower controlled motivation across the experimental conditions. During a quick online working scenario, the theory-based momentary intervention effectively changed situational extrinsic self-regulation in participants. Supplementary structural equation modeling (SEM; cross-sectional) analyses using experience samples supported the indirect dual-path model from basic needs satisfaction to vitality and general efficacy via situational motivation. We discussed the theoretical implications of the temporal properties of work motivation, the practical implications for employee training, and the limitations. Full article
(This article belongs to the Special Issue Work Motivation, Engagement, and Psychological Health)
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20 pages, 4787 KiB  
Article
A Data Imputation Strategy to Enhance Online Game Churn Prediction, Considering Non-Login Periods
by JaeHong Lee, Pavinee Rerkjirattikal and SangGyu Nam
Data 2025, 10(7), 96; https://doi.org/10.3390/data10070096 - 23 Jun 2025
Viewed by 592
Abstract
User churn in online games refers to players becoming inactive for an extended period. Even a small increase in churn can lead to significant revenue loss, making churn prediction crucial for sustaining long-term player engagement. Although user churn prediction has been extensively studied, [...] Read more.
User churn in online games refers to players becoming inactive for an extended period. Even a small increase in churn can lead to significant revenue loss, making churn prediction crucial for sustaining long-term player engagement. Although user churn prediction has been extensively studied, most existing approaches either ignore non-login periods or treat all inactivity uniformly, overlooking key behavioral differences. This study addresses this gap by categorizing non-login periods into three types, as follows: inactivity due to new or dormant users, genuine loss of interest, and temporary inaccessibility caused by external factors. These periods are treated as either non-existent or missing data and imputed using techniques such as mean or mode substitution, linear interpolation, and multiple imputation by chained equations (MICE). MICE was selected due to its ability to impute missing values more robustly by considering multivariate relationships. A random forest (RF) classifier, chosen for its interpretability and robustness to incomplete data, serves as the primary prediction model. Additionally, classifier chains are used to capture label dependencies, and principal component analysis (PCA) is applied to reduce dimensionality and mitigate overfitting. Experiments on real-world MMORPG data show that our approach improves predictive accuracy, achieving a micro-averaged AUC of above 0.92 and a weighted F1 score exceeding 0.70. These findings suggest that our approach improves churn prediction and offers actionable insights for supporting personalized player retention strategies. Full article
(This article belongs to the Section Information Systems and Data Management)
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11 pages, 516 KiB  
Article
Psycho-Emotional Factors Associated with Internet Gaming Disorder Among Japanese and Israeli University Students and Other Young Adults
by Shai-li Romem Porat, Alexander Reznik, Akihiro Masuyama, Daichi Sugawara, Gal Galya Sternberg, Takahiro Kubo and Richard Isralowitz
Behav. Sci. 2025, 15(7), 841; https://doi.org/10.3390/bs15070841 - 22 Jun 2025
Viewed by 399
Abstract
Gaming is a popular leisure activity with an increasing number of participants worldwide. It has positive aspects as well as a problematic side—Internet Gaming Disorder (IGD). This behavior attracts concern among mental health and education professionals because of possible negative psycho-emotional factors. This [...] Read more.
Gaming is a popular leisure activity with an increasing number of participants worldwide. It has positive aspects as well as a problematic side—Internet Gaming Disorder (IGD). This behavior attracts concern among mental health and education professionals because of possible negative psycho-emotional factors. This study aimed to assess IGD among Japanese and Israeli university students and other young adults. We explored the association of culture and IGD based on gender, burnout, and loneliness. It was hypothesized that IGD would differentiate based on the respondent country (i.e., Japan or Israel) and gender, with males reporting higher levels. Furthermore, IGD would be associated with higher levels of loneliness and burnout, regardless of country. Qualtrics and Excel platforms were used to collect responses to the Internet Gaming Disorder Scale–Short Form, De Jong Gierveld Loneliness Scale, and Short Burnout Measure (SBM). Data was gathered from a cross-cultural sample of 1318 male and female university students and other young adults in Japan and Israel, between 2022 and 2023. Japanese gamers showed less IGD (p < 0.05); and males evidenced higher levels regardless of their country (p < 0.001). IGD was significantly associated with loneliness (p < 0.001) and burnout (p < 0.001). However, multiple regression analysis showed that IGD is predicted only by burnout and gender (p < 0.001), Adjusted R2 = 0.234. This study provides information for policy, prevention, and intervention purposes targeting burnout particularly among males who are a high-risk group. Additionally, this study contributes to possible joint online program development to reduce IGD among Japanese and Israeli gamers. Further research should examine the association between IGD and loneliness, controlling gender and other factors such as substance use, religiosity, eating behavior, depression, game genre, and motivation to play. Full article
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23 pages, 1033 KiB  
Article
Modeling Mobile Game Design Features Through Grounded Theory: Key Factors Influencing User Behavior
by Chang Ma and Jingbo Shao
J. Theor. Appl. Electron. Commer. Res. 2025, 20(2), 132; https://doi.org/10.3390/jtaer20020132 - 5 Jun 2025
Viewed by 1157
Abstract
The mobile gaming industry has undergone remarkable expansion alongside advancements in mobile and information technologies. Facing intensified market competition due to user number saturation and product homogeneity, industry practitioners require actionable insights into design features that drive user engagement and in-game payments. This [...] Read more.
The mobile gaming industry has undergone remarkable expansion alongside advancements in mobile and information technologies. Facing intensified market competition due to user number saturation and product homogeneity, industry practitioners require actionable insights into design features that drive user engagement and in-game payments. This study employs a qualitative research approach based on grounded theory, focusing on role-playing mobile games as the research subject. Primary data were collected through in-depth interviews and focus groups with gaming industry professionals and users, supplemented by online textual data collection. Utilizing the three-stage coding paradigm of grounded theory and drawing upon emotional design theory, this study constructs a dimensional model of mobile game design features comprising 4 major categories, 16 primary design characteristics, and 41 specific design elements. The findings provide theoretical support for understanding how mobile game design features influence user behaviors while offering practical insights for optimizing mobile game products. This research contributes to both academic discourse and industrial practice by systematically identifying and categorizing critical design elements that affect user engagement in mobile games. Full article
(This article belongs to the Section Digital Marketing and the Connected Consumer)
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22 pages, 2306 KiB  
Article
Towards Zero-Carbon Cities: Optimal Sales Strategies of Green Building Materials Considering Consumer Purchasing Behaviors
by Xiaoyu Zha, Zhi Yang, Bo Hou and Feng Zhang
Buildings 2025, 15(11), 1813; https://doi.org/10.3390/buildings15111813 - 25 May 2025
Viewed by 350
Abstract
The adoption of green building materials (GBMs) has become increasingly important in reducing carbon emissions and realizing zero-carbon cities. Although some scholars have investigated the decision-making of GBMs adoption in markets, they mainly focused on the impact factors of GBMs adoption without considering [...] Read more.
The adoption of green building materials (GBMs) has become increasingly important in reducing carbon emissions and realizing zero-carbon cities. Although some scholars have investigated the decision-making of GBMs adoption in markets, they mainly focused on the impact factors of GBMs adoption without considering consumers’ multi-channel purchasing behavior. Thus motivated, this paper aims to develop a theoretical game model incorporating consumers’ multi-channel purchasing behavior and study the optimal sales strategies of GBMs manufacturers and retailers in markets for promoting GBMs adoption. To do this, not only the equilibrium outcome on sales strategy is examined, but also the effects of different GBMs sales strategies on urban environments and social welfare are theoretically verified. It is found that (1) the equilibrium sales strategy relies on two core parameters, namely matching rate and online return cost. Only when the matching rate is low and the online return cost is at a medium level can the GBMs manufacturer and retailer achieve a strategic consensus, and the equilibrium sales strategy is S (i.e., selling GBMs through the online channel, offline channel, and store-to-online channel). (2) When pursuing total profits of manufacturers and retailers in GBMs markets, the S sales strategy is 100% superior to the D sales strategy (i.e., selling GBMs only through online and offline channels). This is because the introduction of a store-to-online channel can reduce online return losses by providing consumers with physical experiences. (3) When pursuing social welfare (refers to public benefits including consumer surplus, urban environmental impacts, and others), the D sales strategy is optimal if the matching rate is relatively large and the return cost is low. (4) Under certain conditions, governments should incentivize GBMs manufacturers and retailers to adopt the D sales strategy through regulatory instruments, so as to achieve a balance between economic benefits and social benefits. Full article
(This article belongs to the Section Construction Management, and Computers & Digitization)
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10 pages, 233 KiB  
Article
AI-Based Intervention to Enhance Self-Control in Adolescents Studying Drama—A Pilot Study
by Alina Mihaela Munteanu, Teodor Cristian Rădoi, Cristiana Susana Glavce, Monica Petrescu, Suzana Turcu and Adriana Borosanu
J. Mind Med. Sci. 2025, 12(1), 34; https://doi.org/10.3390/jmms12010034 - 12 May 2025
Viewed by 977
Abstract
(1) Background: Self-control is an essential capacity in educating young generations for the good management of personal resources and a healthy life adapted to the constantly changing demands of technological society. Artificial intelligence is an economical and efficient solution for designing medical education [...] Read more.
(1) Background: Self-control is an essential capacity in educating young generations for the good management of personal resources and a healthy life adapted to the constantly changing demands of technological society. Artificial intelligence is an economical and efficient solution for designing medical education programs aimed at optimizing this capacity, which can be personalized according to each personal needs and characteristics. (2) Methodology: This research is a sequential intervention study that aims to investigate if the level of impulsivity decreases and consequently the self-control in adolescents studying drama can be improved by using an online program designed for this purpose. The program’s effectiveness is evaluated by analyzing its impact on vocational performance and the reduction in unhealthy lifestyle habits. A sample of 90 subjects aged between 14 and 17 years, enrolled in the compulsory vocational education system was included in this study. The study was conducted over a five-month period and was organized in three stages: 1. The preparatory stage in which the Barratt Impulsiveness Scale was initially applied (pre-test scores); 2. Selecting the tasks for the online self-control education program and uploading the artificial intelligence network; the application of the program lasted for three months; 3. Applying Barratt Impulsiveness Scale (post-test scores). (3) Results: The results indicated both a statistically significant decrease in self-reported impulsivity and an improvement in the self-control of the sample of adolescents after three months of training on the online platform, compared to the pretest scores of impulsivity. (4) Conclusion: A comparative analysis between the initial and the final BIS scores showed a statistically significant decrease in teens‘ impulsivity, suggesting that the program was effective for this sample of adolescents. Consequently, the study findings indicate significant improvements in adolescents’ self-control after completing the three-month training program, which included cognitive-behavioral games. Full article
19 pages, 1880 KiB  
Article
Assessing the Spectrum of Internet Use in a Healthy Sample: Altered Psychological States and Intact Brain Responses to an Equiprobable Go/NoGo Task
by Dovile Simkute, Povilas Tarailis, Evaldas Pipinis and Inga Griskova-Bulanova
Behav. Sci. 2025, 15(5), 579; https://doi.org/10.3390/bs15050579 - 25 Apr 2025
Cited by 1 | Viewed by 642
Abstract
Problematic internet use (PIU) is linked to psychological distress and cognitive alterations, yet its early pre-clinical effects remain unclear. This study explored the psychological, behavioral, and neurophysiological correlates of PIU in a healthy, non-clinical population, focusing on response inhibition and execution within internet [...] Read more.
Problematic internet use (PIU) is linked to psychological distress and cognitive alterations, yet its early pre-clinical effects remain unclear. This study explored the psychological, behavioral, and neurophysiological correlates of PIU in a healthy, non-clinical population, focusing on response inhibition and execution within internet use patterns. A total of 133 participants (74 females, aged 18–35) were assessed using PIUQ-9 and DPIU questionnaires, along with measures of anxiety, depression, and obsessive–compulsive symptoms. An auditory equiprobable Go/NoGo task was used and event-related potentials (ERPs; N1/N2/P2/P3) were analyzed in relation to PIU severity and different online activities engagement. Additionally, behavioral, psychological, and neurophysiological profiles of individuals with high and low PIU levels were compared. PIU severity correlated with anxiety, depression, and obsessive–compulsive symptoms, while Go/NoGo task accuracy was unaffected. N1 amplitudes negatively correlated with PIU severity and gaming engagement, suggesting altered early sensory processing. NoGo-P3 latency positively correlated with information search engagement, indicating delayed inhibitory processing in frequent online searchers. High and low PIU groups differed in psychological measures but not in ERP or behavioral measures. Our findings confirm psychological distress in PIU alongside subtle neurophysiological alterations, suggesting that ERP measures in the equiprobable Go/NoGo task may not be highly sensitive PIU risk biomarkers in non-clinical populations. Full article
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16 pages, 650 KiB  
Article
Investigating Consumer Attitudes About Game Meat: A Market Segmentation Approach
by Marina Tomić Maksan, Francesca Gerini and Nikica Šprem
Sustainability 2025, 17(7), 3147; https://doi.org/10.3390/su17073147 - 2 Apr 2025
Viewed by 760
Abstract
Game meat is recognized as a high-quality food known for its unique sensory properties and numerous health benefits. Nevertheless, the consumption of game meat is still significantly lower compared to other types of meat. The aim of this study was to identify and [...] Read more.
Game meat is recognized as a high-quality food known for its unique sensory properties and numerous health benefits. Nevertheless, the consumption of game meat is still significantly lower compared to other types of meat. The aim of this study was to identify and describe consumer segments that are more inclined to consume game meat. An online survey was conducted with 603 participants from Croatia, and three consumer segments were identified: game meat lovers, occasional consumers of game meat, and consumers averse to game meat. This segmentation was based on consumer attitudes towards game meat, with the groups differing significantly in their consumption behavior, attitudes towards hunting, hunting experience, and sociodemographic characteristics. These results provide valuable insights for game meat producers and the industry, enabling them to develop targeted marketing strategies that cater to the different preferences and requirements of these consumer segments. Full article
(This article belongs to the Special Issue Sustainable Consumer Behaviour and Food Choice)
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16 pages, 2059 KiB  
Review
Demystifying the New Dilemma of Brain Rot in the Digital Era: A Review
by Ahmed Mohamed Fahmy Yousef, Alsaeed Alshamy, Ahmed Tlili and Ahmed Hosny Saleh Metwally
Brain Sci. 2025, 15(3), 283; https://doi.org/10.3390/brainsci15030283 - 7 Mar 2025
Cited by 3 | Viewed by 22322
Abstract
Background/Objectives: The widespread phenomenon of “brain rot”, named the Oxford Word of the Year 2024, refers to the cognitive decline and mental exhaustion experienced by individuals, particularly adolescents and young adults, due to excessive exposure to low-quality online materials, especially on social [...] Read more.
Background/Objectives: The widespread phenomenon of “brain rot”, named the Oxford Word of the Year 2024, refers to the cognitive decline and mental exhaustion experienced by individuals, particularly adolescents and young adults, due to excessive exposure to low-quality online materials, especially on social media. The present study is exploratory and interpretative in nature, aiming to investigate the phenomenon of “brain rot”, with a focus on its key pillars, psychological factors, digital behaviors, and the cognitive impact resulting from the overconsumption of low-quality digital content. Methods: This study employs a rapid review approach, examining research published between 2023 and 2024 across PubMed, Google Scholar, PsycINFO, Scopus, and Web of Science. It explores the causes and effects of brain rot, focusing on the overuse of social media, video games, and other digital platforms. Results: The findings reveal that brain rot leads to emotional desensitization, cognitive overload, and a negative self-concept. It is associated with negative behaviors, such as doomscrolling, zombie scrolling, and social media addiction, all linked to psychological distress, anxiety, and depression. These factors impair executive functioning skills, including memory, planning, and decision-making. The pervasive nature of digital media, driven by dopamine-driven feedback loops, exacerbates these effects. Conclusions: The study concludes by offering strategies to prevent brain rot, such as controlling screen time, curating digital content, and engaging in non-digital activities. Given the increasing prevalence of digital engagement, it is essential to explore a variety of strategies, including mindful technology use, to support cognitive health and emotional well-being. The results can guide various stakeholders—policymakers, practitioners, researchers, educators, and parents or caregivers—in addressing the pervasive impact of brain rot and promoting a balanced approach to technology use that fosters cognitive resilience among adolescents and young adults. Full article
(This article belongs to the Special Issue Focus on Mental Health and Mental Illness in Adolescents)
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18 pages, 398 KiB  
Article
Exploring the Influence of Video Games on Self-Reported Spatial Abilities Among University Students
by Reem M. AlWhaibi, Afnan M. Aldhowayan, Shahad M. Alshahrani, Bayan S. Almadi, Reham A. Alamer, Fai M. Albaqami and Eman M. Mortada
Brain Sci. 2024, 14(12), 1269; https://doi.org/10.3390/brainsci14121269 - 17 Dec 2024
Cited by 2 | Viewed by 3561
Abstract
Background: Video games are no longer just entertainment; they are increasingly recognized for their potential to enhance cognitive abilities, including spatial cognition. This skill is vital in academic disciplines, where strong spatial reasoning is essential for problem-solving and success. Aims: This study investigates [...] Read more.
Background: Video games are no longer just entertainment; they are increasingly recognized for their potential to enhance cognitive abilities, including spatial cognition. This skill is vital in academic disciplines, where strong spatial reasoning is essential for problem-solving and success. Aims: This study investigates how video game engagement impacts self-reported spatial abilities in university students, focusing on the frequency, types, and duration of gaming. It also explores the contributions of specific video game genres and features to perceived cognitive improvements. Method: A cross-sectional study was conducted with 566 Saudi university students who completed an online questionnaire on their gaming habits and self-reported spatial abilities. Data were analyzed using independent sample t-tests and chi-square tests to assess the associations between video game behaviors and self-reported spatial cognition. Results: Frequent gamers (65% of participants) demonstrated significantly higher self-reported spatial abilities than infrequent gamers, particularly in adapting to spatial challenges (p < 0.001). Players engaged with action and open-world games reported the greatest perceived improvements in spatial cognition. No significant gender differences were observed, indicating that both males and females benefit equally from gaming. The use of perspective in games was notably linked to spatial skill enhancement (p = 0.05). Conclusions: Regular video game play, especially with spatially demanding genres, is associated with significant self-reported improvements in spatial abilities. These findings highlight the potential of video games as tools for enhancing self-reported spatial cognition in education and professional training, particularly in STEM fields. Full article
(This article belongs to the Section Cognitive, Social and Affective Neuroscience)
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43 pages, 6408 KiB  
Article
Influence of Gender, Parental Control, Academic Performance and Physical Activity Level on the Characteristics of Video Game Use and Associated Psychosocial Problems in Adolescents
by Manuel Isorna-Folgar, Adrián Mateo-Orcajada, José María Failde-Garrido, María Dolores Dapia-Conde and Raquel Vaquero-Cristóbal
Behav. Sci. 2024, 14(12), 1204; https://doi.org/10.3390/bs14121204 - 15 Dec 2024
Cited by 1 | Viewed by 2590
Abstract
Previous research has determined the relevance of video games for adolescents; however, it has not been possible to establish differences in usage patterns and certain psychological variables according to gender, parental control, academic performance, physical activity level or game type, nor the relationship [...] Read more.
Previous research has determined the relevance of video games for adolescents; however, it has not been possible to establish differences in usage patterns and certain psychological variables according to gender, parental control, academic performance, physical activity level or game type, nor the relationship between these variables. For this reason, the aims of this research were as follows: (a) to determine the differences in the gaming variables and the psychological variables related to video games according to gender, the closest environment, the academic performance and the level of physical activity; and (b) to determine which gaming variables and behavioral variables influence psychological variables in adolescents. A descriptive, cross-sectional study was carried out involving 2567 adolescents (mean age: 15.06 ± 2.81 years). Participants completed eight questionnaires on the study variables. The results showed that males play more video games than females; play different types of games and on different platforms; and have more psychological problems than females. Having separated parents and having a greater parental control over video game use is associated with more time spent playing video games. Poorer academic performance is related to playing shooters and open-world games, as well as with a more negative emotional response. However, playing shooters and sport and racing games is related to more physical activity. Playing online games, mainly with strangers, is related to higher addictive and problematic uses. In addition, the times of use during the week and on weekends, especially on weekends, stand out as predictors of most psychological variables related to video games in adolescents. This study provides further scientific evidence on the role of certain behavioral and game-related variables in the relationship between video games and well-being. In addition, it highlights the importance of analyzing in the future those video game players who do not have a problematic or addictive use of video games, but who play frequently without any associated problem. From a practical perspective, the promotion of video games with social and cooperative components, or those that promote physical activity, could be related to social and psychological benefits. Full article
(This article belongs to the Special Issue Physical Activity for Psychological and Cognitive Development)
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11 pages, 235 KiB  
Article
Prevalence of Internet Gaming Disorder, Depression, and Anxiety Symptoms Before and After the Pandemic
by Kira Bailey, Audrey Propp and Maria Alonso
Healthcare 2024, 12(23), 2471; https://doi.org/10.3390/healthcare12232471 - 6 Dec 2024
Cited by 1 | Viewed by 2253
Abstract
“Internet gaming disorder” (IGD) is a condition for further study in the DSM-5, with its prevalence estimated to be anywhere from 0.7% to 27.5% depending on the methodology used to measure it. Previous research has linked the symptoms of IGD to symptoms of [...] Read more.
“Internet gaming disorder” (IGD) is a condition for further study in the DSM-5, with its prevalence estimated to be anywhere from 0.7% to 27.5% depending on the methodology used to measure it. Previous research has linked the symptoms of IGD to symptoms of depression and anxiety among college students. Methods: The current study explored the relationships between self-reported symptoms of IGD, depression, and anxiety in two small, non-overlapping samples of college students, one collected before the pandemic (n = 52) and another during the global pandemic (n = 89). Data on the time spent gaming, IGD, depression, and anxiety symptoms were collected via anonymous online surveys at a small Mid-Western liberal arts university. The samples differed significantly in age, likely due to the smaller incoming first-year class size as a result of many families deciding to defer the start of college in 2020. Conclusions: These findings partially support past research suggesting a small to moderate association between self-reports of IGD and depression symptoms. While the pandemic does not appear to have greatly changed the overall number of self-reported symptoms experienced or the time spent playing video games between the two samples, it may have exacerbated the relationship between these variables within the sample. The stronger relationship between symptoms of depression or anxiety and the time spent playing video games in the later sample may be particularly concerning if the trend continues, as it may lead to additional problematic gaming behavior in the future. Full article
(This article belongs to the Special Issue The Effects of Video Games on Emotion and Cognition)
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