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What would my avatar do? Gaming, pathology, and risky decision making

Recent work has revealed a relationship between pathological video game use and increased impulsivity among children and adolescents. A few studies have also demonstrated increased risk-taking outside of the video game environment following game play, but this work has largely focused on one genre o...

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Detalles Bibliográficos
Autores principales: Bailey, Kira, West, Robert, Kuffel, Judson
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2013
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3767905/
https://www.ncbi.nlm.nih.gov/pubmed/24058356
http://dx.doi.org/10.3389/fpsyg.2013.00609
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author Bailey, Kira
West, Robert
Kuffel, Judson
author_facet Bailey, Kira
West, Robert
Kuffel, Judson
author_sort Bailey, Kira
collection PubMed
description Recent work has revealed a relationship between pathological video game use and increased impulsivity among children and adolescents. A few studies have also demonstrated increased risk-taking outside of the video game environment following game play, but this work has largely focused on one genre of video games (i.e., racing). Motivated by these findings, the aim of the current study was to examine the relationship between pathological and non-pathological video game use, impulsivity, and risky decision making. The current study also investigated the relationship between experience with two of the most popular genres of video games [i.e., first-person shooter (FPS) and strategy] and risky decision making. Consistent with previous work, ~7% of the current sample of college-aged adults met criteria for pathological video game use. The number of hours spent gaming per week was associated with increased impulsivity on a self-report measure and on the temporal discounting (TD) task. This relationship was sensitive to the genre of video game; specifically, experience with FPS games was positively correlated with impulsivity, while experience with strategy games was negatively correlated with impulsivity. Hours per week and pathological symptoms predicted greater risk-taking in the risk task and the Iowa Gambling task, accompanied by worse overall performance, indicating that even when risky choices did not pay off, individuals who spent more time gaming and endorsed more symptoms of pathological gaming continued to make these choices. Based on these data, we suggest that the presence of pathological symptoms and the genre of video game (e.g., FPS, strategy) may be important factors in determining how the amount of game experience relates to impulsivity and risky-decision making.
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spelling pubmed-37679052013-09-20 What would my avatar do? Gaming, pathology, and risky decision making Bailey, Kira West, Robert Kuffel, Judson Front Psychol Psychology Recent work has revealed a relationship between pathological video game use and increased impulsivity among children and adolescents. A few studies have also demonstrated increased risk-taking outside of the video game environment following game play, but this work has largely focused on one genre of video games (i.e., racing). Motivated by these findings, the aim of the current study was to examine the relationship between pathological and non-pathological video game use, impulsivity, and risky decision making. The current study also investigated the relationship between experience with two of the most popular genres of video games [i.e., first-person shooter (FPS) and strategy] and risky decision making. Consistent with previous work, ~7% of the current sample of college-aged adults met criteria for pathological video game use. The number of hours spent gaming per week was associated with increased impulsivity on a self-report measure and on the temporal discounting (TD) task. This relationship was sensitive to the genre of video game; specifically, experience with FPS games was positively correlated with impulsivity, while experience with strategy games was negatively correlated with impulsivity. Hours per week and pathological symptoms predicted greater risk-taking in the risk task and the Iowa Gambling task, accompanied by worse overall performance, indicating that even when risky choices did not pay off, individuals who spent more time gaming and endorsed more symptoms of pathological gaming continued to make these choices. Based on these data, we suggest that the presence of pathological symptoms and the genre of video game (e.g., FPS, strategy) may be important factors in determining how the amount of game experience relates to impulsivity and risky-decision making. Frontiers Media S.A. 2013-09-10 /pmc/articles/PMC3767905/ /pubmed/24058356 http://dx.doi.org/10.3389/fpsyg.2013.00609 Text en Copyright © 2013 Bailey, West and Kuffel. http://creativecommons.org/licenses/by/3.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychology
Bailey, Kira
West, Robert
Kuffel, Judson
What would my avatar do? Gaming, pathology, and risky decision making
title What would my avatar do? Gaming, pathology, and risky decision making
title_full What would my avatar do? Gaming, pathology, and risky decision making
title_fullStr What would my avatar do? Gaming, pathology, and risky decision making
title_full_unstemmed What would my avatar do? Gaming, pathology, and risky decision making
title_short What would my avatar do? Gaming, pathology, and risky decision making
title_sort what would my avatar do? gaming, pathology, and risky decision making
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3767905/
https://www.ncbi.nlm.nih.gov/pubmed/24058356
http://dx.doi.org/10.3389/fpsyg.2013.00609
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