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Real and virtual worlds alike: Adolescents' psychopathology is reflected in their videogame virtual behaviors
Current research refers to videogames as a constant variable. However, games today are designed to be highly interactive and versatile: two players may be using the same videogame, but as a result of different using patterns, the game will not necessarily encompass the same content and gameplay. The...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2017
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5510843/ https://www.ncbi.nlm.nih.gov/pubmed/28708879 http://dx.doi.org/10.1371/journal.pone.0181209 |
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author | Segev, Aviv Gabay-Weschler, Hila Naar, Yossi Maoz, Hagai Bloch, Yuval |
author_facet | Segev, Aviv Gabay-Weschler, Hila Naar, Yossi Maoz, Hagai Bloch, Yuval |
author_sort | Segev, Aviv |
collection | PubMed |
description | Current research refers to videogames as a constant variable. However, games today are designed to be highly interactive and versatile: two players may be using the same videogame, but as a result of different using patterns, the game will not necessarily encompass the same content and gameplay. The current study examined the possible relationship between psychopathology and in-game playing patterns. We hypothesized that adolescents would play videogames differently, in a manner that would reflect their particular psychopathologies. We examined 47 male adolescents from three diagnostic groups: those suffering from externalizing psychopathologies, internalizing psychopathologies and controls. We performed a high-resolution examination of their gameplay, using in-game quantitative statistics mechanisms of two fundamentally different games, a structured racing game and an unstructured adventure game. While there was no difference in the groups' using patterns of the structured game, there was a high variability between the groups' using patterns when they were using a non-structured game. These findings suggest that virtual behavior in unstructured games is reflective of adolescent-players psychopathology, and might shed light on an unexplored facet of videogames research. Possible implications are discussed. |
format | Online Article Text |
id | pubmed-5510843 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2017 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-55108432017-08-07 Real and virtual worlds alike: Adolescents' psychopathology is reflected in their videogame virtual behaviors Segev, Aviv Gabay-Weschler, Hila Naar, Yossi Maoz, Hagai Bloch, Yuval PLoS One Research Article Current research refers to videogames as a constant variable. However, games today are designed to be highly interactive and versatile: two players may be using the same videogame, but as a result of different using patterns, the game will not necessarily encompass the same content and gameplay. The current study examined the possible relationship between psychopathology and in-game playing patterns. We hypothesized that adolescents would play videogames differently, in a manner that would reflect their particular psychopathologies. We examined 47 male adolescents from three diagnostic groups: those suffering from externalizing psychopathologies, internalizing psychopathologies and controls. We performed a high-resolution examination of their gameplay, using in-game quantitative statistics mechanisms of two fundamentally different games, a structured racing game and an unstructured adventure game. While there was no difference in the groups' using patterns of the structured game, there was a high variability between the groups' using patterns when they were using a non-structured game. These findings suggest that virtual behavior in unstructured games is reflective of adolescent-players psychopathology, and might shed light on an unexplored facet of videogames research. Possible implications are discussed. Public Library of Science 2017-07-14 /pmc/articles/PMC5510843/ /pubmed/28708879 http://dx.doi.org/10.1371/journal.pone.0181209 Text en © 2017 Segev et al http://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
spellingShingle | Research Article Segev, Aviv Gabay-Weschler, Hila Naar, Yossi Maoz, Hagai Bloch, Yuval Real and virtual worlds alike: Adolescents' psychopathology is reflected in their videogame virtual behaviors |
title | Real and virtual worlds alike: Adolescents' psychopathology is reflected in their videogame virtual behaviors |
title_full | Real and virtual worlds alike: Adolescents' psychopathology is reflected in their videogame virtual behaviors |
title_fullStr | Real and virtual worlds alike: Adolescents' psychopathology is reflected in their videogame virtual behaviors |
title_full_unstemmed | Real and virtual worlds alike: Adolescents' psychopathology is reflected in their videogame virtual behaviors |
title_short | Real and virtual worlds alike: Adolescents' psychopathology is reflected in their videogame virtual behaviors |
title_sort | real and virtual worlds alike: adolescents' psychopathology is reflected in their videogame virtual behaviors |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5510843/ https://www.ncbi.nlm.nih.gov/pubmed/28708879 http://dx.doi.org/10.1371/journal.pone.0181209 |
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