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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...

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Detalles Bibliográficos
Autores principales: Segev, Aviv, Gabay-Weschler, Hila, Naar, Yossi, Maoz, Hagai, Bloch, Yuval
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2017
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.
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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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