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Gaming Behaviors among Polish Students with Visual Impairment
The access of people with disabilities to digital solutions promotes their inclusion and participation in many aspects of life. Computer games based on hearing or haptic devices have been gaining popularity among persons with visual impairment (VI), and players tend to display improved spatial and a...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7914894/ https://www.ncbi.nlm.nih.gov/pubmed/33561942 http://dx.doi.org/10.3390/ijerph18041545 |
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author | Wrzesińska, Magdalena Agnieszka Tabała, Klaudia Stecz, Patryk |
author_facet | Wrzesińska, Magdalena Agnieszka Tabała, Klaudia Stecz, Patryk |
author_sort | Wrzesińska, Magdalena Agnieszka |
collection | PubMed |
description | The access of people with disabilities to digital solutions promotes their inclusion and participation in many aspects of life. Computer games based on hearing or haptic devices have been gaining popularity among persons with visual impairment (VI), and players tend to display improved spatial and abstract reasoning skills, as well as better social interaction and self-confidence, after playing these games. However, a recent survey suggested that excessive gaming could represent a public health concern as a harmful form of behavior in young people associated with risk factors of negative psychosomatic and physical complaints. Young persons with VI are regular users of various technologies, but little is still known about their media patterns. This study aimed to determine the characteristics of the variables associated with gaming for adolescents with VI. The participants were 490 students, aged 13–24 years, from special schools for students with VI. Data was collected using a self-administered questionnaire. The current survey indicated a tendency towards excessive gaming in a significant proportion of young persons with VI. Sociodemographic variables are important in predicting gaming prevalence or screen time, but further research focused on establishing possible mediators (such as parental attitudes towards media) are necessary for identifying problematic gaming behaviors among students with VI. |
format | Online Article Text |
id | pubmed-7914894 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-79148942021-03-01 Gaming Behaviors among Polish Students with Visual Impairment Wrzesińska, Magdalena Agnieszka Tabała, Klaudia Stecz, Patryk Int J Environ Res Public Health Article The access of people with disabilities to digital solutions promotes their inclusion and participation in many aspects of life. Computer games based on hearing or haptic devices have been gaining popularity among persons with visual impairment (VI), and players tend to display improved spatial and abstract reasoning skills, as well as better social interaction and self-confidence, after playing these games. However, a recent survey suggested that excessive gaming could represent a public health concern as a harmful form of behavior in young people associated with risk factors of negative psychosomatic and physical complaints. Young persons with VI are regular users of various technologies, but little is still known about their media patterns. This study aimed to determine the characteristics of the variables associated with gaming for adolescents with VI. The participants were 490 students, aged 13–24 years, from special schools for students with VI. Data was collected using a self-administered questionnaire. The current survey indicated a tendency towards excessive gaming in a significant proportion of young persons with VI. Sociodemographic variables are important in predicting gaming prevalence or screen time, but further research focused on establishing possible mediators (such as parental attitudes towards media) are necessary for identifying problematic gaming behaviors among students with VI. MDPI 2021-02-06 2021-02 /pmc/articles/PMC7914894/ /pubmed/33561942 http://dx.doi.org/10.3390/ijerph18041545 Text en © 2021 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Article Wrzesińska, Magdalena Agnieszka Tabała, Klaudia Stecz, Patryk Gaming Behaviors among Polish Students with Visual Impairment |
title | Gaming Behaviors among Polish Students with Visual Impairment |
title_full | Gaming Behaviors among Polish Students with Visual Impairment |
title_fullStr | Gaming Behaviors among Polish Students with Visual Impairment |
title_full_unstemmed | Gaming Behaviors among Polish Students with Visual Impairment |
title_short | Gaming Behaviors among Polish Students with Visual Impairment |
title_sort | gaming behaviors among polish students with visual impairment |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7914894/ https://www.ncbi.nlm.nih.gov/pubmed/33561942 http://dx.doi.org/10.3390/ijerph18041545 |
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