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Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors

The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conceptualization of which is supported by the paradigms of addiction. Research into Game Transfer Phenomena (GTP) examines the interplay between video game features, events while playing, and the manipul...

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Detalles Bibliográficos
Autores principales: Ortiz de Gortari, Angelica B., Gackenbach, Jayne
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8100040/
https://www.ncbi.nlm.nih.gov/pubmed/33967879
http://dx.doi.org/10.3389/fpsyg.2021.585547
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author Ortiz de Gortari, Angelica B.
Gackenbach, Jayne
author_facet Ortiz de Gortari, Angelica B.
Gackenbach, Jayne
author_sort Ortiz de Gortari, Angelica B.
collection PubMed
description The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conceptualization of which is supported by the paradigms of addiction. Research into Game Transfer Phenomena (GTP) examines the interplay between video game features, events while playing, and the manipulation of hardware, which can lead to sensory-perceptual and cognitive intrusions (e.g., hallucinations and recurrent thoughts) and self-agency transient changes (e.g., automatic behaviors) related to video games. GTP can influence the interpretation of stimuli and everyday interactions and, in contrast to gaming disorder, are relatively common and not necessarily negative. However, some players have reported feeling distress due to their GTP. This study focuses on how dispositional and interactive media habit factors are related to GTP and two forms of problematic interactive media [problematic video game playing (PVG) and problematic social media use (PSMU)]. A sample of 343 university students who played video games completed an online survey (58.7% male, 19–25 years old). Not all who had experienced GTP were identified as exhibiting PVG or PSMU, but all of those in the PVG group had experienced GTP. Overall, the profiles of the groups, including GTP (91.4%), PVG (28.5%), and PSMU (24.8%), were in accordance with previous findings. Those in the GTP and the PVG groups were characterized by being male, being highly engaged in the game (either while playing or via game-related activities), and showed preferences for game-related activities. However, while those in the GTP group were significantly more likely to be fantasy-prone, those with PVG were the ones who played most per day. Those in the PSMU group were characterized by being female and/or extroverted, frequently using social/sharing platforms, and seldom playing video games. A hierarchical binary logistic regression revealed that males were more likely to experience GTP. Increases in PVG, fantasy proneness, and neuroticism increased the odds of GTP. Future work can benefit from considering the role of GTP in gaming disorder, since intrusive thoughts, cognitive biases, and poor impulse control are pivotal in the initiation and maintenance of dysfunctional playing behaviors.
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spelling pubmed-81000402021-05-07 Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors Ortiz de Gortari, Angelica B. Gackenbach, Jayne Front Psychol Psychology The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conceptualization of which is supported by the paradigms of addiction. Research into Game Transfer Phenomena (GTP) examines the interplay between video game features, events while playing, and the manipulation of hardware, which can lead to sensory-perceptual and cognitive intrusions (e.g., hallucinations and recurrent thoughts) and self-agency transient changes (e.g., automatic behaviors) related to video games. GTP can influence the interpretation of stimuli and everyday interactions and, in contrast to gaming disorder, are relatively common and not necessarily negative. However, some players have reported feeling distress due to their GTP. This study focuses on how dispositional and interactive media habit factors are related to GTP and two forms of problematic interactive media [problematic video game playing (PVG) and problematic social media use (PSMU)]. A sample of 343 university students who played video games completed an online survey (58.7% male, 19–25 years old). Not all who had experienced GTP were identified as exhibiting PVG or PSMU, but all of those in the PVG group had experienced GTP. Overall, the profiles of the groups, including GTP (91.4%), PVG (28.5%), and PSMU (24.8%), were in accordance with previous findings. Those in the GTP and the PVG groups were characterized by being male, being highly engaged in the game (either while playing or via game-related activities), and showed preferences for game-related activities. However, while those in the GTP group were significantly more likely to be fantasy-prone, those with PVG were the ones who played most per day. Those in the PSMU group were characterized by being female and/or extroverted, frequently using social/sharing platforms, and seldom playing video games. A hierarchical binary logistic regression revealed that males were more likely to experience GTP. Increases in PVG, fantasy proneness, and neuroticism increased the odds of GTP. Future work can benefit from considering the role of GTP in gaming disorder, since intrusive thoughts, cognitive biases, and poor impulse control are pivotal in the initiation and maintenance of dysfunctional playing behaviors. Frontiers Media S.A. 2021-04-22 /pmc/articles/PMC8100040/ /pubmed/33967879 http://dx.doi.org/10.3389/fpsyg.2021.585547 Text en Copyright © 2021 Ortiz de Gortari and Gackenbach. https://creativecommons.org/licenses/by/4.0/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) and the copyright owner(s) 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
Ortiz de Gortari, Angelica B.
Gackenbach, Jayne
Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors
title Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors
title_full Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors
title_fullStr Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors
title_full_unstemmed Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors
title_short Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors
title_sort game transfer phenomena and problematic interactive media use: dispositional and media habit factors
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8100040/
https://www.ncbi.nlm.nih.gov/pubmed/33967879
http://dx.doi.org/10.3389/fpsyg.2021.585547
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