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Why iPlay: The Relationships of Autistic and Schizotypal Traits With Patterns of Video Game Use
Video games are popular and ubiquitous aspects of human culture, but their relationships to psychological and neurophysiological traits have yet to be analyzed in social-evolutionary frameworks. We examined the relationships of video game usage, motivations, and preferences with autistic and schizot...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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Frontiers Media S.A.
2022
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Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8905237/ https://www.ncbi.nlm.nih.gov/pubmed/35282248 http://dx.doi.org/10.3389/fpsyg.2022.767446 |
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author | Yang, Nancy Hurd, Pete L. Crespi, Bernard J. |
author_facet | Yang, Nancy Hurd, Pete L. Crespi, Bernard J. |
author_sort | Yang, Nancy |
collection | PubMed |
description | Video games are popular and ubiquitous aspects of human culture, but their relationships to psychological and neurophysiological traits have yet to be analyzed in social-evolutionary frameworks. We examined the relationships of video game usage, motivations, and preferences with autistic and schizotypal traits and two aspects of neurophysiology, reaction time and targeting time. Participants completed the Autism Quotient, Schizotypal Personality Questionnaire, a Video Game Usage Questionnaire, and two neurophysiological tasks. We tested in particular the hypotheses, motivated by theory and previous work, that: (1) participants with higher autism scores would play video games more, and participants with higher schizotypy scores would play video games less; and (2) autism and positive schizotypy would be associated with opposite patterns of video game use, preferences and motivations. Females, but not males, with higher autism scores played more video games, and exhibited evidence of relatively male-typical video game genre preferences and motivations. By contrast, positive schizotypy was associated with reduced video game use in both genders, for several measures of game use frequency. In line with previous findings, males played video game more than females did overall, preferred action video games, and exhibited faster reaction and targeting times. Females preferred Puzzle and Social Simulation games. Faster reaction and targeting times were associated with gaming motives related to skill development and building behavior. These findings show that gaming use and patterns reflect aspects of psychology, and gender, related to social cognition and imagination, as well as aspects of neurophysiology. More generally, the results suggest that video game use is notably affected by levels of autistic and schizotypal traits, and that video games may provide an evolutionarily novel medium for imaginative play in which immersive play experiences can be decoupled from social interaction. |
format | Online Article Text |
id | pubmed-8905237 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-89052372022-03-10 Why iPlay: The Relationships of Autistic and Schizotypal Traits With Patterns of Video Game Use Yang, Nancy Hurd, Pete L. Crespi, Bernard J. Front Psychol Psychology Video games are popular and ubiquitous aspects of human culture, but their relationships to psychological and neurophysiological traits have yet to be analyzed in social-evolutionary frameworks. We examined the relationships of video game usage, motivations, and preferences with autistic and schizotypal traits and two aspects of neurophysiology, reaction time and targeting time. Participants completed the Autism Quotient, Schizotypal Personality Questionnaire, a Video Game Usage Questionnaire, and two neurophysiological tasks. We tested in particular the hypotheses, motivated by theory and previous work, that: (1) participants with higher autism scores would play video games more, and participants with higher schizotypy scores would play video games less; and (2) autism and positive schizotypy would be associated with opposite patterns of video game use, preferences and motivations. Females, but not males, with higher autism scores played more video games, and exhibited evidence of relatively male-typical video game genre preferences and motivations. By contrast, positive schizotypy was associated with reduced video game use in both genders, for several measures of game use frequency. In line with previous findings, males played video game more than females did overall, preferred action video games, and exhibited faster reaction and targeting times. Females preferred Puzzle and Social Simulation games. Faster reaction and targeting times were associated with gaming motives related to skill development and building behavior. These findings show that gaming use and patterns reflect aspects of psychology, and gender, related to social cognition and imagination, as well as aspects of neurophysiology. More generally, the results suggest that video game use is notably affected by levels of autistic and schizotypal traits, and that video games may provide an evolutionarily novel medium for imaginative play in which immersive play experiences can be decoupled from social interaction. Frontiers Media S.A. 2022-02-23 /pmc/articles/PMC8905237/ /pubmed/35282248 http://dx.doi.org/10.3389/fpsyg.2022.767446 Text en Copyright © 2022 Yang, Hurd and Crespi. 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 Yang, Nancy Hurd, Pete L. Crespi, Bernard J. Why iPlay: The Relationships of Autistic and Schizotypal Traits With Patterns of Video Game Use |
title | Why iPlay: The Relationships of Autistic and Schizotypal Traits With Patterns of Video Game Use |
title_full | Why iPlay: The Relationships of Autistic and Schizotypal Traits With Patterns of Video Game Use |
title_fullStr | Why iPlay: The Relationships of Autistic and Schizotypal Traits With Patterns of Video Game Use |
title_full_unstemmed | Why iPlay: The Relationships of Autistic and Schizotypal Traits With Patterns of Video Game Use |
title_short | Why iPlay: The Relationships of Autistic and Schizotypal Traits With Patterns of Video Game Use |
title_sort | why iplay: the relationships of autistic and schizotypal traits with patterns of video game use |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8905237/ https://www.ncbi.nlm.nih.gov/pubmed/35282248 http://dx.doi.org/10.3389/fpsyg.2022.767446 |
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