Real and virtual worlds alike: Adolescents' psychopathology is reflected in their videogame virtual behaviors

نویسندگان

  • Aviv Segev
  • Hila Gabay-Weschler
  • Yossi Naar
  • Hagai Maoz
  • Yuval Bloch
چکیده

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.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

An explanation of the most important components of management competence In Project based organizations

The aim of this paper is to highlight the issue of managerial competencies and competency model in industrial enterprises. This paper builds upon the theory of knowledge processing and its role as a theoretical basis for knowledge development in the area of managerial competencies. Managerial competencies are becoming one of the key building blocks of success in a company to achieve both the mi...

متن کامل

Avatars, Capital Ships, and False Promises: An Analysis of Fraud in Virtual Worlds and its Implications for the Real World

We expand accounting research on fraud by categorizing and analyzing fraudulent acts in virtual worlds. Virtual worlds are computer-generated, immersive environments where players control a character, an avatar, to interact with others online while engaging in social, entertainment, educational, and commercial endeavors. Virtual worlds include unique capabilities such as anonymous interaction t...

متن کامل

Agent Models of 3D Virtual Worlds

Architectural design has relevance to the design of virtual worlds that create a sense of place through the metaphor of buildings, rooms, and inhabitable spaces. The design and implementation of virtual worlds has focused on the design of 3D form for fast rendering to allow real time exploration of the world. Using platforms that were originally designed for computer games, some virtual worlds ...

متن کامل

Thirdspace: The Trialectics of the Real, Virtual and Blended Spaces

This article aims to redefine the concept of Thirdspace and make a trilateral relationship between the three concepts of real space, virtual space and the user. To do so, not only the concept of Thirdspace has to be redefined, but also a new understanding of virtual space as a relatively independent space is required. This three-sided relation requires a new understanding of the relationship be...

متن کامل

In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy.

UNLABELLED Golomb MR, McDonald BC, Warden SJ, Yonkman J, Saykin AJ, Shirley B, Huber M, Rabin B, AbdelBaky M, Nwosu ME, Barkat-Masih M, Burdea GC. In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy. OBJECTIVE To investigate whether in-home remotely monitored virtual reality videogame-based telerehabilitation in adolescents with hemiplegic cerebr...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره 12  شماره 

صفحات  -

تاریخ انتشار 2017