- Impact of Technology on Adolescents
- Digital Games and Media
- Psychological and Temporal Perspectives Research
- Neuroscience and Music Perception
- Media Influence and Health
- Educational Games and Gamification
- Gambling Behavior and Treatments
- Virtual Reality Applications and Impacts
- Child Development and Digital Technology
- Mental Health Research Topics
- Personality Disorders and Psychopathology
- Social Media and Politics
- Mind wandering and attention
- Artificial Intelligence in Games
- Neural and Behavioral Psychology Studies
- Cognitive Abilities and Testing
- Multisensory perception and integration
- Personality Traits and Psychology
- Marriage and Sexual Relationships
- Digital Marketing and Social Media
- Innovation Diffusion and Forecasting
- Sexuality, Behavior, and Technology
- Schizophrenia research and treatment
- Bullying, Victimization, and Aggression
- Neurotransmitter Receptor Influence on Behavior
Nottingham Trent University
2017-2024
UCLouvain
2014-2018
Background and aims: The Ten-Item Internet Gaming Disorder Test (IGDT-10) is a short screening instrument developed to assess gaming disorder (IGD) as proposed in the DSM-5, adopting concise, clear, consistent item-wording.According initial studies conducted 2014, showed promising psychometric characteristics.The present study tested properties, including language gender invariance, large international sample of online gamers.Methods: Data were collected from 7,193 participants comprising...
Background and aims Multiplayer Online Battle Arena (MOBA) games have become the most popular type of video played worldwide, superseding playing Massively Role-Playing Games First-Person Shooter games. However, empirical studies focusing on use abuse MOBA are still very limited, particularly regarding impulsivity, which is an indicator addictive states but has not yet been explored in In this context, objective present study to explore associations between impulsivity symptoms a sample...
Background and aims The DSM-5 includes criteria for diagnosing Internet gaming disorder (IGD) that are adapted from substance abuse widely used in research clinical contexts, although evidence supporting their validity remains scarce. This study compared online gamers who do or not endorse IGD regarding self-control-related abilities (impulsivity, inhibitory control, decision-making), considered the hallmarks of addictive behaviors. Method A double approach was adopted to distinguish...
Far from merely being a tool to navigate virtual world, individuals can often develop strong and complex relationships with their videogame characters. The present study examined the bond that between user avatar, as well factors influence this relationship dynamic through use of thematic analysis. Semi-structured interviews were carried out 12 players UK US aged 18 27 years. results identified five major themes, comprising: (i) heterogeneity game worlds; (ii) avatar attachment; (iii)...
Cyberbullying perpetration and victimisation have been associated with psychological distress, including depression suicidal ideation. Prior studies shown that the 'Dark Triad' personality traits (narcissism, Machiavellianism, psychopathy) are greater likelihood of perpetration, yet there is a research gap regarding potential mediators this relationship.
Avatars are often a key component of many videogames, and users can frequently develop relationships with these virtual characters that impact their gameplay behaviour. The purpose the present study was to explore Proteus effect (PE) avatar gender have on an individual's experience in Fallout: New Vegas, videogame environment has not been any previous PE research. A total 353 participants were recruited using online survey measuring three previously unexplored behaviours, comprising (i)...
Abstract Research has shown that religion can play a protective role in diverse risky behaviors among young people. However, very little is known about the effect of gambling, especially problem gamblers. A strong moral belief regarding gambling may prevent adolescents and adults engaging developing problems. Nevertheless, some evidence suggests might have an influence on cognitive distortions (i.e., religious beliefs conceptions chance luck, which contribute to increase participation). The...
The aim of the present study is to examine heterogeneity attenuated psychotic symptoms (PS) and related personality factors using a cluster analytic approach.A large sample participants from general population was evaluated in terms symptomatology (psychotic affective) two factors: encoding style impulsivity traits.Cluster analysis emphasized existence five independent clusters: High Psychosis, Positive, Negative, Impulsive-Low Low Psychosis. Cluster comparisons demonstrated that PS are...
Introduction. Cue reactivity is central in addictive behaviours, whether they are or not related to substance use. In the last years, a growing number of studies investigated cue context gambling addictions. Unfortunately, stimuli used these often sufficiently validated. this context, we developed and validated new database gambling-related pictures. Method. Three types pictures were developed: poker pictures; slot machine pictures, control (matched with both type term complexity shape)....
Avatars are often a key component of many videogames, and users can frequently develop relationships with these virtual characters that impact their gameplay behaviour. The purpose the present study was to explore Proteus effect (PE) avatar gender have on an individual’s experience in Fallout: New Vegas, videogame environment has not been any previous PE research. A total 353 participants were recruited using online survey measuring three previously unexplored behaviours, comprising (i)...
Videogame players often have substantial control over their virtual world characters (i.e., avatars) through factors such as behaviour and appearance. In addition, this relationship can be bi-directional, with avatars also being able to influence the user a process known Proteus effect (PE). However, date, there is limited research relating between PE gaming disorder (GD), despite high relevance phenomenon may in development of GD. The purpose present study was expand area by exploring GD...