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Child video game playing (“gaming”) may lead to decreased child academic motivation. Conversely, children with low academic motivation may seek fulfillment through gaming. We examined bidirectional associations between child gaming and academic motivation across middle childhood.
Methods
Our analyses are based on 1,631 children (boys = 785) followed in the context of the Quebec Longitudinal Study of Child Development. Data on gaming and academic motivation were collected repeatedly at ages 7, 8, and 10. Measures of child gaming were parent-reported and reflect daily video game playing time. Measures of academic motivation were child self-reported and reflect enjoyment in learning mathematics, reading, and writing. To disentangle the directionality of associations, we estimated a random-intercept cross-lagged panel model to estimate bidirectional, within-person associations between gaming and academic motivation in a cohort of school-aged Canadian children.
Results
Our results revealed unidirectional associations whereby more frequent gaming by boys at age 7 years predicted lower academic motivation at age 8 years (β = −.11, 95% confidence interval [CI]: −.22 to −.01), and similarly, gaming by boys at age 8 years predicted lower academic motivation at age 10 years (β = −.10, 95% CI: −.19 to −.01). Changes in boys’ academic motivation did not contribute to subsequent changes in gaming. There were no associations between gaming and academic motivation for girls.
Conclusions
More time devoted to gaming among school-aged boys is associated with reduced academic motivation during a critical developmental period for the development of academic skills. Fostering healthy gaming habits may help promote academic motivation and success.
Nearly fifty years have passed since the federal government adopted its policy of tribal self-determination, and tribes remain subject to extensive federal regulations. For example, the United States still holds land in trust for tribes. The federal government holds title to trust land, so tribes and Indians cannot engage in activities on trust land without prior federal approval. Obtaining the requisite federal approval can take more than a year. Apart from the bureaucracy, trust land is inalienable, making it difficult to use for collateral. Indian trader laws are another uniquely Indian country regulation. The laws were originally enacted in 1790 on the theory Indians were too incompetent to trade with whites. To this day, the laws forbid “white persons” from trading with an Indian without first obtaining federal permission. The federal regulations extend to virtually all economic activity in Indian country, from natural resource development to Indian gaming.
Clinical symptoms and brain changes seen in substance use disorders have also been observed in particular behaviours, leading to the concept of ‘behavioural addiction’.
Gambling disorder and gaming disorder are now classified by the World Health Organisation alongside substance use disorders
In the future other behaviours, such as harmful use of internet pornography, may join gaming and gambling disorders.
Like substance use disorders, behavioural addictions can lead to harms for the individual including worsening mental health, social function and academic performance.
Relatives, friends and others can also suffer consequences of behavioural addictions such as financial loss (with gambling disorder) and deteriorating relationships.
The evidence on how best to treat behavioural addiction are still building, but approaches used for substance use disorders are typically recommended.
Chapter 8 summarizes findings and reviews the implications of previous chapters, including health and safety considerations related to screen time and online interaction. Specifically, it recapitulates guidelines on how to fit gaming and written online interaction into children’s lives in a balanced, principled way, to promote safe, collaborative learning with other children and adults. These guidelines also summarize previously discussed criteria for selecting and setting up appropriate videogame and social media interaction to maximize learning benefits and safety. These include the introduction of developmental guidelines and goals for video games, as there are for children’s books, to provide appropriate scaffolded support for children, including for the development of children’s first and additional languages. Suggestions for conducting further research using conversation analysis in this area are also discussed, to cover a range of similar digital contexts and age groups.
Based on insights from previous research, Chapter 4 introduces the language and complex interactional structure of video game interaction, including both online and offline elements. While the chapter identifies multiple combinations and configurations of gaming interaction which are available to children, most research studies are focused on co-located collaborative gaming, where children game side by side rather than at a distance. The chapter develops an analytical framework based on conversation analysis principles, which is applicable to most games, and which is the basis for analysis of Minecraft text chat in Chapter 5. This framework considers interactivity as a social rather than technical accomplishment, to assess videogames’ potential to promote children’s learning through interaction. This chapter includes an analysis of the language used when co-present gamers play face-to-face, which reveals that despite its interactional complexity, gaming language is often linguistically limited, as imperative forms, instructions, exclamations and interjections constitute most of the language used by gamers. This language may however be valuable to children for game-related problem solving and relationship building. It is also an opportunity for authentic language practice on specific language learning objectives where gamers are using a second language.
This chapter applies principles outlined in previous chapters, especially Chapter 4 Videogame Talk, to understand group written interaction between Ethan Gamer and his fans, as visible on a public YouTube Minecraft gaming session. Unlike games such as FIFA where game objectives and points scoring dominate, Minecraft involves building digital environments, similar to Lego. The game software facilitates both written and spoken talk for the collaborative achievement of game activities, though survival and progression through levels are objectives in most Minecraft contexts. Analysis indicates that affiliative social talk, including reciprocal greetings, positive evaluations and smiley emoticons deployed by game participants promote a supportive gaming environment while also modeling prosocial affiliative gaming behaviours. Teamwork and problem-solving behaviours which scaffold game participants in their game play are also enacted frequently and reciprocally in text chat. These include requests or offers of assistance and advice giving related to the game-in-progress, including coordination of defensive actions as a result of a threat, which may require collaborative team work to progress the game. Both Ethan Gamer’s voice interaction and the group chat interactions promote a supportive prosocial environment which can be shared with all participants, including YouTube viewers.
Children spend a significant amount of time interacting online rather than face-to-face. Yet we know very little about the language they use during interaction, whether they are gaming or texting. Drawing on cutting-edge research, this timely book applies Conversation Analysis (CA) techniques to investigate children's online language and interaction. Tudini provides a step-by-step analysis of authentic posts made by children on social media, messaging apps and gaming platforms, highlighting linguistic and interactional features. The book addresses the risks inherent in children's online interaction and the role of protective adults, yet also celebrates children's linguistic creativity and ability to adapt to new forms of communication. It also provides principled advice on how to support children in integrating online interaction into their lives productively and safely, to assist parents and teachers. Addressing a highly topical area, it is essential reading for students and researchers of applied linguistics, communication, education and sociology.
Individuals who play video games on computers and cellphones may have better psychomotor skills. It is unknown whether simulated driving performance varies between individuals who play video games more per week compared to individuals who play less. This study investigates whether initial simulated driving performance differs between high and low gamers during a brief (e.g., 10 minutes) driving simulation.
Methods:
Data for this study were collected at baseline during enrollment for a randomized clinical trial (n = 40). Participants playing video games for > 10 hours/week were categorized as the high gaming group; others were in the low gaming group. Each participant drove the same simulation on the STISIM M1000 simulator, which recorded various driving performance metrics (e.g., driving out of lane and time to initial collision). Data between the groups were compared using Cox proportional hazards and analysis of covariance regression models.
Results:
The average age of participants was 21 ± 2.7 years and 48% were male. After adjusting for age, sex, and miles driven per week, the high gaming group spent a mean 4% less time driving out of lane compared to the low gaming group (β = –4.03, SD = 1.32, p ≤ 0.05). No other differences were observed between groups for any other outcome.
Conclusion:
With the exception of percentage time driving out of lane, the number of hours gaming per week does not seem to impact an individual’s initial driving performance on a driving simulator. These findings may inform future driving simulation research methodology.
Chapter 9 explores regulatory compliance, enforcement and certification. It analyses the vital role of enforcement action and how rules aimed at influencing human and institutional behaviour are translated into social reality. It draws attention to the human interaction that takes place during encounters with regulatory enforcement officials and regulators. We discuss how ‘risk-based’ approaches to regulation can be understood and operationalised. It then touches upon the investigatory powers of public regulators, and the nature, purpose and variety of regulatory sanctions. Finally, it examines the role of ‘private’ bodies and other ‘regulatory intermediaries’ in certifying that a regulatee’s activities complies regulatory standards which purport to offer consumers, as primary beneficiaries, ‘assurance’ of the quality of the resulting outputs.
Putting the concept of the evaluation game to work in real-world settings in which the author has conducted both qualitative research and scientometrics analysis, Chapter 5 demonstrates the utility and uniqueness of this analytic tool. This turns around its promotion of a geopolitical perspective that obliges researchers to take into account the contexts in which the cultures of publish or perish take shape. The chapter explores how the key actors (players), that is institutions, managers, publishers, and researchers, play various types of evaluation game. Moreover, the chapter addresses the challenge of attributing causality to research evaluation systems and distinguishing the gaming from playing the evaluation game. Recognizing an activity as gaming or playing the evaluation game is not easy. The same activity (e.g., publishing in a predatory journal) may be considered gaming when it serves the purpose of maximizing profits, or playing the evaluation game when it is fulfilling evaluation requirements and the stakes in this game are not related to financial bonuses but to maintaining status quo in redefined work conditions.
Prolonged exposure to Video games may have several negative cognitive and emotional consequences.However, a few investigations have explored the effects of video games addiction on sleep.
Objectives
To study the effects of gaming addiction on sleep patterns in young adults
Methods
We conducted a cross-sectional, descriptive and analytical study.Data were collected using a self-administered questionnaire on social networks targeting young adults between 18–40 years. We used the gaming addiction scale (GAS) in its validated Arabic short version. We also used the validated Arabic version of the Pittsburgh Sleep Quality Index (PSQI) to assess the sleep quality of our participants.
Results
One hundred and nine participants were included. The mean age was 29.6 ± 10.3. Males accounted for 60.6% of the study population. The mean Gas score was 13.11± 6.08.According to the GAS,25.7% were addicted gamers. The mean PSQI score was 7.25± 3.15. A poor sleep quality pattern (score > 6) was found in 59.6% of the participants. We found that the GAS score was significantly correlated to the total score of PSQI( P=0.003). We also found that the group with poor sleep quality had higher GAS scores (p= 0.014). We found a correlation between the GAS score and the following components of the PSQI: subjective sleep quality ( p= 0.01), sleep disturbances (p=0.024) and the use of sleep-promoting medication ( p=0.046)
Conclusions
Our study showed that video gaming behavior had a significant effect on sleep quality. This can have negative consequences on life quality, together with an impaired performance at awakening.
With the advancement of technology over the last years, gaming is no longer reserved to adolescents. It has become a growing phenomenon within young adults which should,’t be overlooked as it is accompanied with the risk of addiction.
Objectives
To study the factors involved in video games addiction behaviors in adults
Methods
We conducted a cross-sectional, descriptive and analytical study. Data were collected using a self-administered questionnaire on social networks. We solicited adults between 18–40 years. We used the gaming addiction scale (GAS) in its validated Arabic short version.
Results
A hundred and nine participants were included. The mean age was 29.6 ±10.3 with a sex ratio of 1.5.The mean age of the beginning of regular gaming was 16.3± 8.64. we found that40.4% of our participants preferred the mode Massively Multiplayer Online Role Playing Games (MMORPG) while others played casual single player games. A play time of over 20 hours per week was reported by 11.9%of participants. According to the GAS, 25.7%were addicted gamers. Our participants spent an average of 7.94±6.71 hours before they play their first game of the day. We found that the score of Gas was significantly correlated to the male gender of the participants (p<0.000), a higher number of weekly gaming hours (p<0.000),a lower number of hours before gaming (P<0.000) and the mode of games (p<0.000).
Conclusions
Our study showed that contextual factors play an important role in understanding gaming addiction in young adults as a holistic phenomenon,embedding the problematic behavior within the context of the individual the game and gaming practices.
Although gaming addiction has received a great deal of attention from researchers, few studies have evaluated its effect on health related quality of life in adults
Objectives
To study the relationship between gaming addiction and perceived health status
Methods
We conducted a cross-sectional, descriptive and analytical study.Data were collected using a self-administered questionnaire on social networks targeting adults between 18 and 40 years. We used the gaming addiction scale (GAS) in its validated Arabic short version. we also used the 36-Item Short Form Health Survey questionnaire (SF-36) in its validated Arabic version
Results
One hundred and nine participants were included. The mean age was 29.6 ±10.3. Males accounted for 60.6% of the study population. A history of anxiety or depression was found in 4.6 % of participants and 3.6% had an organic affection .The mean GAS score was 13.11± 6.08. According to this scale, 25.7% were addicted gamers. We found a significant difference between the group of participants considered addicts and those who were not in the following items: vitality (p=0.002), mental health (p=0.004) and role limitation due to emotional health (p=0.05). We found a correlation between the GAS score and role limitation due to physical problems ( p= 0.41), role limitations due to emotional problems (p=0.004 ), vitality( p=0.005) and mental health ( p= 0.001).
Conclusions
Our data showed significantly lower health related quality of life related to higher exposure to games especially in the psychological health.In future researches, the effect of gaming addiction on other domains of quality of life can be investigated
This chapter covers three situations of vocabulary learning, all of which can occur outside the classroom. The first situation has been called extramural English or extramural learning, and could be called learning through entertainment. It involves largely incidental learning through watching TV or movies, surfing the Internet, online social interaction, playing online games, listening to songs, or reading or listening for pleasure. It can also include social interactions with native speakers. Extramural learning is not a part of a regular English course and is not under the control of a classroom teacher. The second situation is supplementary learning. This involves learning outside the classroom which is related to a course occurring inside the classroom. It is largely directed by the classroom teacher. It may involve extensive reading, extensive listening, interacting with others, and writing, and could also involve the deliberate learning of vocabulary and other language features. The third situation has been called self-directed learning and involves the learner organising their own language course without the help of a teacher.
Technology has been increasingly incorporated into the second language learning classroom and curriculum, highlighting the need for researchers and educators to consider how it has affected the tasks they facilitate, as well as their mediating effects on second language learning and teaching. This chapter explores how the unique advantages of various forms of technology can enhance and support the developmental and performance-related benefits of TBLT. We propose that technologies that follow a ‘learning by doing’ philosophy, facilitate learner involvement in everyday tasks, and provide spaces to engage with the language and other speakers are ideal tools to enact TBLT in ways that are not possible in traditional language classrooms. Examples of such tools and tasks are presented together with research that supports their effectiveness for language learning. The chapter ends with a look into the future of technology-mediated tasks, including some challenges that need to be resolved for the advancement of technology-mediated TBLT.
The material properties of platform and medium figure prominently in Scott Rettberg’s examination of digital fiction as literary engagements with computer code, video gaming, hypertext, audio and visual plug-ins, and virtual reality. Narratives with multiple or interactive pathways, role-playing and perspectival shifts, and mass authorship reconceptualize postmodern and contemporary literary themes and techniques within digital textualities.
Gaming is a source of addiction for adolescents. It is recognized as a behavioral and mental health condition, both by the American Psychiatric Association and by the World Health Organization.
Objectives
To determine the prevalence of gaming addiction among secondary school students.
Methods
This cross-sectional study was conducted between September and October of 2020 among students enrolled in secondary school. The participants had filled the Game addiction scale and a data file regarding the socio-demographic information, physical and information about the internet access and use.
Results
The initial sample was composed of 180 secondary school students. Among them 28 were excluded because they did not play video games. Final sample consisted of 152 students (90 males, 62 females) with a mean age of 13.14 ± 1.2 years. The average duration of connection among participants was 5.3 hours per day. Nearly one quarter of the participants (24,3%) played videogames more than 20 h per week. The prevalence of gaming addiction was 21,7%. The participants with gaming addiction were, on average, younger than those who were not addicted to gaming Game-addicted individuals were more likely to be male than female (13,8% vs 7,9%; p=0,036). There was, also, a significant relation between IA and having academic difficulties (p=0.042).
Conclusions
Based on our study findings, that gaming addiction is a challenging problem among Tunisian adolescents. We recommend authorities consider gaming addiction a serious problem for the young population and make this growing phenomenon an adolescent health priority.
The Covid-19 outbreak has shown to negatively impact on mental health. Several anecdotical and theoretical evidences argued that lockdown measures would have increased subjective feelings of loneliness and addictions’ proneness.
Objectives
In addition, preliminary data underlined a possible increase in the frequency of gaming and social media use. Increased loneliness levels are likely to account for increased gaming and social media addiction during the lockdown.
Methods
We conducted a longitudinal study administering to a sample of 154 Italian adults several self-report questionnaires at the beginning of lockdown (Time 1) and three days before the end of the lockdown (Time 2). We therefore assessed loneliness feelings, frequency of gaming and social media use as well as both gaming and social media addiction. Data were analysed using Structural Equation Modelling.
Results
We observed that loneliness levels longitudinally predicted both gaming and social media addiction also controlling for gaming and social media use at Time 1.
Conclusions
Increased feelings of loneliness, a well-known risk factor for gaming and social media addiction, may be a central variable heightening vulnerability to the onset or the maintenance of technological addiction during forced social isolation. Thus, future prevention interventions may want to target this issue.
Driven by their affinity to popular culture, fans frequently engage in linguistic practices that may be conducive to language learning. This study seeks to find out how a group of Catalan-speaking gamers decided to start producing fan translations of video games from English into Catalan. Based on a digital ethnography (online interviews and observation of the group’s activity), two types of analysis were conducted: a content analysis for recurrent trends and a focused analysis of internal metalinguistic discussions on the quality of translations. Results indicate that fan translators (1) organize hierarchically with set roles and functions, (2) curate their group identity and care for the promotion of Catalan as a vehicle for cultural production, (3) learn language incidentally in three ways: while translating (ensuring the comprehension of English and the linguistic quality and creativity of the transfer into Catalan), through sharing language doubts with their peers on their Telegram group and dialogically agreeing on pragmatically acceptable English-Catalan translations, and through metalinguistic discussions on translation tests received from potential new members. The study resonates with a novel subfield in computer-assisted language learning: language learning in the digital wilds, which might be fertile ground for studies on incidental and informal language learning online. The study may also serve as inspiration for effective integration of translation into language classrooms in a manner that bridges vernacular fan translation and pedagogic translation, considering the importance of metalinguistic discussion for language learning and the sociocultural dimension of both translation and language learning.