Artful GM

Artful GM The Association Between Video Gaming and Psychological Functioning

Card games use a deck of cards as their central tool. These cards may be a standard Anglo-American (52-card) deck of pla...
25/01/2022

Card games use a deck of cards as their central tool. These cards may be a standard Anglo-American (52-card) deck of playing cards (such as for bridge, poker, Rummy, etc.), a regional deck using 32, 36 or 40 cards and different suit signs (such as for the popular German game skat), a tarot deck of 78 cards (used in Europe to play a variety of trick-taking games collectively known as Tarot, Tarock or Tarocchi games), or a deck specific to the individual game (such as Set or 1000 Blank White Cards). Uno and Rook are examples of games that were originally played with a standard deck and have since been commercialized with customized decks. Some collectible card games such as Magic: The Gathering are played with a small selection of cards that have been collected or purchased individually from large available sets.

Board games use as a central tool a board on which the players' status, resources, and progress are tracked using physic...
25/01/2022

Board games use as a central tool a board on which the players' status, resources, and progress are tracked using physical tokens. Many also involve dice or cards. Most games that simulate war are board games (though a large number of video games have been created to simulate strategic combat), and the board may be a map on which the players' tokens move. Virtually all board games involve "turn-based" play; one player contemplates and then makes a move, then the next player does the same, and a player can only act on their turn. This is opposed to "real-time" play as is found in some card games, most sports and most video games.

Lawn games are outdoor games that can be played on a lawn; an area of mowed grass (or alternately, on graded soil) gener...
25/01/2022

Lawn games are outdoor games that can be played on a lawn; an area of mowed grass (or alternately, on graded soil) generally smaller than a sports field (pitch). Variations of many games that are traditionally played on a sports field are marketed as "lawn games" for home use in a front or back yard. Common lawn games include horseshoes, sholf, croquet, bocce, and lawn bowls.

A multiplayer game is a game of several players who may be independent opponents or teams. Games with many independent p...
25/01/2022

A multiplayer game is a game of several players who may be independent opponents or teams. Games with many independent players are difficult to analyze formally using game theory as the players may form and switch coalitions.[19] The term "game" in this context may mean either a true game played for entertainment or a competitive activity describable in principle by mathematical game theory.

Games are often classified by the components required to play them (e.g. miniatures, a ball, cards, a board and pieces, ...
25/01/2022

Games are often classified by the components required to play them (e.g. miniatures, a ball, cards, a board and pieces, or a computer). In places where the use of leather is well-established, the ball has been a popular game piece throughout recorded history, resulting in a worldwide popularity of ball games such as rugby, basketball, soccer (football), cricket, tennis, and volleyball. Other tools are more idiosyncratic to a certain region. Many countries in Europe, for instance, have unique standard decks of playing cards. Other games such as chess may be traced primarily through the development and evolution of its game pieces.

Potential consequences of video game use have been identified as well, such as a lack of real-life friends (Kowert et al...
30/12/2021

Potential consequences of video game use have been identified as well, such as a lack of real-life friends (Kowert et al., 2014a), stress and maladaptive coping (Milani et al., 2018), lower psychosocial well-being and loneliness (Lemmens et al., 2011), psychosomatic problems (Müller et al., 2015; Milani et al., 2018), and decreased academic achievement (Chiu et al., 2004; Gentile, 2009). Effect sizes have varied widely across studies (Ferguson et al., 2011). There seem to be s*x and age differences with regard to video gaming behavior: potentially problematic video gaming was found to be more likely among males than females (e.g., Greenberg et al., 2010; Estévez et al., 2017), and among younger gamers (Rehbein et al., 2016).

Several studies, literature reviews, and meta-analyses have focused on the correlates of problematic video gaming, usual...
30/12/2021

Several studies, literature reviews, and meta-analyses have focused on the correlates of problematic video gaming, usually assessed as a continuum with addiction marking the upper end of the scale (e.g., Ferguson et al., 2011; Kuss and Griffiths, 2012). The degree of addictive video game use has been found to be related to personality traits such as low self-esteem (Ko et al., 2005) and low self-efficacy (Jeong and Kim, 2011), anxiety, and aggression (Mehroof and Griffiths, 2010), and even to clinical symptoms of depression and anxiety disorders (Wang et al., 2018).

Researchers have criticized the selection of diagnostic criteria and the vague definition of the Internet Gaming Disorde...
30/12/2021

Researchers have criticized the selection of diagnostic criteria and the vague definition of the Internet Gaming Disorder construct, which excludes offline games from being related to addictive use (e.g., Griffiths et al., 2016; Bean et al., 2017).

While it is still a matter of debate whether problematic video game play should be considered a behavioral addiction, it...
30/12/2021

While it is still a matter of debate whether problematic video game play should be considered a behavioral addiction, its status as a mental disorder has been clarified since the release of the DSM-5 in 2013. In the DSM-5, the American Psychiatric Association (2013) defined Internet Gaming Disorder with diagnostic criteria closely related to Gambling Disorder. Generally, this decision has been supported by many researchers (e.g., Petry et al., 2014) but has also caused controversies.

Parents and professionals may be worried about their excessively playing children being “addicted.” However, problematic...
30/12/2021

Parents and professionals may be worried about their excessively playing children being “addicted.” However, problematic and potentially addictive video game use goes beyond the extent of playing (in hours per week; Skoric et al., 2009). It also includes such issues as craving, loss of control, and negative consequences of excessive gaming.

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