Psi-Land: Investigating Interactive Behaviour in Romantic Couples in a Virtual EnvironmentAbstract: On the basis of the commercially sold computer game Quake III Arena® we developed a three-dimensional, interactive, virtual environment (VE) to ...
Attachment Styles, Computer Gaming and the Mediating Role of Emotion Dysregulation: A Replication StudyAbstract:Aims: Computer games are playing an increasingly important role in German society. The aim of this study was to replicate a ...
Computer games in childhood and adolescence: Relations to addictive behavior, ADHD, and aggressionPlaying computer games has become one of the main leisure activities in children and adolescents and increasingly replaces traditional playing and ...
How Violent Video Games Relate to AggressionAbstract.During the past decades video games have become an integral part of recreational activities of children and adolescents. The assumption that playing violent games encourages aggressive behaviour is a ...
Zusammenfassung. Auch wenn Computer und Computerspiele die Ökologie der Kindheit verändern, so wurden die Funaktionen und Motive ihrer Nutzung durch Schulkinder bisher selten untersucht. Vor dem Hintergrund des Uses-and-Gratifications-Ansatzes wurde daher ...
Zusammenfassung. Computerspiele können eine Bereicherung experimentell-psychologischer Untersuchungen darstellen. Existierende Computerspiele genügen jedoch hinsichtlich der Möglichkeiten zur Datenaufzeichnung und Variation der Spielinhalte oft nicht ...
Zusammenfassung. Die vorliegende Studie stellt die Replikation eines Experiments von Rheinberg und Vollmeyer (2003) dar. Diese Autoren konnten zeigen, dass das Erleben von Flow beim Ausführen eines Computerspiels theoriegemäß von dem Ausmaß der Passung ...
This article explores commonly discussed theories of violent video game effects: the social learning, mood management, and catharsis hypotheses. An experimental study was carried out to examine violent video game effects. In this study, 103 young adults ...
Abstract. This quasi-experimental study examined the effects of exposure to a computer game on arousal and subsequent task performance. After inducing a state of low arousal, participants were assigned to experimental or control conditions via self-...
The use of video and computer games for recovery purposes was investigated in an online survey of 1614 participants. The data indicate that games are systematically used after exposure to stressful situations and strain, and that recovery experience is a ...