Implicit memory associations and video gaming

被引:4
|
作者
Russell, Gillian E. H. [1 ]
Sanders, James L. [2 ]
Williams, Robert J. [2 ]
机构
[1] Univ Lethbridge, Dept Psychol, Lethbridge, AB T1K 3M4, Canada
[2] Univ Lethbridge, Fac Hlth Sci, Lethbridge, AB, Canada
关键词
Video gaming; Implicit cognition; Memory associations; Problem video gaming; ATTENTIONAL BIAS; SUBSTANCE USE; ALCOHOL; RELIABILITY; COGNITION; VALIDITY; CUES;
D O I
10.1016/j.addbeh.2020.106444
中图分类号
B849 [应用心理学];
学科分类号
040203 ;
摘要
Background and objectives: The aim of this study was to develop measures to assess implicit memory associations for video gaming and to examine the relationship between implicit memory associations, video gaming involvement, and problem video gaming. Methods: A survey of online panelists from across Canada was conducted that included 166 problem video gamers who were recruited for participation in a larger study examining the relationship between gambling, video gaming, and collectible card play. Memory associations were assessed using a 10-item measures of word associations and behaviour associations. Video gaming involvement was assessed via self-report of time and frequency of play, and problem video gaming was assessed using the Behavioral Addiction Measure for Video Gaming (BAM-VG). Results: Significant Kendall tau-b correlations ranging from 0.297 to 0.405 were found between measures of memory associations and both level of video gaming involvement and problem video gaming. Conclusions: There is a robust relationship between memory associations for video gaming with level of video gaming involvement and problem video gaming. The results suggest that implicit associations may have utility in the assessment of problem video gaming.
引用
收藏
页数:5
相关论文
共 50 条
  • [41] Video Gaming for the Vision Impaired
    Swaminathan, Manohar
    Pareddy, Sujeath
    Sawant, Tanuja
    Agarwal, Shubi
    ASSETS'18: PROCEEDINGS OF THE 20TH INTERNATIONAL ACM SIGACCESS CONFERENCE ON COMPUTERS AND ACCESSIBILITY, 2018, : 465 - 467
  • [42] The neural basis of video gaming
    Kuehn, S.
    Romanowski, A.
    Schilling, C.
    Lorenz, R.
    Moersen, C.
    Seiferth, N.
    Banaschewski, T.
    Barbot, A.
    Barker, G. J.
    Buechel, C.
    Conrod, P. J.
    Dalley, J. W.
    Flor, H.
    Garavan, H.
    Ittermann, B.
    Mann, K.
    Martinot, J-L
    Paus, T.
    Rietschel, M.
    Smolka, M. N.
    Stroehle, A.
    Walaszek, B.
    Schumann, G.
    Heinz, A.
    Gallinat, J.
    TRANSLATIONAL PSYCHIATRY, 2011, 1 : e53 - e53
  • [43] Tendinopathies in Video Gaming and Esports
    McGee, Caitlin
    Ho, Kevin
    FRONTIERS IN SPORTS AND ACTIVE LIVING, 2021, 3
  • [44] Video gaming as craft consumption
    Brock, Tom
    Johnson, Mark R.
    JOURNAL OF CONSUMER CULTURE, 2022, 22 (03) : 598 - 614
  • [45] The neural basis of video gaming
    S Kühn
    A Romanowski
    C Schilling
    R Lorenz
    C Mörsen
    N Seiferth
    T Banaschewski
    A Barbot
    G J Barker
    C Büchel
    P J Conrod
    J W Dalley
    H Flor
    H Garavan
    B Ittermann
    K Mann
    J-L Martinot
    T Paus
    M Rietschel
    M N Smolka
    A Ströhle
    B Walaszek
    G Schumann
    A Heinz
    J Gallinat
    Translational Psychiatry, 2011, 1 : e53 - e53
  • [46] Will video kill the gaming star?
    Biever, C
    NEW SCIENTIST, 2004, 182 (2448) : 25 - 25
  • [47] Audio and Visual Distractions and Implicit Brand Memory: A Study of Video Game Players
    Choi, Yung Kyun
    Lee, Sung Mi
    Li, Hairong
    JOURNAL OF ADVERTISING, 2013, 42 (2-3) : 219 - 227
  • [48] Gaming motivation and problematic video gaming: The role of needs frustration
    Mills, Devin J.
    Milyavskaya, Marina
    Heath, Nancy L.
    Derevensky, Jeffrey L.
    EUROPEAN JOURNAL OF SOCIAL PSYCHOLOGY, 2018, 48 (04) : 551 - 559
  • [49] Emotion, implicit decision making and persistence at gaming
    Hills, AM
    Dickerson, M
    ADDICTION, 2002, 97 (05) : 598 - 599
  • [50] A critical review on the moderating role of contextual factors in the associations between video gaming and well-being
    Hartanto, Andree
    Lua, Verity Y. Q.
    Quek, Frosch Y. X.
    Yong, Jose C.
    Ng, Matthew H. S.
    COMPUTERS IN HUMAN BEHAVIOR REPORTS, 2021, 4