Articles week 5 Flashcards

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1
Q

What does Sirola et al (2021) examine? And what are the mechanisms that take place?

A

Sirola et al (2021) examines the role of virtual communities in gambling and gaming. Social influence and social learning take place.

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2
Q
A
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3
Q

Why are people in virtual communities according to Sirola et al (2021)

A

Virtual communities provide users to fulfil a need to belong and form social ties.

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4
Q

Based on Sirola et al (2021) findings on differences concerning the role of virtual communities in gaming and gambling, what are some potential implications in the prevention of gambling and gaming problems?

A

Virtual communities can help for a need to belong & form social ties, but can also increase monetary behavior through social mechanisms.

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5
Q

Who found this “Improving gamblers’ and gamers’ offline relationships and healthy activities would be crucial in risk-prevention.”?

A

Sirola et al (2021)

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6
Q

What does Pirrone et al (2023) find?

A

The authors find that certain rewards (random reward system, contingencies rewards, and social rewards) are related to more problematic gaming.

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7
Q

Why are people with ADHD symptoms more at risk for problematic gaming according to Pirrone et al (2023)?

A

Pirrone et al (2023) suggests that contingencies rewards creates a ‘state of flow’ -> ADHD people have problems with attention, so when ‘state of flow’ happens it’s more rewarding.

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8
Q

Why are people who have difficulties with social interactions more at risk according to Pirrone et al (2023)?

A

Pirrone et al (2023) suggests that games with social rewards give the player feeling of connectedness.

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9
Q

What did Peeters et al (2019) find?

A

Peeters et al (2019) found that a ‘lack of control’ & ‘weak social competence’ -> to more problematic gaming adolescents.

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10
Q

Therefore adolescents who experience difficulties in social interaction and lack of control are at an increased risk of developing problematic gaming behavior. Who found this?

A

Peeters et al (2019)

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11
Q

In terms of psychosocial characteristics, who should interventions focus on in particularto prevent the development of problematic gaming focus according to Peeters et al (2019)?

A

Peeters et al (2019) suggests that prevention should focus on people who show the following psychosocial characteristics: lack of control & weak social competence. This is because these people tend to be more subjected to problematic gaming.

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