Authors and Studies Flashcards

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1
Q

Gunter (2005)

A

Social isolation vs. Social opportunity online

Most research on harmful effects —> confirmation bias

Role of interactivity, difficulty and repetition in dependency

Nintenditis

Violent themes in VG, becoming more graphic, fast paced. Explanations derived from TV research - VGs are more interactive and require more concentration than TV but are often more abstract.

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2
Q

Fischer and Griffiths (1994)

A

Similarities to Slot Machines:
• Skinner’s (1948) partial reinforcement
• reward for “correct behaviour” with randomness/variable ratio

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3
Q

Bogost (2009)

Bogost (2011)

Meshi (2015)

A

Criticise “social games” for exploiting reciprocity, monetisation and need to maintain play over provision of meaningful artistic experience for the user

Cow-clicker satire game

(Meshi, Tamir & Heereken, 2015) - social media meets users needs to receive and provide feedback

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4
Q

Shotton (1991)

A

Adults + children with IA actually well motivated and highly intelligent - used internet to satisfy intellectual challenges/for logical coping strategies - 5 year later follow-up showed positive life progress

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5
Q

Griffiths and Hunt (1995; 1998)

A

1 in 5 are VG dependent (DSM criteria)

7% play more than 30 hours per week

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6
Q

Koepp et al. (1998)

A

VG playing causes dopamine release in Ventral Striatum (reward centre) - comparable to that of opiates and gambling

  • Criticism: level progression was financially rewarded / externally incentivised
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7
Q

Parkin (2015)

A

Video-game deaths - VGs provoke people into sitting stationary for vastly extended periods of time - public health risk

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8
Q

Malone (1981)

A

VGs inspire sensory curiosity

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9
Q

Greenfield et al. (1984)

A

Robotron: VGs are a causal factor in improving divided attention

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10
Q

Gagnon (1985)

A

VG training increases visuo-spatial skills

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11
Q

Baron and Straus (1984)

A

Sales of adult magazines correlate with rape statistics in the 50 US states

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12
Q

Goldstein (2005)

A

VG research characterised by poorly defined terms, inconsistently design and confusion of causation with causality

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13
Q

Anderson & Bushman (2001); Anderson et al. (2010)

A

Meta analyses relationship between VVG and Aggression - small effect sizes (below .3)

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14
Q

Sherry (2001)

Ferguson (2015)

A

VVG / Aggression effect size smaller than for Violent TV / Aggression

VVG / Aggression effect size for children and adolescents just .06

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15
Q

Block (2008)

A

Estimation that 86% of those who suffer from IA also have an additional DSM-IV diagnosis

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16
Q

Freedman (2001)

A

Criticism of meta-analysis for inconsistent measure of aggression and demand characteristics, and inadequate control conditions

17
Q

Anderson & Dill (2000)

A

VVG Wolfenstein 3D causes pp’s to increase Aggression (measured by targeted loud noise blast) compared with non-violent game. Also causes priming effect for violence- and aggression-related words

18
Q

Israelashvili et al. (2011)

A

Adolescent self-clarity negatively correlated with IA. Internet over-use result of desire for self-concept clarification? Longitudinal studies necessary for direction of effect.

Distinction between internet over-use that stems from psychopathological needs and that which stems from normative needs (positive development goals)

(Bargh, 1988) - how a person is affected by a given communications medium depends on that persons reasons and goals for using that medium

19
Q

Isbister (2016)

A

VGs have potential to create emotional and social connection

20
Q

Burgoon (1996)

A

People rely on non-verbal cues most to identify deceivers (absent from most internet interactions)

21
Q

Vazire and Gosling (2004)

A

Personal sites/social media pages elixir high levels of observer consensus and accuracy to self- and informant-reports of personality

22
Q

Hiltz and Turoff (1978)

A

People in online settings agree with each other less than in face-to-face meetings

23
Q

Fuller (1996)

A

People falsely perceive those they know only online as more logical and less personable

24
Q

Elkind (1976)

A

Egocentrism in adolescence - preoccupation with imaginary audience - causes undue self-consciousness

Exacerbated in social media due to heightened control over self-presentation (Wallace, 2016)

25
Q

Zimbardo (1980)

A

Internet addiction is the affliction of the social isolate

26
Q

Armstrong et al. (2000)

Lei and Wu (2007)

Shedler and Block (1990)

A

Low self-esteem —> higher score on internet related problem scale
- Low-esteem causes internet problems or vice versa??

Adolescent-father alienation contributed to pathological internet use (supported by attachment theory)

Alienation is a characteristic of frequent drug users

27
Q

Sariyska et al. (2014)

A

Cross-cultural study shows self-directed ness negatively correlated with Internet Addiction

-no effect of self-esteem on IA

28
Q

Jensen (2003)

D’Amico (1998)

A

The internet is used to expand knowledge about one’s world

87% of people regularly use the internet to communicate with far away friends and family

29
Q

Allison et al. (2008)

A

Anonymity means surfers can implement their “ideal selves and explore alternatives to their current ego or self-perception”

30
Q

Wallace (1999)

A

Pornographic content online is easily accessible to anyone (no age restrictions), in overwhelmingly large quantities, with anonymity of access, physical distance and perceived lack of accountability

Observing violent pornography causes men to exhibit more aggression towards women