Lecture 5 + Reading questions Flashcards

1
Q

What is the definition of youth culture?

A

‘A groups’ distinctive way of
live, including it’s beliefs and
values, it’s customs, and it’s art
and technologies’

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2
Q

Why do adolescents play games?

A

Explained by the ‘self determination theory’: Gaming to satisfy basic psychological needs.

  • Competence needs (be good at something)
  • Autonomy needs (in control)
  • Socialization needs (connecting to others)
  • Identity formation
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3
Q

To which mechanisms can competence needs be broken down to?

A
  • Increasing skills
  • Become a famous e-sport player
  • Belonging to the team
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4
Q

What does the cross-lagged panel model between ‘Pathological Gaming’ and ‘Attention Problems’ by
(Ferguson & Ceranoglu, 2014) mean?

A

There is a positive relationship between ‘Pathological Gaming’ and ‘Attention Problems’ over time. The male gender has also a positive influence on both.

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5
Q

In the Beat-it Project, what is it and what did (Boendemaker et al., 2017) find?

A

It’s a serious game, and he found that working memory increased after game training.

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6
Q

Which differences are there in game play?

A

1) Engaged/recreational gaming
2) Learning by gaming
3) Risky gaming

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7
Q

If the need to belong is not fulfilled in real life what do youths often do?

A

Search for a need to belong in the virtual world.

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8
Q

What is the relationship between social competence and gaming addiction symptoms with respect to attention levels?

A

Higher gaming addiction symptoms are associated with poorer attention and lower social competence.

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9
Q

What can gaming decrease among the problematic adolescent gamer?

A

1) Feelings of social competence
2) Satisfaction with life

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10
Q

To which mechanisms can gaming support social relationships?

A

1) Collaboration
2) Social support
3) Social identity
4) Feelings of acceptance

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11
Q

What are the different types of rewards in games?

A

1) Random rewards (finding a valuable sword)
2) Contingencies rewards (log-in bonus)
3) Social rewards (teamplay/building guilds)
4) Meta-achievements (leaderboard scores)

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12
Q

Adolescents who play games and have … = more problematic gaming.

A

1) Attention/hyperactivity problems (contingencies reward)
2) Impulsivity (contingencies reward)
3) Social problems (social rewards)

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13
Q

In terms of psychosocial characteristics, who should interventions focus on in particular to prevent the development of problematic gaming focus?

A

Individuals who score high on hyperactivity, impulsivity and low on social competence.

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14
Q

The results show that the effects of some types of rewards on problematic gaming were stronger for individuals with certain characteristics (moderation effects). According to these results, who are specifically at risk for developing problematic gaming when exposed to contingencies rewards?

A

Individuals/gamers with ADHD symptoms

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