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Assalamualaikum wbt and good morning to madam simaa and my fellow friends…my name

is…… and matric number 1202961.


Today, I will present about “THE ASSOCIATION BETWEEN VIDEO GAMING AND
PSYCHOLOGICAL FUNCTIONING”
INTRODUCTION
This study was written by by Juliane M. von der Heiden, Beate Braun, Kai W. Müller and Boris
Egloff. It focuses on the important relationship between video games and psychological
functioning against the player. According to Esposito (2005), he defined the video game is "a
game which we play thanks to an audio-visual apparatus and which can be based on a story".
this definition is based on well-known thoughts about game, play, interactivity, and narrative.
Video games are a popular leisure activity nowadays whether among children, teenagers and
adults.
Video games also benefit players in that they can improve focus, multitasking, and
working memory. But, playing video games excessively puts players at risk of lower
educational and career achievements, having problems with friends and lower social
skills. The effect of video game use shows a person's personality such as low self-esteem
and experiencing symptoms of depression and anxiety disorders. Addiction to video games
also causes a lack of friends, loneliness or low psychosocial, psychosomatic problems well as
academic achievement deteriorating.
PURPOSE
Next, the purpose is focus on the association of diverse video gaming habits with gamers'
psychological functioning.
The problematic video game use is associated with common psychiatric symptoms,
maladaptive coping skills, negative emotions, low self-esteem, and academic performance.
Then, distraction-motivated gaming was associated with higher symptom ratings, lower self-
esteem and stronger negative emotions.
Moreover, the relationship between preferred game genre and functional psychology. Which
means the players play several genres of games as well as aspects of psychological function
and among the positive things such as improving social relations with friends in cyberspace
while the negative things are such as psychological symptoms, a lack of offline connections,
and poor school performance
The players who spend hours in front of a computer can prevent the players who spend hours
in front of a computer screen every day from:
Developing and practicing functional coping strategies
Finding friends and support in the social environment
Showing proper school achievement, factors that are potentially harmful to the person.
METHODOLOGY
Quantitative:

Questionnaire method
Distributed links online (online forums and also popular online game sites)
Uses a Likert scale which is between 1 to 5 and it also depends on the question
RESPONDENTS
Respondents have to answer the questions found in both sections (Video Gaming and
Psychological Functioning)
Video gaming: Potentially problematic video game use, Reasons for playing
and Game genres
Psychological Functioning: General psychopathology, Coping, Affect, Shyness, Loneliness,
Preference for solitude, Life satisfaction, Self-esteem, Self-efficacy, Social support and friends
also Grades.
FINDING/RESULTS
1. Potentially Problematic Video Game Use and Psychological Functioning. The
positive relation emerged for the presence of psychological symptoms including
depression, anxiety, and hostility. Besides, lower self-esteem, lower life satisfaction,
and poorer perceived social support and self-efficacy went along with potentially
problematic video game usage
2. Reasons for Playing Video Games and Psychological Functioning. Means, video
game players using video games to distract oneself from stress was clearly connected
to a high level of psychological symptoms. The distraction-motivated gamers preferred
coping strategies such as self-blame, behavioral disengagement, substance use,
venting, and acceptance, but they also neglected active coping and planning
3. Video Game Genre and Psychological Functioning. As you know, the largest
correlation between affect while playing video games and game preference was for
action games. Action games appear to be both enjoyable and frustrating at the same
time. There was only a slender correlation between all of the video game genres they
looked at and common psychiatric problems
4. Predicting Potentially Problematic Video Game Use by Psychological
Functioning Variables. Which is, the researchers were able to determine the unique
contribution of each psychological functioning that variable when the influence of all
other can held constant.
CONCLUSIONS

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