Several studies provided evidence for the effectiveness of gamification of health behaviors (e.g., exercising or walking) via video games. However, little is known about whether individuals who endorse specific gaming motivations are more likely to derive health benefits from gaming. Building upon previous studies on gamification of health behaviors, we examined whether specific gaming motives (e.g., potential health benefits) influenced Pokémon GO gaming time and gaming health outcomes, a phenomenon we termed The Pikachu Effect. We introduced health motivation as a novel component among previously established gaming motives, which reflects the ongoing gameplay transformation and increased health potential of modern games. Volunteers (N = 444) completed two measurements of Pokémon GO motivations, gaming time, physical activity, and time spent outdoors within a 6 week interval. The results supported the Pikachu effect hypothesis as health motivation and social motivation were related to health outcomes. Furthermore, we replicated previous findings indicating that individuals who spent more time playing Pokémon GO were more physical active. We also evidenced a new Pokémon GO playing behavioral benefit, i.e., increased time spent outdoors among more active players. We explored meaningful individual differences; for example, men played more and derived more benefits from Pokémon GO. These findings suggest that health motivation operates in parallel with previously identified main motives for gaming. Accounting for motivation is essential for a more accurate prediction of gaming time and gaming-related health behaviors.
On the promises, challenges and risks of Pokémon Go and similar geosocial (lo...Maged N. Kamel Boulos
Cite as: Kamel Boulos MN. On the promises, challenges and risks of Pokémon Go and similar geosocial (location-based) exergames (invited contribution). In: Proceedings of GEOMED 2017: International Conference on Spatial Statistics, Spatial Epidemiology & Spatial Aspects of Public Health, Porto, Portugal, 08 September 2017. Conference URLs: http://www.i3s.up.pt/geomed2017/speakers.html and http://www.i3s.up.pt/geomed2017/scientific_programme.html
Does playing video or computer games have beneficial effects.docxjacksnathalie
Does playing video or computer games
have beneficial effects on brain and
behaviour? If so, does the evidence point to
general improvements in cognitive function?
Daphne Bavelier & C. Shawn Green.
Although the popular media has a strong ten-
dency to produce breathless headlines about
the effects (or lack of effects) of video games, it
is worth noting that the term ‘video games’
is far from a single construct and thus, has
almost no scientific predictive power. One
can no more say what the effects of video
games are, than one can say what the effects
of food are. There are millions of individual
games, hundreds of distinct genres and sub-
genres, and they can be played on computers,
consoles, hand-held devices and cell phones.
Simply put, if one wants to know what the
effects of video games are, the devil is in
the details.
Studies that have examined perception
and spatial cognition (from our lab and many
others) have focused on one specific genre of
games — the so-called ‘action’ video games.
Indeed, playing this type of game results in a
wide range of behavioural benefits, includ-
ing enhancements in low-level vision, visual
attention, speed of processing and statistical
inference, among others. Furthermore, prop-
erly controlled training studies have repeatedly
demonstrated a causal link between video
game playing and enhanced abilities. Hence,
it is not just that people who naturally choose
to play games have better perceptual skills.
The ability to improve one’s abilities through
practice has obvious practical ramifications,
from rehabilitation of visual skills in individu-
als with amblyopia (also known as a ‘lazy eye’)
to the training of surgeons.
Doug Hyun Han & Perry F. Renshaw.
The extent to which playing video and on-
line games affects the brain and behaviour is
uncertain. It is likely that the specific beneficial
or harmful effects are determined by the char-
acteristics of both the individual and of the
game. Several studies have reported that video
and on-line game play may improve visuo-
spatial capacity, visual acuity, task switch-
ing, decision making and object tracking in
healthy individuals. However, methodological
limitations to these studies have also been
noted. For example, cross-sectional compari-
sons of gamers and non-gamers may reflect
baseline differences in cognitive abilities rather
than the effects of game playing. Moreover,
video game training studies that involve the
recruitment of non-gamers and that provide
game experience have not generally shown
that gaming enhances performance on higher
level reasoning and problem solving tasks.
Michael M. Merzenich. The potential
benefits that can be achieved through
video-game play are, of course, a function
of the specific task requirements, and of the
cognitive and social demands and values
represented by the game(s) in play. Games
that require progressively more accurate and
more challenging judgments ...
The Role of Emotions in Esports PerformanceMaciej Behnke
Emotions that differ on the approach-avoidance dimension are thought to have different functions. Based on the motivational dimensional model of affect, we expected high-approach tendency (and not valence) to facilitate sports performance in a gaming context. Moreover, we expected the influence of highapproach emotions on performance to be mediated by higher levels of cognitive and physiological challenge as an approach-related response. To test these hypotheses, 241 men completed 5 matches of a soccer video game FIFA 19. Before each match, approach tendencies and valence were experimentally manipulated by showing films that elicit amusement, enthusiasm, sadness, anger, and neutral states. Approach tendency, challenge/threat evaluations, cardiovascular responses, and game scores were recorded. After watching enthusiastic and amusing videos, gamers displayed stronger approach tendencies, and, in turn, improved performance, compared to negative emotions and neutral conditions. Moreover, enthusiasm produced a stronger approach tendency and promoted better performance than amusement. Elicitation of unpleasant emotions (anger and sadness) had no effect on approach tendencies or gaming-outcomes relative to the neutral conditions. Across all conditions, gamers with higher levels of cognitive and cardiovascular challenge achieved higher scores. These findings indicate that in a gaming context performance is enhanced by pleasant emotions with high-approach tendencies.
The Effect of 6-Weeks Active Video Games on Body Mass Index and Physical Acti...Richard Coshott
The aim of this presentation is to outline a recent pilot intervention using Nintendo Wii during lunch breaks in a school in the Midlands of England
Uploaded on behalf of Michael J Duncan, School of Science, University of Derby, UK
for the Interactive Fitness and Exergame Seminar at LIW, Sept 24th.
On the promises, challenges and risks of Pokémon Go and similar geosocial (lo...Maged N. Kamel Boulos
Cite as: Kamel Boulos MN. On the promises, challenges and risks of Pokémon Go and similar geosocial (location-based) exergames (invited contribution). In: Proceedings of GEOMED 2017: International Conference on Spatial Statistics, Spatial Epidemiology & Spatial Aspects of Public Health, Porto, Portugal, 08 September 2017. Conference URLs: http://www.i3s.up.pt/geomed2017/speakers.html and http://www.i3s.up.pt/geomed2017/scientific_programme.html
Does playing video or computer games have beneficial effects.docxjacksnathalie
Does playing video or computer games
have beneficial effects on brain and
behaviour? If so, does the evidence point to
general improvements in cognitive function?
Daphne Bavelier & C. Shawn Green.
Although the popular media has a strong ten-
dency to produce breathless headlines about
the effects (or lack of effects) of video games, it
is worth noting that the term ‘video games’
is far from a single construct and thus, has
almost no scientific predictive power. One
can no more say what the effects of video
games are, than one can say what the effects
of food are. There are millions of individual
games, hundreds of distinct genres and sub-
genres, and they can be played on computers,
consoles, hand-held devices and cell phones.
Simply put, if one wants to know what the
effects of video games are, the devil is in
the details.
Studies that have examined perception
and spatial cognition (from our lab and many
others) have focused on one specific genre of
games — the so-called ‘action’ video games.
Indeed, playing this type of game results in a
wide range of behavioural benefits, includ-
ing enhancements in low-level vision, visual
attention, speed of processing and statistical
inference, among others. Furthermore, prop-
erly controlled training studies have repeatedly
demonstrated a causal link between video
game playing and enhanced abilities. Hence,
it is not just that people who naturally choose
to play games have better perceptual skills.
The ability to improve one’s abilities through
practice has obvious practical ramifications,
from rehabilitation of visual skills in individu-
als with amblyopia (also known as a ‘lazy eye’)
to the training of surgeons.
Doug Hyun Han & Perry F. Renshaw.
The extent to which playing video and on-
line games affects the brain and behaviour is
uncertain. It is likely that the specific beneficial
or harmful effects are determined by the char-
acteristics of both the individual and of the
game. Several studies have reported that video
and on-line game play may improve visuo-
spatial capacity, visual acuity, task switch-
ing, decision making and object tracking in
healthy individuals. However, methodological
limitations to these studies have also been
noted. For example, cross-sectional compari-
sons of gamers and non-gamers may reflect
baseline differences in cognitive abilities rather
than the effects of game playing. Moreover,
video game training studies that involve the
recruitment of non-gamers and that provide
game experience have not generally shown
that gaming enhances performance on higher
level reasoning and problem solving tasks.
Michael M. Merzenich. The potential
benefits that can be achieved through
video-game play are, of course, a function
of the specific task requirements, and of the
cognitive and social demands and values
represented by the game(s) in play. Games
that require progressively more accurate and
more challenging judgments ...
The Role of Emotions in Esports PerformanceMaciej Behnke
Emotions that differ on the approach-avoidance dimension are thought to have different functions. Based on the motivational dimensional model of affect, we expected high-approach tendency (and not valence) to facilitate sports performance in a gaming context. Moreover, we expected the influence of highapproach emotions on performance to be mediated by higher levels of cognitive and physiological challenge as an approach-related response. To test these hypotheses, 241 men completed 5 matches of a soccer video game FIFA 19. Before each match, approach tendencies and valence were experimentally manipulated by showing films that elicit amusement, enthusiasm, sadness, anger, and neutral states. Approach tendency, challenge/threat evaluations, cardiovascular responses, and game scores were recorded. After watching enthusiastic and amusing videos, gamers displayed stronger approach tendencies, and, in turn, improved performance, compared to negative emotions and neutral conditions. Moreover, enthusiasm produced a stronger approach tendency and promoted better performance than amusement. Elicitation of unpleasant emotions (anger and sadness) had no effect on approach tendencies or gaming-outcomes relative to the neutral conditions. Across all conditions, gamers with higher levels of cognitive and cardiovascular challenge achieved higher scores. These findings indicate that in a gaming context performance is enhanced by pleasant emotions with high-approach tendencies.
The Effect of 6-Weeks Active Video Games on Body Mass Index and Physical Acti...Richard Coshott
The aim of this presentation is to outline a recent pilot intervention using Nintendo Wii during lunch breaks in a school in the Midlands of England
Uploaded on behalf of Michael J Duncan, School of Science, University of Derby, UK
for the Interactive Fitness and Exergame Seminar at LIW, Sept 24th.
The Role of Emotions in Esports PerformanceMaciej Behnke
Emotions that differ on the approach-avoidance dimension are thought to have different functions. Based
on the motivational dimensional model of affect, we expected high-approach tendency (and not valence)
to facilitate sports performance in a gaming context. Moreover, we expected the influence of high-
approach emotions on performance to be mediated by higher levels of cognitive and physiological
challenge as an approach-related response. To test these hypotheses, 241 men completed 5 matches of a
soccer video game FIFA 19. Before each match, approach tendencies and valence were experimentally
manipulated by showing films that elicit amusement, enthusiasm, sadness, anger, and neutral states.
Approach tendency, challenge/threat evaluations, cardiovascular responses, and game scores were
recorded. After watching enthusiastic and amusing videos, gamers displayed stronger approach tenden-
cies, and, in turn, improved performance, compared to negative emotions and neutral conditions.
Moreover, enthusiasm produced a stronger approach tendency and promoted better performance than
amusement. Elicitation of unpleasant emotions (anger and sadness) had no effect on approach tendencies
or gaming-outcomes relative to the neutral conditions. Across all conditions, gamers with higher levels
of cognitive and cardiovascular challenge achieved higher scores. These findings indicate that in a
gaming context performance is enhanced by pleasant emotions with high-approach tendencies.
Standout Studies of Health Games, presentation at Games for Health Conference...Debra Lieberman
Here are some recent noteworthy studies of health games. They are grouped by topic area and included are many of my tweets about research on health games.
Developing entertaining and physical activity promoting health videogame with...Games for Health Europe
Presenter: Anni Pakarinen, Doctoral candidate and project researcher at University of Turku, Department of Nursing science, FI
Event: Games for Health Europe 2015 Conference
Date: 03 NOV 2015 / 14:00 - 15:30
Location: Session Room 1, Jaarbeurs Utrecht
Patient physician interactive game playbook (2)HMENI
Five chapters for each minigame they designed in the Game playbook article. Each chapter has five sections: Player Transformation/Learning Goals, Curriculum Content, Targeted Variables, Theoretical Frameworks ( Theory of Planned Behavior), and Game Design Application. I want to do the same with four chapters - one for each section of PACE. P stands for presenting, A stands for asking, C stands for checking, and E stands for Express. Here is the definition of the PACE Presenting Presenting will provide information about how the adolescent feels. This section will indicate the adolescent’s symptoms, concerns, or problems. Asking: During the examination, the adolescent will ask questions if the desired information is not provided. Thinking about questions to ask the doctor before the appointment will help the adolescent decide what information is important. Checking: This particular portion of the conversation will clarify or check what the adolescent might have heard during the course of the examination. During the examination, the adolescent might have heard words or phrases that were difficult to understand, it might be necessary to clarify what the physician or nurse might be referring to. Expressing This component is used to describe any concerns the adolescent may have in regards to condition, treatment, procedures, dietary changes, or physical activity recommendations. For this thesis, please concentrate only on the Player Transformation/Learning Goals, so the P will have a Player Transformation/Learning Goals, the A will have Player Transformation/Learning Goals, the C will have a Player Transformation/Learning Goals, and E will have a Player Transformation/Learning Goals 1st section-Player Transformation/ Learning Goals a. These goals describe the desired end state of the player experience (i.e., what the player will learn from playing the minigame). b. derived from the “individual determinants” and represent the factors that will have a direct causal effect on the target behaviors c. includes a brief narrative, written in layman′s terms, that describes the overall goal of the minigame. d. game developers could benefit from a more detailed desсrіption of the theoretical underpinnings of the transformation/learning goals and curriculum content e. Thus, the Playbook, which clearly states the player transformation goals and retains archived content, is available for review throughout the game design process and is a critical reference tool. Example: the player transformation goals in the Game Playbook article for People Sense are to (a) increase adolescents′ experience with navigating peer relationships; (b) increase adolescent′s knowledge about social dynamics, risk taking, and the interaction of social dynamics and risk taking (i.e., the influence of others′ behavior on one′s own behavior); and (c) increase adolescents′ perceptions of the risks associated with interacting with negative influence peers.
Qualitative Research on Computer Gaming (Practical Research 1)Amino Domado
This is not the FINAL version of our paper because it was deleted on my PC.
There are few grammatical errors because, again, it is not the FINAL revision.
If you found some useful piece of our research, please do consider citing us in your paper.
Presently, mobile games had generated a revenue of multibillion-dollar per year and are expected to generate $100 billion in the coming year. Mobile gaming is certainly more than mere entertainment. There are numerous benefits associated with mobile gaming at present. Let’s know some of them individually.
Often dance and rhythm games are seen as exergames for younger generations. What would it take to reorient such games for so-called \"gray gamers\" -- those gamers 50 years and older?
In this session Jeff Pepper, Founder and CEO of Touchtown, a company specializing in video and computer information networks for senior communities, will discuss how they designed and built a dance-pad based fitness product for the senior market. DanceTown is specifically aimed at older players and senior living communities. Unique to the design is a slick web-based system for recording a player\'s performance, tracking progress over time, and creating online connections among players. A Dancetown player (or their family or medical professional) can see at a glance how their dancing is progressing day by day, week by week and month by month. Players can also see how their scores improve on standardized fitness measurements such as the Senior Fitness Test.
Computer GameStudents NameCourse Name and NumberInstructor.docxmccormicknadine86
Computer Game
Students Name:
Course Name and Number:
Instructor Name:
Institution Name:
Date Submitted:
Introduction
With the increased forms of PC games such as Pong, league of legends and online games, computer games have turned to be the most influential and profitable kind of business and entertainment today. However, following a recent finding, computer games have turned out to be one of the most addictive games for both youths and parents as many are played Universities and homes hence the disadvantages outweigh the advantages. According to Nieborg and de Kloet (2016) claim that the computer games market has developed and kept on growing at a phenomenal speed in the Scandinavian regions, not forgetting Sweden at large as it is so admired leisure activity among children, adolescents, and some parents.
Aim
This research aims to find out the disadvantages of computer gaming among children and adolescents. Furthermore, it tries to explain why children and adolescents turned out to be addicted while examining the social norms as well as the day-to-day habits of the addicts.
The research Questions
a) How did children and adolescents turn out to be addicted to computer games?
b) What are the disadvantages of computer games?
Preliminary Findings/ideas and approaches
Through the employment of qualitative research, which is a kind of social science research that gathers and performs well with non-numerical data as well as helps to interpret significance from these data that assist us to comprehend social life conduct through the research of targeted populations or areas. We, therefore, assess ethical concerns, trustworthiness and the legitimacy of the research
The findings showed that children and adolescents play computer games compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements instead of out-game life events like playing soccer, athletics, as well as socializing with relatives and friends. Also, the computer game addicts tend to value so much the indoor computer game compared to out-door field and track events. According to Grüsser and colleagues (2006) pinpoint that individuals having computer gaming addiction may be suffering from a real mental health disorder that may be problematic due to compulsive utilize of the computer.
Additionally, the finding showed that other admired computer games encourage violence and crime thus children and adolescents who mature playing these kinds of games can get involved in anti-social conducts and although they do not exactly turn out to be criminals, they can still demonstrate disrespect for moral values in the future.
The issue is worth Investigating
Finally, the issue is worth researching because after analyzing the benefits and shortcomings of playing computer games, it is clear to see that the shortcomings outweigh the benefits. In my view, guardians should limit the period their children, as well as adolescents, spend on playing comput ...
Towards a Future Esports Research: Introduction to Esports MinitrackMaciej Behnke
Research on esports is a relatively new, yet fastgrowing discipline with multiple inter-and multidisciplinary perspectives. For HICSS-56, research was solicited from multiple disciplines, including but not limited to business; cognitive science and psychology; information technology; sociology; media studies and communications; law; health, wellness, and medical sciences; and emerging technology.
Native and non-native language contexts differently modulate mood-driven elec...Maciej Behnke
Bilingual speakers have been consistently observed to experience reduced emotional sensitivity to their non-native (L2) relative to native (L1) language, particularly to the negatively-valenced L2 content. Yet, little is known about how the L1 and L2 contexts physiologically influence bilinguals' affective states, such as moods. Here, we show that bilinguals may be less physiologically sensitive to mood changes in the L2 compared to the L1 context. Polish-English bilinguals operating in either the L1 or the L2 mode (elicited via reading L1 and L2 sentences) watched positive and negative moodinducing films while their electrodermal activity was measured. We observed a greater number of skin conductance responses in the negative compared to positive mood condition in the L1 context only, indexing decreased sensitivity to mood changes in the L2 relative to the L1 mode in bilinguals. Also, skin conductance amplitudes were overall increased in the L2 compared to the L1 context, pointing to increased cognitive load when operating in L2. These findings together suggest that bilinguals experience decreased sensitivity to mood changes in their less dominant language due to L2 processing requiring greater cognitive engagement.
More Related Content
Similar to The Pikachu Effect: Social and Health Gaming Motivations Lead to Greater Benefits of Pokémon GO Use
The Role of Emotions in Esports PerformanceMaciej Behnke
Emotions that differ on the approach-avoidance dimension are thought to have different functions. Based
on the motivational dimensional model of affect, we expected high-approach tendency (and not valence)
to facilitate sports performance in a gaming context. Moreover, we expected the influence of high-
approach emotions on performance to be mediated by higher levels of cognitive and physiological
challenge as an approach-related response. To test these hypotheses, 241 men completed 5 matches of a
soccer video game FIFA 19. Before each match, approach tendencies and valence were experimentally
manipulated by showing films that elicit amusement, enthusiasm, sadness, anger, and neutral states.
Approach tendency, challenge/threat evaluations, cardiovascular responses, and game scores were
recorded. After watching enthusiastic and amusing videos, gamers displayed stronger approach tenden-
cies, and, in turn, improved performance, compared to negative emotions and neutral conditions.
Moreover, enthusiasm produced a stronger approach tendency and promoted better performance than
amusement. Elicitation of unpleasant emotions (anger and sadness) had no effect on approach tendencies
or gaming-outcomes relative to the neutral conditions. Across all conditions, gamers with higher levels
of cognitive and cardiovascular challenge achieved higher scores. These findings indicate that in a
gaming context performance is enhanced by pleasant emotions with high-approach tendencies.
Standout Studies of Health Games, presentation at Games for Health Conference...Debra Lieberman
Here are some recent noteworthy studies of health games. They are grouped by topic area and included are many of my tweets about research on health games.
Developing entertaining and physical activity promoting health videogame with...Games for Health Europe
Presenter: Anni Pakarinen, Doctoral candidate and project researcher at University of Turku, Department of Nursing science, FI
Event: Games for Health Europe 2015 Conference
Date: 03 NOV 2015 / 14:00 - 15:30
Location: Session Room 1, Jaarbeurs Utrecht
Patient physician interactive game playbook (2)HMENI
Five chapters for each minigame they designed in the Game playbook article. Each chapter has five sections: Player Transformation/Learning Goals, Curriculum Content, Targeted Variables, Theoretical Frameworks ( Theory of Planned Behavior), and Game Design Application. I want to do the same with four chapters - one for each section of PACE. P stands for presenting, A stands for asking, C stands for checking, and E stands for Express. Here is the definition of the PACE Presenting Presenting will provide information about how the adolescent feels. This section will indicate the adolescent’s symptoms, concerns, or problems. Asking: During the examination, the adolescent will ask questions if the desired information is not provided. Thinking about questions to ask the doctor before the appointment will help the adolescent decide what information is important. Checking: This particular portion of the conversation will clarify or check what the adolescent might have heard during the course of the examination. During the examination, the adolescent might have heard words or phrases that were difficult to understand, it might be necessary to clarify what the physician or nurse might be referring to. Expressing This component is used to describe any concerns the adolescent may have in regards to condition, treatment, procedures, dietary changes, or physical activity recommendations. For this thesis, please concentrate only on the Player Transformation/Learning Goals, so the P will have a Player Transformation/Learning Goals, the A will have Player Transformation/Learning Goals, the C will have a Player Transformation/Learning Goals, and E will have a Player Transformation/Learning Goals 1st section-Player Transformation/ Learning Goals a. These goals describe the desired end state of the player experience (i.e., what the player will learn from playing the minigame). b. derived from the “individual determinants” and represent the factors that will have a direct causal effect on the target behaviors c. includes a brief narrative, written in layman′s terms, that describes the overall goal of the minigame. d. game developers could benefit from a more detailed desсrіption of the theoretical underpinnings of the transformation/learning goals and curriculum content e. Thus, the Playbook, which clearly states the player transformation goals and retains archived content, is available for review throughout the game design process and is a critical reference tool. Example: the player transformation goals in the Game Playbook article for People Sense are to (a) increase adolescents′ experience with navigating peer relationships; (b) increase adolescent′s knowledge about social dynamics, risk taking, and the interaction of social dynamics and risk taking (i.e., the influence of others′ behavior on one′s own behavior); and (c) increase adolescents′ perceptions of the risks associated with interacting with negative influence peers.
Qualitative Research on Computer Gaming (Practical Research 1)Amino Domado
This is not the FINAL version of our paper because it was deleted on my PC.
There are few grammatical errors because, again, it is not the FINAL revision.
If you found some useful piece of our research, please do consider citing us in your paper.
Presently, mobile games had generated a revenue of multibillion-dollar per year and are expected to generate $100 billion in the coming year. Mobile gaming is certainly more than mere entertainment. There are numerous benefits associated with mobile gaming at present. Let’s know some of them individually.
Often dance and rhythm games are seen as exergames for younger generations. What would it take to reorient such games for so-called \"gray gamers\" -- those gamers 50 years and older?
In this session Jeff Pepper, Founder and CEO of Touchtown, a company specializing in video and computer information networks for senior communities, will discuss how they designed and built a dance-pad based fitness product for the senior market. DanceTown is specifically aimed at older players and senior living communities. Unique to the design is a slick web-based system for recording a player\'s performance, tracking progress over time, and creating online connections among players. A Dancetown player (or their family or medical professional) can see at a glance how their dancing is progressing day by day, week by week and month by month. Players can also see how their scores improve on standardized fitness measurements such as the Senior Fitness Test.
Computer GameStudents NameCourse Name and NumberInstructor.docxmccormicknadine86
Computer Game
Students Name:
Course Name and Number:
Instructor Name:
Institution Name:
Date Submitted:
Introduction
With the increased forms of PC games such as Pong, league of legends and online games, computer games have turned to be the most influential and profitable kind of business and entertainment today. However, following a recent finding, computer games have turned out to be one of the most addictive games for both youths and parents as many are played Universities and homes hence the disadvantages outweigh the advantages. According to Nieborg and de Kloet (2016) claim that the computer games market has developed and kept on growing at a phenomenal speed in the Scandinavian regions, not forgetting Sweden at large as it is so admired leisure activity among children, adolescents, and some parents.
Aim
This research aims to find out the disadvantages of computer gaming among children and adolescents. Furthermore, it tries to explain why children and adolescents turned out to be addicted while examining the social norms as well as the day-to-day habits of the addicts.
The research Questions
a) How did children and adolescents turn out to be addicted to computer games?
b) What are the disadvantages of computer games?
Preliminary Findings/ideas and approaches
Through the employment of qualitative research, which is a kind of social science research that gathers and performs well with non-numerical data as well as helps to interpret significance from these data that assist us to comprehend social life conduct through the research of targeted populations or areas. We, therefore, assess ethical concerns, trustworthiness and the legitimacy of the research
The findings showed that children and adolescents play computer games compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements instead of out-game life events like playing soccer, athletics, as well as socializing with relatives and friends. Also, the computer game addicts tend to value so much the indoor computer game compared to out-door field and track events. According to Grüsser and colleagues (2006) pinpoint that individuals having computer gaming addiction may be suffering from a real mental health disorder that may be problematic due to compulsive utilize of the computer.
Additionally, the finding showed that other admired computer games encourage violence and crime thus children and adolescents who mature playing these kinds of games can get involved in anti-social conducts and although they do not exactly turn out to be criminals, they can still demonstrate disrespect for moral values in the future.
The issue is worth Investigating
Finally, the issue is worth researching because after analyzing the benefits and shortcomings of playing computer games, it is clear to see that the shortcomings outweigh the benefits. In my view, guardians should limit the period their children, as well as adolescents, spend on playing comput ...
Similar to The Pikachu Effect: Social and Health Gaming Motivations Lead to Greater Benefits of Pokémon GO Use (20)
Towards a Future Esports Research: Introduction to Esports MinitrackMaciej Behnke
Research on esports is a relatively new, yet fastgrowing discipline with multiple inter-and multidisciplinary perspectives. For HICSS-56, research was solicited from multiple disciplines, including but not limited to business; cognitive science and psychology; information technology; sociology; media studies and communications; law; health, wellness, and medical sciences; and emerging technology.
Native and non-native language contexts differently modulate mood-driven elec...Maciej Behnke
Bilingual speakers have been consistently observed to experience reduced emotional sensitivity to their non-native (L2) relative to native (L1) language, particularly to the negatively-valenced L2 content. Yet, little is known about how the L1 and L2 contexts physiologically influence bilinguals' affective states, such as moods. Here, we show that bilinguals may be less physiologically sensitive to mood changes in the L2 compared to the L1 context. Polish-English bilinguals operating in either the L1 or the L2 mode (elicited via reading L1 and L2 sentences) watched positive and negative moodinducing films while their electrodermal activity was measured. We observed a greater number of skin conductance responses in the negative compared to positive mood condition in the L1 context only, indexing decreased sensitivity to mood changes in the L2 relative to the L1 mode in bilinguals. Also, skin conductance amplitudes were overall increased in the L2 compared to the L1 context, pointing to increased cognitive load when operating in L2. These findings together suggest that bilinguals experience decreased sensitivity to mood changes in their less dominant language due to L2 processing requiring greater cognitive engagement.
Ethical Considerations and Checklist for Affective Research with WearablesMaciej Behnke
As the popularity of wearables increases, so does their utility for studying emotions. Using new technologies points to several ethical challenges to be considered to improve research designs. There are several ethical recommendations for utilizing wearables to study human emotions, but they focus on emotion recognition systems applications rather than research design and implementation. To address this gap, we have developed a perspective on wearables, especially in daily life, adapting the ReCODE Health-Digital Health Framework and companion checklist. Therefore, our framework consists of four domains: (1) participation experience, (2) privacy, (3) data management, and (4) access and usability. We identified 33 primary risks of using wearables to study emotions, including research-related negative emotions, collecting, processing, storing, sharing personal and biological information, commercial technology validity and reliability, and exclusivity issues. We also proposed possible strategies for minimizing risks. We consulted the new ethical guidelines with members of ethics committees and relevant researchers. The judges (N = 26) positively rated our solutions and provided useful feedback that helped us refine our guidance. Finally, we summarized our proposals with a checklist for researchers' convenience. Our guidelines contribute to future research by providing improved protection of participants' and scientists' interests.
Esports Players Are Less Extroverted and Conscientious than AthletesMaciej Behnke
The worldwide status of esports as a sporting phenomenon has been developed in the past decade. However, as the esports industry has grown, it has remained an understudied scientific field. Esports is often contrasted with traditional sports regarding various aspects, including lack of physical activity and the online nature of social interactions. However, little is known whether individuals competing in esports-esports players-differ from individuals competing in traditional sports-athletes. To address this question, we examined the personality characteristics of both types of performers. We collected cross-sectional data on esports players' (n = 416) and athletes' (n = 452) personalities and performance characteristics. We found that esports players were less extroverted and conscientious than athletes. Furthermore, greater sports and esports experience was positively related to being more extroverted. Our findings contribute to the literature by documenting the preferences for competitive activities based on individuals' personality characteristics. We suggest that esports (rather than sports) might be a more suitable form of competition for less extroverted and conscientious individuals.
The Undoing Effect of Positive Emotions: A Meta-Analytic ReviewMaciej Behnke
The undoing hypothesis proposes that positive emotions serve to undo sympathetic arousal related to negative emotions and stress. However, a recent qualitative review challenged the undoing effect by presenting conflicting results. To address this issue quantitatively, we conducted a meta-analytic review of 16 studies (N=1,220; 72 effect sizes) measuring sympathetic recovery during elicited positive emotions and neutral conditions. Findings indicated that in most cases, positive emotions did not speed sympathetic recovery compared to neutral conditions. However, when a composite index of cardiovascular reactivity was used, undoing effects were evident. Our findings suggest the need for further work on the functions of positive emotions.
The Cold Start Problem and Per-Group Personalization in Real-Life Emotion Rec...Maciej Behnke
Emotion recognition in real life from physiological signals provided by wrist worn devices still remains a great challenge especially due to difficulties with gathering annotated emotional events. For that purpose, we suggest building pretrained machine learning models capable of detecting intense emotional states. This work aims to explore the cold start problem, where no data from the target subjects (users) are available at the beginning of the experiment to train the reasoning model. To address this issue, we investigate the potential of pergroup personalization and the amount of data needed to perform it. Our results on real-life data indicate that even a week’s worth of personalized data improves the model performance.
Psychometric Properties of the Persian Version of the Sport Mental Training Q...Maciej Behnke
Mental training is basedonthe premise that psychological factors enhance or deteriorate performanceandthat these psychological factors can be optimized by training. Researchers have developed different methods to measure these factors, including behavioral tests and questionnaires. The Sport Mental Training Questionnaire (SMTQ) is a novel and multifaceted psychometric scale with 20 items developed to assess sports mental training across 5 dimensions, including foundational skills, performance skills, interpersonal skills, self-talk, and mental imagery.
Psychophysiology of positive and negative emotions, dataset of 1157 cases and...Maciej Behnke
Subjective experience and physiological activity are fundamental components of emotion. There is an increasing interest in the link between experiential and physiological processes across different disciplines, e.g., psychology, economics, or computer science. However, the findings largely rely on sample sizes that have been modest at best (limiting the statistical power) and capture only some concurrent biosignals. We present a novel publicly available dataset of psychophysiological responses to positive and negative emotions that offers some improvement over other databases. This database involves recordings of 1157 cases from healthy individuals (895 individuals participated in a single session and 122 individuals in several sessions), collected across seven studies, a continuous record of selfreported affect along with several biosignals (electrocardiogram, impedance cardiogram, electrodermal activity, hemodynamic measures, e.g., blood pressure, respiration trace, and skin temperature). We experimentally elicited a wide range of positive and negative emotions, including amusement, anger, disgust, excitement, fear, gratitude, sadness, tenderness, and threat. Psychophysiology of positive and negative emotions (POPANE) database is a large and comprehensive psychophysiological dataset on elicited emotions.
Positive Emotions Boost Enthusiastic Responsiveness to Capitalization Attempt...Maciej Behnke
When individuals communicate enthusiasm for good events in their partners' lives, they contribute to a high-quality relationship; a phenomenon termed interpersonal capitalization. However, little is known when individuals are more ready to react enthusiastically to the partner's success. To address this gap, we examined whether positive and negative emotions boost or inhibit enthusiastic responses to partner's capitalization attempts (RCA). Participants (N = 224 individuals) responded to their partner's success. Before each capitalization attempt (operationalized as responses following the news that their partner won money in a game), we used video clips to elicit positive (primarily amusement) or negative (primarily anger) or neutral emotions in the responder. We recorded emotional valence, smiling intensity, verbal RCA, and physiological reactivity. We found indirect (but not direct) effects such that eliciting positive emotions boosted and negative emotions inhibited enthusiastic RCA (smiling intensity and enthusiastic verbal RCA). These effects were relatively small and mediated by emotional valence and smiling intensity but not physiological reactivity. The results offer novel evidence that positive emotions fuel the capitalization process.
Evil Joy Is Hard to Share: Negative Affect Attenuates Interpersonal Capitaliz...Maciej Behnke
Capitalization is an interpersonal process in which individuals (capitalizers) communicate their accomplishments to others (responders). When these attempts to capitalize are met with enthusiastic responses, individuals reap greater personal and social benefits from the accomplishment. This research integrated the interpersonal model of capitalization with moral foundations theory to examine whether accomplishments achieved through immoral (vs. moral) means disrupt the interpersonal processes of capitalization. We hypothesized that an accomplishment achieved through immoral (vs. moral) means would suppress the positive affective response often reaped from capitalizing on good news. We conducted two, mixedmethods experiments in which individuals interacted with a stranger (Study 1) or with their romantic partner (Study 2). We found that responders exhibited greater self-reported negative emotions, avoidance motivation, and arousal when reacting to capitalizers' immoral (vs. moral) accomplishments. In turn, greater negative affect predicted less enthusiastic verbal responses to capitalization attempts. In Study 2 we found that immoral accomplishments increased avoidance motivation, which contrary to our expectations, increased expressions of happiness. These studies reveal that the moral means by which accomplishments are achieved can disrupt the interpersonal process of capitalization.
Autonomic Nervous System Activity During Positive Emotions: A Meta-Analytic R...Maciej Behnke
Autonomic nervous system (ANS) activity is a fundamental component of emotional responding. It is not clear, however, whether positive emotional states are associated with differential ANS reactivity. To address this issue, we conducted a meta-analytic review of 120 articles (686 effect sizes, total N = 6,546), measuring ANS activity during 11 elicited positive emotions, namely amusement, attachment love, awe, contentment, craving, excitement, gratitude, joy, nurturant love, pride, and sexual desire. We identified a widely dispersed collection of studies. Univariate results indicated that positive emotions produce no or weak and highly variable increases in ANS reactivity. However, the limitations of work to datewhich we discussmean that our conclusions should be treated as empirically grounded hypotheses that future research should validate.
A system for collecting emotionally annotated physiological signals in daily ...Maciej Behnke
9th International Conference on Affective Computing and Intelligent Interaction Workshops and Demos (ACIIW), 2021
Several obstacles have to be overcome in order to recognize emotions and affect in daily life. One of them is collecting a large amount of emotionally annotated data necessary to create data-greedy machine learning-based predictive models. Hence, we propose the Emognition system supporting the collection of rich emotional samples in everyday-life scenarios. The system utilizes smart-wearables to record physiological signals unobtrusively and smartphones to gather self-assessments. We have performed a two-week pilot study with 15 participants and devices available on the market to validate the system. The outcomes of the study, alongside the discussion and lessons learned, are provided.
Blunted cardiovascular reactivity may serve as an index of psychological task...Maciej Behnke
Challenge and threat models predict that once individuals become engaged with performance, their evaluations and cardiovascular response determine further outcomes. Although the role of challenge and threat in predicting performance has been extensively tested, few studies have focused on task engagement. We aimed to investigate task engagement in performance at the psychological and physiological levels. We accounted for physiological task engagement by examining blunted cardiovascular reactivity, the third possible cardiovascular response to performance, in addition to the challenge/threat responses. We expected that low psychological task engagement would be related to blunted cardiovascular reactivity during the performance. Gamers ( N = 241) completed five matches of the soccer video game FIFA 19. We recorded psychological task engagement, heart rate reactivity, and the difference between goals scored and conceded. Lower psychological task engagement was related to blunted heart rate reactivity during the performance. Furthermore, poorer performance in the previous game was related to increased task engagement in the subsequent match. The findings extend existing literature by providing initial evidence that blunted cardiovascular reactivity may serve as the index of low task engagement.
I am afraid, so I buy it! The effects of anxiety on consumer assimilation and...Maciej Behnke
Individuals tend to satisfy their assimilation needs by purchasing products that bear a specific group identity. Such products might be preferred when an individual is threatened because anxiety increases affiliative needs. In contrast, individuals might be more attracted to unique-design products when they feel less anxious. We examined the impact of anxiety on assimilation and differentiation needs amongst consumers primed with independent and interdependent self-construal. We expected that anxiety would produce stronger assimilation needs and show a weaker preference for unique products. In Study 1 ( N = 110), we found that individuals in the anxiety-inducing condition decreased their evaluation of unique products and exhibited stronger assimilation needs. Independents who felt anxiety reacted with a reduced preference for group-linked products. Study 2 (N = 102) found that introducing an anxiety-decreasing agent (vanilla scent) after a social identity threat reduced differentiation needs and preference for unique products. Physiological data showed that the social identity threat increased sympathetic arousal, but the vanilla scent did not have a soothing effect on physiological reactivity. Overall, this work showed that both anxiety and vanilla scent reduced consumer need for differentiation. Furthermore, for independents, anxiety reduced assimilation needs. We found novel determinants of assimilation/differentiation needs with implications for advertising and retailing products with a unique design.
How seasons, weather, and part of day influence baseline affective valence in...Maciej Behnke
Many people believe that weather influences their emotional state. Along similar lines, some
researchers in affective science are concerned whether testing individuals at a different time
of year, a different part of the day, or in different weather conditions (e.g., in a cold and rainy
morning vs. a hot evening) influences how research participants feel upon entering a study;
thus inflating the measurement error. Few studies have investigated the link between baseline
affective levels and the research context, such as seasonal and daily weather fluctuation
in temperature, air pressure, and sunshine duration. We examined whether individuals
felt more positive or negative upon entering a study by clustering data across seven laboratory
experiments (total N = 1108), three seasons, and daily times ranging from 9 AM to 7
PM. We accounted for ambient temperature, air pressure, humidity, cloud cover, precipitation,
wind speed, and sunshine duration. We found that only ambient temperature was a significant
predictor of valence. Individuals felt more positive valence on days when it was
cooler outside. However, the effect was psychologically negligible with differences between
participants above c.a. 30 degrees Celsius in ambient temperature needed to generate a difference
in affective valence surpassing one standard deviation. Our findings have methodological
implications for studying emotions by suggesting that seasons and part of the day do
not matter for baseline affective valence reported by participants, and the effects of ambient
temperature are unlikely to influence most research.
The Origin of the non-governmental sector in Russia during the presidencies o...Maciej Behnke
Apart from the public (first) and business (second) sectors, the third sector is one
of the pillars constituting the modern democratic society. All the social interests
are concentrated within the third sector and they are being implemented by the
numerous non-governmental organizations cooperating with the state as well
as business world. The birth of the third sector in Russia can be associated with
the beginning of Mikhail Gorbachev reforms called the perestroika. The mental
changes that the Russian society underwent influenced by the policy of glasnost
led to the origin of public involvement into the social and political life, taking
upon the role of the often ineffective state. The degree to which the citizens were
involved in the activity of the NGOs was first of all associated with their quality
of life and it depended on the attitude of the decision-makers towards the idea
of social organizations. The time of Boris Yeltsin presidency was characterized
by two phenomena: a drop in the standard of living accompanied by the
intensification of criminalization within the public life and the positive attitude
towards the introduction of the third sector. After the new president assumed
the post, the approach of the new authority changed in a negative way and
the politics implemented led to gaining full control over public associations.
The so-called liberalization of the law in respect to the third sector was only
a display of Kremlin’s political will and did not signify serious treatment of the
principles of the democratic and civic society. The third sector, one of the pillars
supporting the civil society is at present in the state of consolidation, dealing
with numerous amendments of legal norms. After the period of mimicking
western solutions, the Russian NGOs became a power that must be taken into
account by the Russian decision-makers.
Quo vadis Eurazjo? W poszukiwaniu nowych dróg partnerstwaMaciej Behnke
Podejmując się zadania znalezienia odpowiedzi na pytanie dokąd zmierza Eurazja, w pierwszym rzędzie należy zdefiniować samo pojęcie "Eurazji". Otóż Eurazja jest to największy kontynent na kuli ziemskiej, w skład którego wchodzą dwie części świata: Europa i Azja. Eurazja rozciąga się na przestrzeni prawie 55 mln km 2 , co stanowi około 37% powierzchni Ziemi. Zamieszkuje ją ponad 5 mld ludzi, co odpowiada około 70% populacji. Ten składający się z dwóch części obszar charakteryzuje niewystępowanie wyraźnej granicy strukturalnej, stąd w XIX wieku w stosunku do niego zaczęto używać nazwy "Eurazja" (Eurazja). Analizując kryterium geograficzne stwierdzić trzeba, że Eurazja rozciąga się od Oceanu Atlantyckiego z graniczącymi Portugalią i Hiszpanią na zachodzie (i być może także Irlandią, Islandią i Wielką Brytanią) do najbardziej wysuniętego na wschód punktu Rosji, w Cieśninie Beringa między Oceanem Arktycznym a Oceanem Spokojnym. Północna granica Eurazji obejmuje graniczące od północy z Oceanem Arktycznym Rosję, Finlandię i Norwegię. Granice południowe wyznaczają z kolei Morze Śródziemne, Afryka i Ocean Indyjski. Kraje leżące na południowej granicy Eurazji to Hiszpania, Izrael, Jemen, Indie i kontynentalna Malezja. Eurazja często obejmuje również wyspy i kraje wyspiarskie związane z kontynentem euroazjatyckim, takie jak Sycylia, Kreta, Cypr, Sri Lanka, Japonia, Filipiny, wyspa Malezja, a może nawet Indonezja (przy czym przyporządkowanie tej ostatniej w całości do Eurazji oznacza, że wyspa Nowa Gwinea dzielona jest nieraz na indonezyjską część azjatycką oraz terytorium Papui Nowej Gwinei uznawane za stanowiące część Oceanii). Obszar Eurazji składającej się z Europy i Azji pod kątem analizy administracyjno-politycznej składa się z 93 niezależnych państw. Obejmuje on wszystkie 48 krajów Europy (w tym kraje wyspiarskie Cypr, Islandię, Irlandię i Wielką Brytanię), 17 krajów Bliskiego Wschodu, 27 krajów Azji (w tym Indonezję, Malezję, Japonię, Filipiny i Tajwan), i jeden nowy kraj, obecnie często kojarzony z Oceanią-Timor Wschodni. W ten sposób prawie połowa ze 196 niezależnych krajów świata znajduje się w Eurazji (Rosenberg). Warto zwrócić uwagę, że zainteresowanie badaczy i podróżników Eurazją nie jest zjawiskiem nowym. Wynika ono ze specyfiki tego "superkontynentu" pod każdym względem: klasyfikacji jako odrębnego kontynentu (w niektórych częściach świata Eurazja jest uznawana za największy z sześciu, pięciu lub czterech kontynentów na Ziemi) (Continents of The World), geografii fizycznej, ekosystemu, zasobów surowcowych czy też potencjału gospodarczego, społecznego i politycznego.
Pucz sierpniowy jako próba zachowania jedności ZSRR i jego konsekwencjeMaciej Behnke
The coup of August 1991, according to opinion of its to keep unity of the Soviet Union. In fact the failure process of desintegration of the U.S.S.R. It turned out party, KGB and army were not able or had no interest at restoration of former order outright. This evident insubordination soldiers, KGB and party was the symbol of changes in Economic transformations had a great influence not only economic situation in Russia, but they affected seriously family. During events in August 1991 Russians had an opportunity their own political views without fear of repressions. In against the coup d'etat, its organizators had no effective from public opinion. Moreover Mikhail Gorbachev's (the refusal to endorse a declaration of a state of emergency any chance and possibility for legitimization of their actions. Finally, strong negative attitude to the coup d'etat Federation leaders, especially by President of the Russian caused defeat of the putsch. In conclusion the author of the article claims that coup enemies of Gorbachev's perestroika policy led paradoxically powers in Russian society and collapse of the Soviet Wdniu 20 sierpnia 1991 r. w Moskwie miat zostac podpisany nowy uklad zwi^z kowy, ktory mial zastqpic dotychczas obowi^zujqcy uklad z 1922 r. Wynego cjowane warunki zakladaly przeksztalcenie Zwi^zku Socjalistycznych Republik ARTYKUŁ V STOSUNKI MIĘDZYNARODOWE. VARIA Jagielloński JAKO PRÓBA ZACHOWANIA JEDNOŚCI ZSRR I JEGO KONSEKWENCJE The coup of August to opinion ofits organisators, unity of the Soviet Union. In fact the failure of désintégration of the U.S.S.R. It turned out KGB and army were not able or had no interest of former order outright. This évident KGB and party was the symbol of changes in Economie transformations had a great influence not économie situation in Russia, but they affected seriously During events in August 1991 Russians had an opportunity political views without fear of repressions. In the coup d'état, its organizators had no effective opinion. Moreover Mikhail Gorbachev's (refusai to endorse a déclaration of a state of emergency and possibility for legitimization of their strong négative attitude to the coup d'état Fédération leaders, especially by Président of the Russian of the putsch.
Possibilities for cooperation between the non-governmental, non-commercial se...Maciej Behnke
The model of three-sector synergy in a contemporary state rests on cooperation between the first (state) sector, the second (commercial) sector, and the third sector-the civil one, also referred to as the non-commercial sector. The quest for an optimal solution and the establishment of mutual relations is underpinned by the concept of the reorganization of Russian society with regard to its political modernization; this is accompanied by a variant of social agreement that guarantees citizens equality before the law, and the protection of their rights along with simultaneous compliance with the law. What complements the image of Russia's contemporary reality is the goal of non-governmental, non-commercial organizations-not only to survive but also to develop a modus vivendi in the circumstances of an authoritarian state.
Distress and retaliatory aggression in response to witnessing intergroup excl...Maciej Behnke
The negative consequences of personal exclusion have been demonstrated by multiple
studies. Less is known about the consequences of witnessing one's own group
being excluded by other groups, although studies suggest exclusion can be experienced
vicariously and negatively affects members of the excluded group. Results of
the present lab-based
experiment (N = 153) indicate, in line with our predictions,
that witnessing intergroup exclusion (a national majority excluded by a minority,
manipulated by an adapted intergroup Cyberball paradigm) produced a sense of personal
exclusion. It also increased self-reported
distress and behavioral aggression
measured in the Taylor Aggression Paradigm), especially among participants high
on collective narcissism: a belief that the exaggerated greatness of the in-group
is
not sufficiently appreciated by others. Contrary to expectations, a short mindful decentration
intervention (instructing participants to observe thoughts and emotions as
transient mental products without engaging with them) delivered while participants
were witnessing intergroup exclusion (vs. inclusion) produced changes in heart rate
variability reactivity indicative of emotional arousal, especially among collective
narcissists. We concluded that collective narcissism is associated with distress in
the face of intergroup exclusion, aggressive retaliation, and in consequence, it is
a risk-factor
predisposing group members to stress-related
health and psychosocial
problems. Furthermore, a mindful decentration, despite being an effective strategy
to reduce maladaptive stress in most people, may be counterproductive in addressing
high collective narcissists' responses to threat to the in-group's
image.
Richard's entangled aventures in wonderlandRichard Gill
Since the loophole-free Bell experiments of 2020 and the Nobel prizes in physics of 2022, critics of Bell's work have retreated to the fortress of super-determinism. Now, super-determinism is a derogatory word - it just means "determinism". Palmer, Hance and Hossenfelder argue that quantum mechanics and determinism are not incompatible, using a sophisticated mathematical construction based on a subtle thinning of allowed states and measurements in quantum mechanics, such that what is left appears to make Bell's argument fail, without altering the empirical predictions of quantum mechanics. I think however that it is a smoke screen, and the slogan "lost in math" comes to my mind. I will discuss some other recent disproofs of Bell's theorem using the language of causality based on causal graphs. Causal thinking is also central to law and justice. I will mention surprising connections to my work on serial killer nurse cases, in particular the Dutch case of Lucia de Berk and the current UK case of Lucy Letby.
Richard's aventures in two entangled wonderlandsRichard Gill
Since the loophole-free Bell experiments of 2020 and the Nobel prizes in physics of 2022, critics of Bell's work have retreated to the fortress of super-determinism. Now, super-determinism is a derogatory word - it just means "determinism". Palmer, Hance and Hossenfelder argue that quantum mechanics and determinism are not incompatible, using a sophisticated mathematical construction based on a subtle thinning of allowed states and measurements in quantum mechanics, such that what is left appears to make Bell's argument fail, without altering the empirical predictions of quantum mechanics. I think however that it is a smoke screen, and the slogan "lost in math" comes to my mind. I will discuss some other recent disproofs of Bell's theorem using the language of causality based on causal graphs. Causal thinking is also central to law and justice. I will mention surprising connections to my work on serial killer nurse cases, in particular the Dutch case of Lucia de Berk and the current UK case of Lucy Letby.
Seminar of U.V. Spectroscopy by SAMIR PANDASAMIR PANDA
Spectroscopy is a branch of science dealing the study of interaction of electromagnetic radiation with matter.
Ultraviolet-visible spectroscopy refers to absorption spectroscopy or reflect spectroscopy in the UV-VIS spectral region.
Ultraviolet-visible spectroscopy is an analytical method that can measure the amount of light received by the analyte.
Slide 1: Title Slide
Extrachromosomal Inheritance
Slide 2: Introduction to Extrachromosomal Inheritance
Definition: Extrachromosomal inheritance refers to the transmission of genetic material that is not found within the nucleus.
Key Components: Involves genes located in mitochondria, chloroplasts, and plasmids.
Slide 3: Mitochondrial Inheritance
Mitochondria: Organelles responsible for energy production.
Mitochondrial DNA (mtDNA): Circular DNA molecule found in mitochondria.
Inheritance Pattern: Maternally inherited, meaning it is passed from mothers to all their offspring.
Diseases: Examples include Leber’s hereditary optic neuropathy (LHON) and mitochondrial myopathy.
Slide 4: Chloroplast Inheritance
Chloroplasts: Organelles responsible for photosynthesis in plants.
Chloroplast DNA (cpDNA): Circular DNA molecule found in chloroplasts.
Inheritance Pattern: Often maternally inherited in most plants, but can vary in some species.
Examples: Variegation in plants, where leaf color patterns are determined by chloroplast DNA.
Slide 5: Plasmid Inheritance
Plasmids: Small, circular DNA molecules found in bacteria and some eukaryotes.
Features: Can carry antibiotic resistance genes and can be transferred between cells through processes like conjugation.
Significance: Important in biotechnology for gene cloning and genetic engineering.
Slide 6: Mechanisms of Extrachromosomal Inheritance
Non-Mendelian Patterns: Do not follow Mendel’s laws of inheritance.
Cytoplasmic Segregation: During cell division, organelles like mitochondria and chloroplasts are randomly distributed to daughter cells.
Heteroplasmy: Presence of more than one type of organellar genome within a cell, leading to variation in expression.
Slide 7: Examples of Extrachromosomal Inheritance
Four O’clock Plant (Mirabilis jalapa): Shows variegated leaves due to different cpDNA in leaf cells.
Petite Mutants in Yeast: Result from mutations in mitochondrial DNA affecting respiration.
Slide 8: Importance of Extrachromosomal Inheritance
Evolution: Provides insight into the evolution of eukaryotic cells.
Medicine: Understanding mitochondrial inheritance helps in diagnosing and treating mitochondrial diseases.
Agriculture: Chloroplast inheritance can be used in plant breeding and genetic modification.
Slide 9: Recent Research and Advances
Gene Editing: Techniques like CRISPR-Cas9 are being used to edit mitochondrial and chloroplast DNA.
Therapies: Development of mitochondrial replacement therapy (MRT) for preventing mitochondrial diseases.
Slide 10: Conclusion
Summary: Extrachromosomal inheritance involves the transmission of genetic material outside the nucleus and plays a crucial role in genetics, medicine, and biotechnology.
Future Directions: Continued research and technological advancements hold promise for new treatments and applications.
Slide 11: Questions and Discussion
Invite Audience: Open the floor for any questions or further discussion on the topic.
The increased availability of biomedical data, particularly in the public domain, offers the opportunity to better understand human health and to develop effective therapeutics for a wide range of unmet medical needs. However, data scientists remain stymied by the fact that data remain hard to find and to productively reuse because data and their metadata i) are wholly inaccessible, ii) are in non-standard or incompatible representations, iii) do not conform to community standards, and iv) have unclear or highly restricted terms and conditions that preclude legitimate reuse. These limitations require a rethink on data can be made machine and AI-ready - the key motivation behind the FAIR Guiding Principles. Concurrently, while recent efforts have explored the use of deep learning to fuse disparate data into predictive models for a wide range of biomedical applications, these models often fail even when the correct answer is already known, and fail to explain individual predictions in terms that data scientists can appreciate. These limitations suggest that new methods to produce practical artificial intelligence are still needed.
In this talk, I will discuss our work in (1) building an integrative knowledge infrastructure to prepare FAIR and "AI-ready" data and services along with (2) neurosymbolic AI methods to improve the quality of predictions and to generate plausible explanations. Attention is given to standards, platforms, and methods to wrangle knowledge into simple, but effective semantic and latent representations, and to make these available into standards-compliant and discoverable interfaces that can be used in model building, validation, and explanation. Our work, and those of others in the field, creates a baseline for building trustworthy and easy to deploy AI models in biomedicine.
Bio
Dr. Michel Dumontier is the Distinguished Professor of Data Science at Maastricht University, founder and executive director of the Institute of Data Science, and co-founder of the FAIR (Findable, Accessible, Interoperable and Reusable) data principles. His research explores socio-technological approaches for responsible discovery science, which includes collaborative multi-modal knowledge graphs, privacy-preserving distributed data mining, and AI methods for drug discovery and personalized medicine. His work is supported through the Dutch National Research Agenda, the Netherlands Organisation for Scientific Research, Horizon Europe, the European Open Science Cloud, the US National Institutes of Health, and a Marie-Curie Innovative Training Network. He is the editor-in-chief for the journal Data Science and is internationally recognized for his contributions in bioinformatics, biomedical informatics, and semantic technologies including ontologies and linked data.
Introduction:
RNA interference (RNAi) or Post-Transcriptional Gene Silencing (PTGS) is an important biological process for modulating eukaryotic gene expression.
It is highly conserved process of posttranscriptional gene silencing by which double stranded RNA (dsRNA) causes sequence-specific degradation of mRNA sequences.
dsRNA-induced gene silencing (RNAi) is reported in a wide range of eukaryotes ranging from worms, insects, mammals and plants.
This process mediates resistance to both endogenous parasitic and exogenous pathogenic nucleic acids, and regulates the expression of protein-coding genes.
What are small ncRNAs?
micro RNA (miRNA)
short interfering RNA (siRNA)
Properties of small non-coding RNA:
Involved in silencing mRNA transcripts.
Called “small” because they are usually only about 21-24 nucleotides long.
Synthesized by first cutting up longer precursor sequences (like the 61nt one that Lee discovered).
Silence an mRNA by base pairing with some sequence on the mRNA.
Discovery of siRNA?
The first small RNA:
In 1993 Rosalind Lee (Victor Ambros lab) was studying a non- coding gene in C. elegans, lin-4, that was involved in silencing of another gene, lin-14, at the appropriate time in the
development of the worm C. elegans.
Two small transcripts of lin-4 (22nt and 61nt) were found to be complementary to a sequence in the 3' UTR of lin-14.
Because lin-4 encoded no protein, she deduced that it must be these transcripts that are causing the silencing by RNA-RNA interactions.
Types of RNAi ( non coding RNA)
MiRNA
Length (23-25 nt)
Trans acting
Binds with target MRNA in mismatch
Translation inhibition
Si RNA
Length 21 nt.
Cis acting
Bind with target Mrna in perfect complementary sequence
Piwi-RNA
Length ; 25 to 36 nt.
Expressed in Germ Cells
Regulates trnasposomes activity
MECHANISM OF RNAI:
First the double-stranded RNA teams up with a protein complex named Dicer, which cuts the long RNA into short pieces.
Then another protein complex called RISC (RNA-induced silencing complex) discards one of the two RNA strands.
The RISC-docked, single-stranded RNA then pairs with the homologous mRNA and destroys it.
THE RISC COMPLEX:
RISC is large(>500kD) RNA multi- protein Binding complex which triggers MRNA degradation in response to MRNA
Unwinding of double stranded Si RNA by ATP independent Helicase
Active component of RISC is Ago proteins( ENDONUCLEASE) which cleave target MRNA.
DICER: endonuclease (RNase Family III)
Argonaute: Central Component of the RNA-Induced Silencing Complex (RISC)
One strand of the dsRNA produced by Dicer is retained in the RISC complex in association with Argonaute
ARGONAUTE PROTEIN :
1.PAZ(PIWI/Argonaute/ Zwille)- Recognition of target MRNA
2.PIWI (p-element induced wimpy Testis)- breaks Phosphodiester bond of mRNA.)RNAse H activity.
MiRNA:
The Double-stranded RNAs are naturally produced in eukaryotic cells during development, and they have a key role in regulating gene expression .
Multi-source connectivity as the driver of solar wind variability in the heli...Sérgio Sacani
The ambient solar wind that flls the heliosphere originates from multiple
sources in the solar corona and is highly structured. It is often described
as high-speed, relatively homogeneous, plasma streams from coronal
holes and slow-speed, highly variable, streams whose source regions are
under debate. A key goal of ESA/NASA’s Solar Orbiter mission is to identify
solar wind sources and understand what drives the complexity seen in the
heliosphere. By combining magnetic feld modelling and spectroscopic
techniques with high-resolution observations and measurements, we show
that the solar wind variability detected in situ by Solar Orbiter in March
2022 is driven by spatio-temporal changes in the magnetic connectivity to
multiple sources in the solar atmosphere. The magnetic feld footpoints
connected to the spacecraft moved from the boundaries of a coronal hole
to one active region (12961) and then across to another region (12957). This
is refected in the in situ measurements, which show the transition from fast
to highly Alfvénic then to slow solar wind that is disrupted by the arrival of
a coronal mass ejection. Our results describe solar wind variability at 0.5 au
but are applicable to near-Earth observatories.
Earliest Galaxies in the JADES Origins Field: Luminosity Function and Cosmic ...Sérgio Sacani
We characterize the earliest galaxy population in the JADES Origins Field (JOF), the deepest
imaging field observed with JWST. We make use of the ancillary Hubble optical images (5 filters
spanning 0.4−0.9µm) and novel JWST images with 14 filters spanning 0.8−5µm, including 7 mediumband filters, and reaching total exposure times of up to 46 hours per filter. We combine all our data
at > 2.3µm to construct an ultradeep image, reaching as deep as ≈ 31.4 AB mag in the stack and
30.3-31.0 AB mag (5σ, r = 0.1” circular aperture) in individual filters. We measure photometric
redshifts and use robust selection criteria to identify a sample of eight galaxy candidates at redshifts
z = 11.5 − 15. These objects show compact half-light radii of R1/2 ∼ 50 − 200pc, stellar masses of
M⋆ ∼ 107−108M⊙, and star-formation rates of SFR ∼ 0.1−1 M⊙ yr−1
. Our search finds no candidates
at 15 < z < 20, placing upper limits at these redshifts. We develop a forward modeling approach to
infer the properties of the evolving luminosity function without binning in redshift or luminosity that
marginalizes over the photometric redshift uncertainty of our candidate galaxies and incorporates the
impact of non-detections. We find a z = 12 luminosity function in good agreement with prior results,
and that the luminosity function normalization and UV luminosity density decline by a factor of ∼ 2.5
from z = 12 to z = 14. We discuss the possible implications of our results in the context of theoretical
models for evolution of the dark matter halo mass function.
2. RUNNING HEAD: POKÉMON GO MOTIVATIONS PREDICT HEALTH OUTCOMES
The Pikachu Effect: Social and Health Gaming Motivations Lead to Greater Benefits of
Pokémon GO Use
Lukas Dominik Kaczmarek*
Adam Mickiewicz University
Michał Misiak*
University of Wroclaw
Maciej Behnke
Martyna Dziekan
Adam Mickiewicz University
Przemysław Guzik
Medical University in Poznan
*first authors
Corresponding author:
Lukas D. Kaczmarek
Institute of Psychology
Adam Mickiewicz University
89 Szamarzewskiego Street, PL-60-568
Poznan, Poland
E-mail: Lkacz@amu.edu.pl
3. Abstract
Several studies provided evidence for the effectiveness of gamification of health behaviors
(e.g., exercising or walking) via video games. However, little is known about whether
individuals who endorse specific gaming motivations are more likely to derive health benefits
from gaming. Building upon previous studies on gamification of health behaviors, we
examined whether specific gaming motives (e.g., potential health benefits) influenced
Pokémon GO gaming time and gaming health outcomes, a phenomenon we termed The
Pikachu Effect. We introduced health motivation as a novel component among previously
established gaming motives, which reflects the ongoing gameplay transformation and
increased health potential of modern games. Volunteers (N = 444) completed two
measurements of Pokémon GO motivations, gaming time, physical activity, and time spent
outdoors within a 6 week interval. The results supported the Pikachu effect hypothesis as
health motivation and social motivation were related to health outcomes. Furthermore, we
replicated previous findings indicating that individuals who spent more time playing Pokémon
GO were more physical active. We also evidenced a new Pokémon GO playing behavioral
benefit, i.e., increased time spent outdoors among more active players. We explored
meaningful individual differences; for example, men played more and derived more benefits
from Pokémon GO. These findings suggest that health motivation operates in parallel with
previously identified main motives for gaming. Accounting for motivation is essential for a
more accurate prediction of gaming time and gaming-related health behaviors.
Keywords: health behaviors, physical activity, motivation, Pokémon GO
4. Highlights
• We examined whether gaming health motivation determined greater health
benefits.
• Individuals who played Pokémon Go more were more physically active.
• Individuals who played Pokémon Go more spent more time outdoors.
• Health and social gaming motives predicted stronger health outcomes.
• Men played more and derived more health benefits from Pokémon GO.
5. 1. Introduction
Pokémon GO (Niantic Inc., USA) is a mobile game that requires participants to walk outdoors
in order to progress. Several older games also involve gamified physical activity (Lau, Wang,
& Maddison, 2016; McNarry & Mackintosh, 2016; Staiano & Calvert, 2011). Yet, Pokémon
GO is unique due to its unprecedented popularity, which has facilitated a significant
behavioral change in public health (Althoff, White, & Horvitz, 2016; Dillet, 2016). Little is
known about how specific gaming motivations influence health outcomes among Pokémon
GO players. Gaming motivations determine what people focus on within the game
environment and in turn what costs and benefits they derive from gaming (De Grove, Breuer,
Chen, & Quandt, 2017; Kaczmarek & Drążkowski, 2014; Yee, 2006). Understanding
motivations is vital to explaining and influencing how players benefit from gaming as well as
to progress the development of games that satisfy more needs.
In this study, we extended prior research on gaming motivation (Yee, Ducheneaut, &
Nelson, 2012) and gaming health benefits (Althoff et al., 2016) by examining how different
motivations predict health behaviors (physical activity and time spent outdoors) among
Pokémon GO players. We aimed to introduce the pursuit of health benefits as a new motive
for gaming complementary to previously identified gaming motives such as achievements,
immersion, and socializing (Yee et al., 2012). It is essential to account for health motivation
in gaming due to an ongoing process of addressing health behaviors in games, e.g., Ingress
(Niantic, Inc., USA), Zombies, Run! (Six to Start & Naomi Alderman, UK). The motivation to
play a game because of health benefits determines how a player plays a game. This initial choice is
important, similarly to the initial choice in the Pokemon games, where the player voices the catch-
phrase "I choose you, Pikachu!". From this signature phrase, emphasizing the willful choice of the
player, we derive the name for this effect.
1.1 Gaming and health
6. Video gaming used to be a sedentary activity, because players were required to sit in
front of a television set, computer, or gamepad screen. However, game developers have
started to enhance the gaming experience with controllers that introduce physical movements
into the gameplay (e.g., exercising with Nintendo Wii console). Such games improve health
by increasing energy expenditure among diverse risk groups such as children and adolescents,
older adults, or patients with cardiovascular risk factors and diseases. Recently, game
developers have started to use geolocation systems with online data transmission available in
most smartphones. This has introduced changing the player’s current location by walking,
running, or cycling into the gameplay. Consequently, video games have become capable of
enhancing outdoor physical activity (Althoff et al., 2016).
Increasing outdoor physical activity is important because individuals who endorse
higher physical activity are more likely to be healthy (Miles, 2007). For instance, physically
active individuals maintain healthier body composition and weight (Ness et al., 2007), have
lower risk of diseases such as hypertension or diabetes (Buttriss & Hardman, 2005), and live
longer (Lee et al., 2012). Furthermore, spending more time outdoors may be beneficial due to
longer sunlight exposure especially in populations at higher latitudes with greater seasonal
variations in daytime (see Gillie, 2006 for a review). Lack of sunlight leads to lower vitamin
D production and concentration, increasing the risk of rickets (Ward, Gaboury, Ladhani, &
Zlotkin, 2007), cancer (Giovannucci, 2005), tuberculosis (Chan, 2000), multiple-sclerosis
(Willer et al., 2003), and reproductive diseases (Thys-Jacobs, Donovan, Papadopoulos, Sarrel,
& Bilezikian, 1999). Moreover, regular sun exposure is important for melatonin secretion,
which is the key pace-setter for proper circadian rhythms (Mead, 2008). In sum, these
findings suggest that games such as Pokémon GO are likely to provide health benefits as long
as the gameplay translates into more physical activity and outdoor time.
1.2 Health behaviors in Pokémon GO
7. Pokémon GO gameplay is centered around several outdoor physical activities. In
Pokémon GO, individuals play the role of Pokémon trainers who explore their real-world
surrounding and collect virtual characters called Pokémon, an activity termed wild Pokémon
hunting. Pokémon GO is an augmented-reality game where the real-world location of
participants—based on smartphone GPS—determines the location of their game avatar. Thus,
Pokémon GO players need to walk in order to progress in the game. Besides wild Pokémon
hunting, Pokémon GO includes other elements of gamified physical activity and outdoor time.
For instance, trainers need to walk long distances (up to 10 km) in order to hatch eggs into
new Pokémon, with rarer Pokémon hatching in even longer distances. Furthermore, Pokémon
GO rewards players for regular visits to specific spots in their neighborhood (PokéStops)
where in-game resources can be replenished. Research using accelerometry has revealed that
individuals who play Pokémon GO increase their physical activity significantly (Althof et al.,
2016).
Pokémon GO also provides an opportunity for players to interact face-to-face with
each other and socialize (e.g., make new friends, build teams), which has emerged as a social
factor that has been related to greater engagement in games involving physical
activity(Dithmer et al., 2016; Paw, Jacobs, Vaessen, Titze, & van Mechelen, 2008). However,
there are some aspects of the game that produce progress with minimal physical output, such
as fighting against the Pokémon characters of other gamers in fighting arenas called Gyms.
Training in gyms motivates players to spend more time outdoors, because gyms are located at
specific spots in the neighborhood. Yet, they do not motivate players to engage in more
physical activity. In sum, Pokémon GO can increase outdoor physical activity among gamers.
However, this outcome is likely to depend on gaming style and motivations that determine
specific activities, which players select from the Pokémon GO gameplay repertoire.
1.3 Gaming motivations
8. Motivation is a fundamental feature of human action-readiness (Mendes & Park,
2014). Individuals are more motivated to initiate actions when they see many benefits of a
particular behavior (Ajzen, 2011). Models of motivation towards role-playing games have
accounted for three main motives: achievements, immersion, and socializing (Yee, 2006; Yee
et al., 2012). Individuals who endorse high achievements motivation are focused on acquiring
and testing their power within the game. For instance, in Pokémon GO they can enjoy
searching for rare items (i.e., strong and rare Pokémon) and competing with other players’
Pokémon in gyms. Individuals with high immersion motivation appreciate the unique
characteristics of the game world and its story. They enjoy exploring the Pokémon GO
universe just for the sake of exploring it, e.g., learning about different Pokémon species and
regions in the Pokémon world. Finally, gamers with social motivation use games to seek
opportunities to interact with other players and expand their social networks. Pokémon GO
facilitates social gatherings and meeting new people in the real-world at PokéStops and
Gyms. Pokémon GO players can socialize with other players face-to-face or interact via social
networking sites, e.g., via Pokémon GO Facebook profiles. In sum, these three motives
influence what individuals focus on within the game. Additionally, the choice of gaming
activities influences costs and benefits derived from gaming such as changes in well-being
and social networks (Kaczmarek & Drążkowski, 2014).
We argue that gamification of health behaviors is likely to provide a new gaming
motive, i.e., health motivation for gaming. Individuals who endorse health gaming motivation
expect that the game will help them introduce or maintain healthy behaviors (e.g., regular
physical activity). This is important because regular practice of health behaviors is
problematic for many people (Webb, Joseph, Yardley, & Michie, 2010). Pokémon GO is
representative of such health-related video games, and it has been widely discussed within a
health context in the media (Arndt, 2016; Haelle, 2016). However, gaming for health motives
9. and the role of gaming in predicting health outcomes has not been explicitly addressed in the
literature. Thus, we expected that health motivation would explain additional gaming time
after controlling for previously identified motivations.
1.4 Present study
In the present study, we examined how gaming motivations influence the effectiveness
of gamification of outdoor physical activity with the Pokémon GO mobile game, a
phenomenon we termed the Pikachu effect. Building upon prior studies on Pokémon GO
(Althoff et al., 2016), we expected that Pokémon GO gaming time would predict more
physical activity and more time spent outdoors. We also hypothesized that individuals with an
explicit health motive for gaming would engage more and reap more behavioral benefits.
Furthermore, we explored whether other well-established motivations for gaming (socializing,
immersion, and the pursuit of achievements) predicted game use and its behavioral health
outcomes. We controlled for gender because physical activity and gaming behaviors differ
between women and men (Caspersen, Pereira, & Curran, 2000; Winn, & Heeter, 2009). We
also controlled for age because younger participants tend to be more physically active (Hallal
et al., 2012) and spend more time with electronic games (Greenberg, Sherry, Lachlan, Lucas,
& Holmstrom, 2010).
2. Methods
2.1 Participants
Participants were 444 Pokémon GO players aged 12 to 50 years (M = 23.4, SD = 5.88).
These volunteers constituted 43.65% of the initial sample of 1,017 players. Participants
dropped out of the final sample because they failed to complete the follow-up questionnaire
(52.31%), provided false information in the follow-up questionnaires (1.77%), were younger
than 12 years old (0.19%), or did not agree with a control question asking whether they
provided reliable answers which should be included in the analysis (0.39%). Participants who
10. remained in the sample were older, t (1015) = 5.01, p < .01, d = 0.34, less physically active, t
(990.57) = -3.48, p < .01, d = 0.22, and less socially motivated towards the game, t (1015) = -
2.64, p < .05, d = 0.16, compared to participants who dropped out from the study. Cohen’s d
indicated that these differences were small. Women were more likely to remain in the sample,
χ2
(1) = 19.90, p < .01. Listwise deletion was used for participants with missing data (1.57%).
Participants were recruited online at Pokémon GO websites. They completed the first
measurement, Time 1 (T1), during the last week of September and the first two weeks of
October 2016, 16 to 90 days after they started to play Pokémon GO (M = 67.19, SD = 12.55).
The second measurement, Time 2 (T2), was completed 6 weeks later. There was a similar
number of women (n = 219; 49.3%) and men (n = 225; 50.75%) in the sample. Given that
outcome variables in the model were planned to regress upon up to 10 predictors, power
analyses with G*Power 3.1.9.2 (Faul, Erdfelder, Buchner, & Lang, 2009) suggested that a
total sample size of 395 would be the minimum required to detect small effects of f2
= .02 with
an α = .05 and power of .80. The study was conducted in accordance with the guidelines of
the Institutional Ethics Committee. Participation in the study was voluntary and each
participant provided an informed consent. Participants received a chance to win one out of
three cinema vouchers for completion of the follow-up measurement.
2.2 Measures
2.2.1 Gaming time. The measure of gaming time reflected time spent within the game
environment over the past seven days (Kaczmarek & Drążkowski, 2014). Participants
reported the number of hours spent on gaming for each day of the week separately. Scores
above three standard deviations (above 12 hours a day) were trimmed. Data was log-
transformed to adjust the positive skew of the initial data.
2.2.2 Outdoor time. The measure of outdoor time reflected the average time spent
outdoors. Participants also reported the number of hours spent on gaming for each day of the
11. week separately. Scores above 12 hours a day were trimmed. Data for each day were log-
transformed.
2.2.3 Physical activity. We accounted for physical activity with the short version of
the International Physical Activity Questionnaire (REF). This questionnaire focused on four
groups of items regarding vigorous physical activity; moderate physical activity; walking and
sitting during the last seven days at work; as part of house and yard work; to get from place to
place; and for recreation, exercise, or sport. For each level of physical activity (e.g., walking),
participants reported how many days they did this type of activity, and how much time they
spent doing this type of activity on one of those days. The index of physical activity in each
intensity was calculated as the product of the number of days and the average daily time. This
product was further weighted by estimated metabolic equivalent energy expenditures (× 8 for
vigorous activity, × 4 for moderate activity, and × 3.3 for walking). Self-reports with this
questionnaire have good test-retest reliability and correlate with objective measures of
physical activity via accelerometry. According to the guidelines of the IPAQ Research
Committee (2005), vigorous physical activity, moderate physical activity, and walking were
trimmed to four hours. Log transformation of each physical activity measure was used in the
analyses to adjust the positive skew of the initial data.
2.2.4 Gaming motivation. Gaming motivation was measured with the Online Gaming
Motivations Scale (Yee, Duscheneaut, & Nelson, 2012). The participants were asked about
the importance of the following specific gameplay elements: social motivation (4 items [e.g.,
“Being part of a team”]), immersion (4 items [e.g., “Learning about stories and lore of the
world”]), and achievements (4 items [e.g. “Becoming powerful”]). We slightly adjusted the
wording of some items to fit the Pokémon GO mechanics (e.g., “teams” instead of “guilds”).
Health motivation was measured with three additional items developed for the purpose of the
study: “Potential health benefits of this game use”, “Staying outdoors during the gameplay”,
12. and “Initiating physical activity while playing.” Responses were provided on a 7-point Likert-
scale ranging from 1 (not at all important) to 7 (extremely important). Items showed good
internal consistency for health (α = .85), social relationships (α = .83), immersion (α = .74),
and achievement (α = .77).
2.3 Analytical strategy
We performed structural equation modeling to test if behavioral outcomes (e.g.,
physical activity, outdoor time, and gaming time) were predicted by gaming motivations after
controlling for gender and age of the participants. Latent variables were constructed for each
scale. The residual variance of the same observed variables at different times were freed to
correlate among each other (Raykov, 1992). Following guidelines for evaluation of model fit
(Hu & Bentler, 1999), we calculated SRMR (values < .08 indicating a good fit),
supplementing it with RMSEA (values < .06 indicating a good fit). In addition to direct
effects (a single path from a predictor to an outcome), we tested the total effect of one
variable on another that comprised the direct effect and indirect effects (products of
coefficients for two or more significant paths) (Hayes, 2013). Structural equation modeling
with maximum likelihood estimator and Satorra-Bentler scaled chi-squarewas performed with
mPlus 7.2 a latent variable modeling program (Muthén & Muthén, 2012).
3. Results
3.1. Model fit
Descriptive statistics and inter-correlations are presented in Table 1. The hypothesized
structural model depicting differences in the underlying motivations of gaming and health
outcomes is presented in Figure 1. This model fit the empirical data well, χ2
(1193) = 2455.50,
p < .01, SRMR = .075, RMSEA = .049, 90% CI [.046, .052]. Inclusion of insignificant paths
had no effect on the model fit, Δχ2
(23) = 17.58, p > .05; thus, they were removed.
3.2. Gaming time and health behaviors
13. We found that individuals who spent more time playing Pokémon GO at T1 were more
physically active six weeks later (T2), as indicated by a significant total effect of gaming time
at T1 on physical activity at T2, b = .35, SE b = .05, p < .01. This total effect comprised a
significant direct effect, b = .11, SE b = .05, p < .05, and a significant indirect effect that
operated through higher physical activity at T1, b = .24, SE b = .04, p < .01.
Furthermore, individuals who spent more time playing Pokémon GO at T1 spent more
time outdoors at T2. This phenomenon was indicated by a significant total effect, b = .62, SE
b = .03, p < .01, that consisted of a significant direct effect, b = .61, SE b = .04, p < .01, a
significant indirect effects via outdoor time at T1, b = -.05, SE b = .04, p < .01, and a
significant indirect effect via gameplay time at T2, b = .06, SE b = .01, p < .01.
3.3. The effects of gaming motivation
We expected that Pokémon GO players with stronger health motivation would play
more and, in turn, maintain higher levels of health behaviors. In line with this hypothesis, we
found that individuals with stronger health motives were more physically active at T1 and T2
with a significant indirect effect on physical activity at T2 via physical activity at T1, b = .14,
SE b = .04, p < .01. Players with stronger health motivation spent more time outside because
they spent more time playing; a finding indicated by a significant indirect effect of health
motivation on outdoor time via gaming time at T2, b = .03, SE b = .01, p < .05.
Players with stronger social motivation were not more physically active. Yet, the
effects of social motivation on physical activity were complex, i.e., opposing effects cancelled
each other out producing a non-significant total effect of social motivation on physical
activity at T2, b = -.02, SE b = .04, p > .05. More specifically, there was a significant direct
effect, b = -.13, SE b = .04, p < .01, a significant indirect effect via gaming time at T1 and
physical activity at T1, b = .07, SE b = .02, p < .01, and an insignificant indirect effect via
gaming time at T1, b = .03, SE b = .02, p > .05.
14. However, individuals who endorsed social motives spent more time outdoors six
weeks later. This finding was indicated by a significant total effect on outdoor time at T2, b =
.18, SE b = .03, p < .01. The total effect comprised significant indirect effects via gaming
time at T1, b = .18, SE b = .03, p < .01, a significant indirect effect via gaming time at T1 and
outdoor time at T1, b = -.02, SE b = .007, p < .05, and a significant indirect effect via gaming
time at T1 and gaming time at T2, b = .02, SE b = .005, p < .01. This indicates that socially-
oriented players spent more time outdoors because they spent more time playing Pokémon
GO.
Similarly, immersion motivation predicted more outdoor time but not more physical
activity. The indirect effect of immersion motivation on physical activity at T2 via physical
activity at T1 was not significant, b = -.07, SE b = .04, p > .05. However, individuals with
immersion motivation spent more time outdoors at T2 as indicated by a significant indirect
effect of immersion motivation on outdoor time at T2 via gaming time at T2, b = .04, SE b =
.01, p < .01. Noteworthy, that fact that individuals with stronger immersion motivation spent
more time outdoors was explained by longer Pokémon GO gaming time.
Finally, players with higher achievements motivation spent less time outdoors at T2
with a negative indirect effect on outdoor time at T2 via outdoor time at T1, b = -.03, SE b =
.01, p < .05.
3.4. Gender differences
Men initiated more physical activity at T2 as indicated by a significant total effect of
gender on physical activity at T2, b = .16, SE b = .03, p < .01. Men maintained their greater
physical activity observed at T1. Furthermore, men were more physically active partly
because they they played Pokémon Go more compared to women. In statistical terms, the
total effect of gender on physical activity at T2 comprised a significant indirect effect of
gender on physical activity at T2 via physical activity at T1, b = .10, SE b = .03, p < .01, a
15. non-significant indirect effect on physical activity at T2 via gaming time at T1, b = .02, SE b
= .01, p > .05, and a significant indirect effect via gaming time at T1 and physical activity at
T1, b = .04, SE b = .01, p < .01.
Men were also more likely to spend time outdoors at T2 and it was due to their longer
gaming time. This was indicated by the significant total effect of gender on time spent
outdoors, b = .15, SE b = .03, p < .01, that comprised a significant indirect effects operating
through gaming time at T1, b = .11, SE b = .03, p < .01, gaming time at T2, b = .05, SE b =
.01, p < .01, gaming time at T1 and outdoor time at T1, b = -.01, SE b = .004, p < .05, and
gaming time at T1 and gaming time at T2, b = .01, SE b = .003, p < .01.
3.5. Age differences
Older participants were less physically active as indicated by a significant negative
total effect of age on physical activity at T2, b = -.35, SE b = .04, p < .01. Yet, the effect of
Pokémon GO players’ age on their physical activity was not relevant to Pokémon GO gaming
time. This total effect was produced by a significant direct effect, b = -.19, SE b = .05, p <
.01, and a significant indirect effect via physical activity at T1, b = -.16, SE b = .03, p < .01.
However, older participants spent more time outdoors due to Pokémon GO gaming. This was
indicated by a significant total effect of age on outdoor activity at T2, b = .07, SE b = .02, p <
.01, that comprised significant indirect effects via outdoor time at T1, b = -.02, SE b = .009, p
< .05, and via gaming time at T2, b = .09, SE b = .02, p < .01.
4. Discussion
Based upon evidence of successful gamified outdoor physical activity with Pokémon
GO (Althoff et al., 2016), we applied the Pikachu effect hypothesis to examine whether
individuals with stronger health motives for gaming derived health benefits from playing.
First, we found that players who intended to play Pokémon GO for health behavior reasons
spent more time playing and spent more time outdoors compared to their less health-focused
16. peers. Health motives predicted higher physical activity; yet, this effect was not due to
Pokémon GO gaming. Second, individuals who endorsed social motives spent more time
gaming and more time outdoors but did not increase physical activity levels. Third, replicating
previous findings (Althoff et al., 2016), we observed that individuals who played more at the
beginning of the study were more physically active and spent more time outdoors six weeks
later. Finally, we found meaningful gender and age differences that predicted game use and its
health benefits, with older participants and men benefitting more.
We observed that individuals who spent more time playing Pokémon GO were more
physically active and spent more time outdoors. They also were more successful with these
health behaviors six weeks later. These findings provide new evidence for the efficacy of
gamification of health behaviors. It is also the first evidence of gamification of outdoor time.
In addition to replicating previous findings regarding increased physical activity among
Pokémon GO players, (Althoff, et al., 2016), we revealed that Pokémon GO is also effective
in increasing outdoor time—a significant precursor to several health outcomes (Gillie, 2006).
Given that low physical activity and passive indoor leisure has been a concern for public
health, interventionists might capitalize on these findings in the pursuit of more effective
health-behavior change techniques. Pokémon GO appears to be a novel delivery vehicle for a
healthy behavioral change.
In this study, we introduced health motives as a novel category that supplemented other
previously identified motives for gaming. For instance, we asked how important it is for the
participants to derive health benefits from Pokémon GO gameplay. This conceptual
advancement was needed because increasing numbers of new games have promised
significant health benefits. The results from the current study showed that health motivations
had a significant effect on gaming time after controlling for other motives of game use.
Individuals who planned to play Pokémon GO as a health-enhancing activity spent more time
17. playing in the following weeks after controlling for social motivation, immersion, and
achievements. This supports our expectation that explicit health motives are particularly
relevant for the explanation of health-related game use. However, we obtained mixed results
regarding the actual completion of health goals. We found that health motives predicted more
outdoor time as a function of greater game use. Yet, contrary to expectations we did not
observe any effects of health motivation on greater physical activity. This might suggest that
when Pokémon GO is used as a health behavior change tool, it is effective in facilitating
greater outdoor time but not greater physical activity. However, it is noteworthy that
individuals who endorsed health motives were already more physically active at the beginning
of the study compared to individuals with lower levels of health motivation. Consequently, it
might have been more difficult for them to increase their general physical activity output even
further compared to less active individuals. This explanation might correspond well with
observations that less physically active Pokémon GO users have more room to grow (i.e., they
increase their physical activity to a greater extent than the most physically active users who
might already have reached their top levels). Taken together, the results seem to provide the
first evidence that accounting for health motivation is essential for a comprehensive
evaluation, explanation, and prediction of outcomes for the gamification of health.
We found that social motivation was particularly effective in increasing gaming time.
Players who appreciated social aspects of Pokémon GO (e.g., keeping in touch with their
friends or being a part of a team) spent more time playing. This suggests that Pokémon GO is
an effective gamification of a fundamental social need for grouping and interacting with other
people. Social motivation was more relevant to gaming time than health motivation,
immersion motivation, and achievements motivation. However, social motivation and health
motivation (and to a lesser extent immersion motivation) operated in parallel, facilitating
game use. Individuals with higher social motivation were more likely to spend time outdoors
18. 6 weeks later. However, the effects of social motivation on physical activity were mixed.
Social motives predicted greater game use and this in turn predicted more physical activity at
T2 (an indirect effect). Yet, with the exception of Pokémon GO playing, socially motivated
individuals were less physically active in general (a direct effect). These two contradicting
processes operated in parallel and canceled each other out, producing a non-significant total
effect. These findings suggest that Pokémon GO gaming protects socially-oriented individuals
against the risks of decreased physical activity. This asserts that gamification of health is
likely to protect against negative outcomes (prevention effects) in certain groups who might
be at a greater risk of low physical activity. These findings are in line with previous research
on social facilitation effects in health-related gaming (REF).
Individuals with immersive motives generated more physical activity and outdoor time,
although they did not play more than less immersion-focused players. This suggests that
individuals focused on immersion employ a healthier game style (i.e., they seem to endorse
more physical and outdoor tasks). This finding suggests that the game story and the game
world is a successful form of gamification of health behaviors.
With a comparable number of men and women in the sample and a wide range of ages,
we were able to examine how demographic differences predicted Pokémon GO use. Despite
almost identical numbers of female and male players who volunteered to participate in both
parts of this study, men spent more time playing compared to women. Furthermore, we found
higher levels of physical activity and outdoor time among men; Pokémon GO gaming time
explained a part of this effect. This finding is important because men are at higher levels of
behavioral health risk, initiate fewer health behaviors, and are more resistant to health-
behavior change techniques. Older participants spent more time playing Pokémon GO, yet
this increased engagement did not translate into more physical output. Furthermore, we
observed that older participants initiated less physical activity, a finding consistent with a
19. well-established fact that physical activity declines with age.
This study may have practical implications. First, these results may be of interest to
healthcare providers. An increasing number of individuals choose computer gaming over
leisure outdoor physical activities. Successful gamification of outdoor physical activity with
mobile devices is likely to counteract this tendency, because it combines the opportunity to
interact with computers and stay outdoors at the same time. Pokémon GO’s beneficial
behavioral outcomes observed in this study are likely to be facilitated by game mechanics that
reflect well-established physical activity change techniques such as goal setting (via the
Pokémon GO medal system), setting graded tasks (i.e., increasing effort required to reach
further milestones), provision of rewards for successful behavior (e.g., rare Pokémon obtained
from long-distance egg hatching), or facilitating social comparison (e.g., comparing against
other players in gym battles). Second, our findings may be of interest to game developers. In
line with the Pikachu effect hypothesis, players choose different game styles that determine
gaming use and its consequences. Most notably, we identified that the pursuit of achievements
was the least motivating aspect of the game in the prediction of gaming time. Social benefits
(such as teaming with other players and interacting with them) were the most significant
motives behind Pokémon GO use. Moreover, with the introduction of health motivation into
the gaming motives repertoire, we have provided new evidence that health-enhancing aspects
of a game matter to the game user. Developers might capitalize on this fact, prompting more
health-enhancing activities. For instance, the Pokémon GO gaming system might target and
reward higher physical activity intensities of longer continuous duration, since vigorous or
moderate activity lasting at least 20 minutes is recommended to maximize health gains from
physical activity (World Health Organization, 2010). Along the same lines, Pokémon GO
could contribute more to public health if its system rewarded gameplay during the day (e.g.,
noon Pokémon hunts) in order to ascertain sufficient daily doses of sun exposure among
20. players. Finally, this study adds to the accumulating evidence that Pokémon GO facilitates
health behaviors. Advertising strategies might benefit from this evidence to attract more
diverse users and produce greater income.
5. Limitations and future research
The following limitations should be considered when interpreting our findings. First,
though structural equation modeling of longitudinal data allows for interpretation of causal
effects, only experimental designs that manipulate gaming motivations can provide direct
evidence for causal validity of the model. Experimental evidence is vital to guide evidence-
based motivation interventions administered to participants as a health-behavior change
strategy. Second, we focused on self-report measures of gaming time, physical activity, and
outdoor time. Despite evidence that behavioral self-reports produce reliable data, self-reports
are less accurate than objective measures (e.g., measuring physical activity among players
with accelerometers that were used in a previous study with Pokémon GO players). However,
it is important to use different research methods, because greater research diversity adds to the
validity of findings. For instance, using data from participants’ own accelerometers is likely to
over-represent health-focused, wealthier individuals who are keen on technology. Third, the
six weeks between both measurements in our study is a relatively short interval and more
consecutive measurements are needed to establish stronger longitudinal designs (e.g., latent
growth modeling), which may account for more confounding factors (e.g., seasonal variations
that influence outdoor physical activity). Furthermore, it would be worthwhile to explore
moderating effects of age and gender, as a supplement for the current findings regarding
direct and indirect effects. This, however, will require studies with a larger sample size to
ascertain adequate statistical power. Finally, this study has been focused on health gains
exclusively. However, there is some evidence published in the media that playing Pokémon
GO can be risky (e.g., increased risk of injuries or car accidents due to inadequate awareness
21. of one’s surrounding while playing). Thus, it is essential to balance health gains and health
risks in the final evaluation of Pokémon GO’s impact on health.
6. Conclusion
The strength of this study is that we successfully introduced health motive into gaming
motivation theory. We demonstrated that accounting for motivations (health motives and
social motives in particular) explained why some individuals are more likely to benefit from
gamification of health behaviors. In addition to this conceptual contribution, we extended the
range of documented benefits of Pokémon Go use (more time spent outdoors) as well as the
variety of methods used to test Pokémon GO health effects.
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28.
29. Gaming
Time T2
Physical
Activity T2
Gaming
Time T1
Health
Socializing
Immersion
Achievements
-.13**
.59**
-.19**
-.12**
.61**
.31**
.10*
.15*
.18**
.13**
.30**
.17**
.24**
.41**
-.27**
.30**
.17**
.16**
.23**
.44**
.50
.36
.12
.19
.49
Outdoor
Time T2
.29
Gender
Outdoor
Time T1
Figure 1. Effects of gaming motivations on gaming time, outdoor time, and physical activity.
Notes. Standardized parameters. The percent of explained variance (R2
) is presented in the top right corner for each dependent variable. Rectangles
represent observed variables. Ellipses represent latent variables. Thicker lines represent stronger effects. T1 = first measurement, T2 = second
measurement. Gender coded as 0 = women , 1 = men.
*
p < .05, **
p < .01.
Physical
Activity T1
.11*
Age