Evidence map›Paper›PMID 28708879›Full record

ArticlePloS one2017

Real and virtual worlds alike: Adolescents' psychopathology is reflected in their videogame virtual behaviors.

Aviv Segev, Hila Gabay-Weschler, Yossi Naar, Hagai Maoz, Yuval Bloch

Abstract read
In one paragraph

Article in PloS one, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Aviv SegevShalvata Mental Health Center, Hod Hasharon, Israel.ORCID http://orcid.org/0000-0002-9550-3895
Hila Gabay-WeschlerSackler Faculty of Medicine, Tel Aviv University, Tel Aviv, Israel.
Yossi NaarCybereason Inc., Tel Aviv, Israel.
Hagai MaozShalvata Mental Health Center, Hod Hasharon, Israel.
Yuval BlochShalvata Mental Health Center, Hod Hasharon, Israel.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Current research refers to videogames as a constant variable. However, games today are designed to be highly interactive and versatile: two players may be using the same videogame, but as a result of different using patterns, the game will not necessarily encompass the same content and gameplay. The current study examined the possible relationship between psychopathology and in-game playing patterns. We hypothesized that adolescents would play videogames differently, in a manner that would reflect their particular psychopathologies. We examined 47 male adolescents from three diagnostic groups: those suffering from externalizing psychopathologies, internalizing psychopathologies and controls. We performed a high-resolution examination of their gameplay, using in-game quantitative statistics mechanisms of two fundamentally different games, a structured racing game and an unstructured adventure game. While there was no difference in the groups' using patterns of the structured game, there was a high variability between the groups' using patterns when they were using a non-structured game. These findings suggest that virtual behavior in unstructured games is reflective of adolescent-players psychopathology, and might shed light on an unexplored facet of videogames research. Possible implications are discussed.

Indexed as

Psychology, AdolescentAdolescentBehaviorHumansMalePsychological TestsUser-Computer InterfaceVideo Games

Identifiers

PMID28708879
PMCPMC5510843

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.