Evidence map›Paper›PMID 35551493›Full record

ArticleScientific reports2022

Analysis of the coexistence of gaming and viewing activities in Twitch users and their relationship with pathological gaming: a multilayer perceptron approach.

L Javier Cabeza-Ramírez, Francisco José Rey-Carmona, Ma Del Carmen Cano-Vicente, Miguel Ángel Solano-Sánchez

Open access · goldAbstract read
In one paragraph

Article in Scientific reports, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.

0numbers the graph read from it
0cells of the map it votes in
5citing papers in PubMed
5.5field-weighted citation impact, top 4% of its field
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

5 citing papers in PubMed, 15 citations in OpenAlex.

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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

4 authors at 2 institutions in 1 country.

L Javier Cabeza-RamírezDepartment of Statistics, Econometrics, Operations Research, Business and Applied Economics, Faculty of Law, Business and Economics Sciences, University of Córdoba, Puerta Nueva s/n, 14071, Córdoba, Spain. r62caral@uco.es.ORCID 0000-0002-5603-2365
Francisco José Rey-CarmonaDepartment of Statistics, Econometrics, Operations Research, Business and Applied Economics, Faculty of Law, Business and Economics Sciences, University of Córdoba, Puerta Nueva s/n, 14071, Córdoba, Spain.ORCID 0000-0002-2434-556X
Ma Del Carmen Cano-VicenteDepartment of Statistics, Econometrics, Operations Research, Business and Applied Economics, Faculty of Law, Business and Economics Sciences, University of Córdoba, Puerta Nueva s/n, 14071, Córdoba, Spain.ORCID 0000-0002-5901-0030
Miguel Ángel Solano-SánchezDepartment of Applied Economics, Faculty of Social Sciences (Melilla Campus), University of Granada, Calle Santander, 1, 52005, Melilla, Spain.ORCID 0000-0001-5468-1639
University of Córdoba · ESUniversidad de Granada · ES

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

The enormous expansion of the video game sector, driven by the emergence of live video game streaming platforms and the professionalisation of this hobby through e-sports, has spurred interest in research on the relationships with potential adverse effects derived from cumulative use. This study explores the co-occurrence of the consumption and viewing of video games, based on an analysis of the motivations for using these services, the perceived positive uses, and the gamer profile. To that end, a multilayer perceptron artificial neural network is developed and tested on a sample of 970 video game users. The results show that the variables with a significant influence on pathological gaming are the motivation of a sense of belonging to the different platforms, as well as the positive uses relating to making friends and the possibility of making this hobby a profession. Furthermore, the individual effects of each of the variables have been estimated. The results indicate that the social component linked to the positive perception of making new friends and the self-perceived level as a gamer have been identified as possible predictors, when it comes to a clinical assessment of the adverse effects. Conversely, the variables age and following specific streamers are found to play a role in reducing potential negative effects.

Indexed as

Behavior, AddictiveMuscular DiseasesVideo GamesHumansMotivationNeural Networks, Computer

Identifiers

PMID35551493
PMCPMC9098150
OpenAlexW4280580185

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.