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What would my avatar do? Gaming, pathology, and risky decision making

Overview of attention for article published in Frontiers in Psychology, January 2013
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (88th percentile)
  • Good Attention Score compared to outputs of the same age and source (70th percentile)

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14 X users
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3 Facebook pages

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138 Mendeley
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1 CiteULike
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Title
What would my avatar do? Gaming, pathology, and risky decision making
Published in
Frontiers in Psychology, January 2013
DOI 10.3389/fpsyg.2013.00609
Pubmed ID
Authors

Kira Bailey, Robert West, Judson Kuffel

Abstract

Recent work has revealed a relationship between pathological video game use and increased impulsivity among children and adolescents. A few studies have also demonstrated increased risk-taking outside of the video game environment following game play, but this work has largely focused on one genre of video games (i.e., racing). Motivated by these findings, the aim of the current study was to examine the relationship between pathological and non-pathological video game use, impulsivity, and risky decision making. The current study also investigated the relationship between experience with two of the most popular genres of video games [i.e., first-person shooter (FPS) and strategy] and risky decision making. Consistent with previous work, ~7% of the current sample of college-aged adults met criteria for pathological video game use. The number of hours spent gaming per week was associated with increased impulsivity on a self-report measure and on the temporal discounting (TD) task. This relationship was sensitive to the genre of video game; specifically, experience with FPS games was positively correlated with impulsivity, while experience with strategy games was negatively correlated with impulsivity. Hours per week and pathological symptoms predicted greater risk-taking in the risk task and the Iowa Gambling task, accompanied by worse overall performance, indicating that even when risky choices did not pay off, individuals who spent more time gaming and endorsed more symptoms of pathological gaming continued to make these choices. Based on these data, we suggest that the presence of pathological symptoms and the genre of video game (e.g., FPS, strategy) may be important factors in determining how the amount of game experience relates to impulsivity and risky-decision making.

X Demographics

X Demographics

The data shown below were collected from the profiles of 14 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 138 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 3 2%
United States 2 1%
United Kingdom 1 <1%
Ireland 1 <1%
Mexico 1 <1%
Italy 1 <1%
Unknown 129 93%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 27 20%
Student > Master 21 15%
Researcher 13 9%
Student > Doctoral Student 13 9%
Student > Bachelor 13 9%
Other 28 20%
Unknown 23 17%
Readers by discipline Count As %
Psychology 59 43%
Computer Science 11 8%
Medicine and Dentistry 8 6%
Business, Management and Accounting 4 3%
Agricultural and Biological Sciences 4 3%
Other 25 18%
Unknown 27 20%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 10. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 05 April 2018.
All research outputs
#3,393,402
of 24,323,543 outputs
Outputs from Frontiers in Psychology
#6,297
of 32,736 outputs
Outputs of similar age
#34,685
of 289,355 outputs
Outputs of similar age from Frontiers in Psychology
#288
of 968 outputs
Altmetric has tracked 24,323,543 research outputs across all sources so far. Compared to these this one has done well and is in the 86th percentile: it's in the top 25% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 32,736 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 12.8. This one has done well, scoring higher than 80% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 289,355 tracked outputs that were published within six weeks on either side of this one in any source. This one has done well, scoring higher than 88% of its contemporaries.
We're also able to compare this research output to 968 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 70% of its contemporaries.