WORK

New entry in the Digiplay Games Research Bibliography:

Schiefele, U.; Roussakis, E. (2006)
Zeitschrift Fur Psychologie

Image of booksThe present study replicates an experiment by Rheinberg and Vollmeyer (2003). In accordance with flow theory, these authors were able to show that the experience of flow while playing a computer game depends on the fit between challenge and skill, In our study, 76 university students played the computer game "Roboguard" at a level with optimal fit between challenge and skill and at two levels with low fit (too easy, too difficult). In contrast to Rheinberg and Vollmeyer, the computer game was modified in order to have less extreme easy and difficult play levels. In the case of the difficult level it was now possible for the participants to have at least minimal success, whereas in Rheinberg and Vollmeyer's study the participants were almost unable to act. The results showed the expected effects for the easy and optimal levels but not for the difficult level. In contrast to expectations, the participants indicated high degrees of flow at the difficult level, A possible explanation for this finding is that extremely high demands in a game situation do not reduce the experience of flow under certain conditions. We concluded that games such as Roboguard are not suitable for flow research in general, but only for specific research questions. Read more...

New entry in the Digiplay Games Research Bibliography:

Hakala, P. T.; Rimpela, A. H.; Saarni, L. A.; Salminen, J. J. (2006)
European Journal of Public Health

Image of booksBackground: Neck-shoulder pain (NSP) and low back pain (LBP) increased among adolescents in the 1990s and the beginning of 2000. A potential risk factor for this increase is the use of information and communication technology. We studied how the use of computers, the Internet, and mobile phones, playing digital games and viewing television are related to NSP and LBP in adolescents. Methods: Mailed survey with nationally representative samples of 14-, 16-, and 18-year-old Finns in 2003 (n = 6003, response rate 68%). The outcome variables were weekly NSP and LBP. Results: NSP was perceived by 26% and LBP by 12%. When compared with non-users, the risk of NSP was 1.3 (adjusted odds ratios) when using computers > 2-3 h/day, and 1.8 when using 4-5 h/day; 2.5 when using computers >= 42 h/week, and 1.7 when using the Internet >= 42 h/week. Compared with non-users, the risk of LBP was 2.0 when using computers > 5 h/day, 1.7 when using >= 42 h/week, 1.8 when using the Internet >= 42 h/week, and 2.0 when playing digital games > 5 h/day. Times spent on digital gaming, viewing television, and using mobile phones were not associated with NSP, nor were use of mobile phones and viewing television with LBP after adjusting for confounding factors. Conclusions: Frequent computer-related activities are an independent risk factor for NSP and LBP. Daily use of computers exceeding 2-3 h seems to be a threshold for NSP and exceeding 5 h for LBP. Computer-related activities may explain the increase of NSP and LBP in the 1990s and the beginning of 2000. Read more...

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