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1.
This paper investigates the social ties forged by Romanians in London with migrants of different origins in work and non-work contexts to offer a more nuanced view of ‘bridging’ social ties and related discussions of ‘everyday’ cosmopolitanism. Contrary to the overemphasis on ethnic ties seen as a form of bonding in migration research, the paper shows how Romanians bridge informally with many other migrants based on shared ‘non-native’ status. Alongside non-ethnically marked commonalities, ethnicity emerges as an important ingredient of cosmopolitan socialization, yet without necessarily signalling coexisting ethnic identities, as commonly assumed. Romanians' experiences further show that despite providing significant social and cultural capital, bridging ties with migrants, rather than natives, rarely accrue effective resources for social mobility. The findings suggest the need to disaggregate and qualify current understandings of ‘bridging’ social ties usually depicted in positive terms and uniformly as cross-ethnic relationships, or only linked with the ‘mainstream’ population.  相似文献   

2.

Background

Over the last decade, there has been growing concern about ‘gaming addiction’ and its widely documented detrimental impacts on a minority of individuals that play excessively. The latest (fifth) edition of the American Psychiatric Association''s Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included nine criteria for the potential diagnosis of Internet Gaming Disorder (IGD) and noted that it was a condition that warranted further empirical study. Aim: The main aim of this study was to develop a valid and reliable standardised psychometrically robust tool in addition to providing empirically supported cut-off points.

Methods

A sample of 1003 gamers (85.2% males; mean age 26 years) from 57 different countries were recruited via online gaming forums. Validity was assessed by confirmatory factor analysis (CFA), criterion-related validity, and concurrent validity. Latent profile analysis was also carried to distinguish disordered gamers from non-disordered gamers. Sensitivity and specificity analyses were performed to determine an empirical cut-off for the test.

Results

The CFA confirmed the viability of IGD-20 Test with a six-factor structure (salience, mood modification, tolerance, withdrawal, conflict and relapse) for the assessment of IGD according to the nine criteria from DSM-5. The IGD-20 Test proved to be valid and reliable. According to the latent profile analysis, 5.3% of the total participants were classed as disordered gamers. Additionally, an optimal empirical cut-off of 71 points (out of 100) seemed to be adequate according to the sensitivity and specificity analyses carried.

Conclusions

The present findings support the viability of the IGD-20 Test as an adequate standardised psychometrically robust tool for assessing internet gaming disorder. Consequently, the new instrument represents the first step towards unification and consensus in the field of gaming studies.  相似文献   

3.
Excessive computer gaming has recently been proposed as a possible pathological illness. However, research on this topic is still in its infancy and underlying neurobiological mechanisms have not yet been identified. The determination of underlying mechanisms of excessive gaming might be useful for the identification of those at risk, a better understanding of the behavior and the development of interventions. Excessive gaming has been often compared with pathological gambling and substance use disorder. Both disorders are characterized by high levels of impulsivity, which incorporates deficits in error processing and response inhibition. The present study aimed to investigate error processing and response inhibition in excessive gamers and controls using a Go/NoGo paradigm combined with event-related potential recordings. Results indicated that excessive gamers show reduced error-related negativity amplitudes in response to incorrect trials relative to correct trials, implying poor error processing in this population. Furthermore, excessive gamers display higher levels of self-reported impulsivity as well as more impulsive responding as reflected by less behavioral inhibition on the Go/NoGo task. The present study indicates that excessive gaming partly parallels impulse control and substance use disorders regarding impulsivity measured on the self-reported, behavioral and electrophysiological level. Although the present study does not allow drawing firm conclusions on causality, it might be that trait impulsivity, poor error processing and diminished behavioral response inhibition underlie the excessive gaming patterns observed in certain individuals. They might be less sensitive to negative consequences of gaming and therefore continue their behavior despite adverse consequences.  相似文献   

4.
Using longitudinal data, this paper analyses the effect of different forms of social capital on the likelihood of employment and the occupational status of first generation immigrant men in Germany. This allows me to examine to what extent social capital of the bonding and the bridging types yield different returns. The study considers how contacts with natives, co-ethnic ties and family-based social capital are beneficial to the economic position of immigrant men. Random effects and fixed effects models show that strong inter-ethnic ties are beneficial both for employment and occupational status. There is no effect of co-ethnic ties and family-based social capital. It is concluded that, when using panel data, bridging social capital contributes to a better economic position and bonding social capital does not.  相似文献   

5.
To date, most studies comparing prospective and retrospective timing have failed to use long durations and tasks with a certain degree of ecological validity. The present study assessed the effect of the timing paradigm on playing video games in a “naturalistic environment” (gaming centers). In addition, as it involved gamers, it provided an opportunity to examine the effect of gaming profile on time estimation. A total of 116 participants were asked to estimate prospectively or retrospectively a video game session lasting 12, 35 or 58 minutes. The results indicate that time is perceived as longer in the prospective paradigm than in the retrospective one, although the variability of estimates is the same. Moreover, the 12-minute session was perceived as longer, proportionally, than the 35- and 58-minute sessions. The study also revealed that the number of hours participants spent playing video games per week was a significant predictor of time estimates. To account for the main findings, the differences between prospective and retrospective timing are discussed in quantitative terms using a proposed theoretical framework, which states that both paradigms use the same cognitive processes, but in different proportions. Finally, the hypothesis that gamers play more because they underestimate time is also discussed.  相似文献   

6.

Background

Pathological gaming is an emerging and poorly understood problem. Impulsivity is commonly impaired in disorders of behavioural and substance addiction, hence we sought to systematically investigate the different subtypes of decisional and motor impulsivity in a well-defined pathological gaming cohort.

Methods

Fifty-two pathological gaming subjects and age-, gender- and IQ-matched healthy volunteers were tested on decisional impulsivity (Information Sampling Task testing reflection impulsivity and delay discounting questionnaire testing impulsive choice), and motor impulsivity (Stop Signal Task testing motor response inhibition, and the premature responding task). We used stringent diagnostic criteria highlighting functional impairment.

Results

In the Information Sampling Task, pathological gaming participants sampled less evidence prior to making a decision and scored fewer points compared with healthy volunteers. Gaming severity was also negatively correlated with evidence gathered and positively correlated with sampling error and points acquired. In the delay discounting task, pathological gamers made more impulsive choices, preferring smaller immediate over larger delayed rewards. Pathological gamers made more premature responses related to comorbid nicotine use. Greater number of hours played also correlated with a Motivational Index. Greater frequency of role playing games was associated with impaired motor response inhibition and strategy games with faster Go reaction time.

Conclusions

We show that pathological gaming is associated with impaired decisional impulsivity with negative consequences in task performance. Decisional impulsivity may be a potential target in therapeutic management.  相似文献   

7.
Citizen science games such as Galaxy Zoo, Foldit, and Phylo aim to harness the intelligence and processing power generated by crowds of online gamers to solve scientific problems. However, the selection of the data to be analyzed through these games is under the exclusive control of the game designers, and so are the results produced by gamers. Here, we introduce Open-Phylo, a freely accessible crowd-computing platform that enables any scientist to enter our system and use crowds of gamers to assist computer programs in solving one of the most fundamental problems in genomics: the multiple sequence alignment problem.  相似文献   

8.
This paper explores the role of recreational sport as a means and marker of social integration by analysing the lived experiences of Somali people from refugee backgrounds with sport. Drawing on a three-year multi-sided ethnography, the paper examines the extent to and ways in which participation in sport contributes to Somali Australians' bonding, bridging, and linking social capital. It is shown how social bonds and bridges developed in the sports context assist in the (re)building of community networks that have been eroded by war and displacement. Sport's contribution to social capital should however be neither overstated nor over-generalized. Bridging social capital in sport is relatively weak and few bridges are established between Somalis and the host community. Negative social encounters such as discrimination and aggression can highlight and reinforce group boundaries. Access to and use of linking social capital is also unequally distributed across gender, age, ethnic, and socio-economic lines.  相似文献   

9.
In this paper, we present a method for predicting the value of virtual currencies used in virtual gaming environments that support multiple users, such as massively multiplayer online role-playing games (MMORPGs). Predicting virtual currency values in a virtual gaming environment has rarely been explored; it is difficult to apply real-world methods for predicting fluctuating currency values or shares to the virtual gaming world on account of differences in domains between the two worlds. To address this issue, we herein predict virtual currency value fluctuations by collecting user opinion data from a virtual community and analyzing user sentiments or emotions from the opinion data. The proposed method is straightforward and applicable to predicting virtual currencies as well as to gaming environments, including MMORPGs. We test the proposed method using large-scale MMORPGs and demonstrate that virtual currencies can be effectively and efficiently predicted with it.  相似文献   

10.

Background

To examine the association between individual-level social capital and physical activity.

Methodology/Principal Findings

In February 2009, data were collected in a population-based cross-sectional survey in Okayama city, Japan. A cluster-sampling approach was used to randomly select 4,000 residents from 20 school districts. A total of 2260 questionnaires were returned (response rate: 57.4%). Individual-level social capital was assessed by an item inquiring about perceived trust of others in the community (cognitive dimension of social capital) categorized as low trust (43.0%), mid trust (38.6%), and high trust (17.3%), as well as participation in voluntary groups (structural dimension of social capital), which further distinguished between bonding (8.9%) and bridging (27.1%) social capital. Using logistic regression, we calculated the odds ratios (ORs) and 95% confidence intervals (CIs) for physical inactivity associated with each domain of social capital. Multiple imputation method was employed for missing data. Among total participants, 68.8% were physically active and 28.9% were inactive. Higher trust was associated with a significantly lower odds of physical inactivity (OR = 0.58, 95% CI = 0.42–0.79) compared with low trust. Both bridging and bonding social capital were marginally significantly associated with lower odds of physical inactivity (bridging, OR = 0.79, 95% CI = 0.62–1.00; bonding, OR = 0.71, 95% CI = 0.48–1.03) compared with lack of structural social capital.

Conclusions/Significance

Low individual-level social capital, especially lower trust of others in the community, was associated with physical inactivity among Japanese adults.  相似文献   

11.
Several theoretical perspectives have generated research on grandparental investment, notably socialization and evolutionary psychological perspectives. Using data collected from more than 200 older adults (mean age 67 years), we test three hypotheses derived from socialization and evolutionary perspectives about grandparents’ relationships with and investment in grandchildren. Results indicate that (1) emotional closeness with both children and children-in-law is positively related to reports of emotional closeness with grandchildren; (2) maternal grandmothers invest more in grandchildren than do other grandparents; and (3) grandparents invest more in daughters’ children than in sons’ children. Discussion addresses limitations of self-report methodology in this context and situates the current findings within the body of research indicating the existence of psychological mechanisms designed to guide differential nepotism.  相似文献   

12.
Utilizing Putnam's concept of bonding social capital, this article explores the under-researched topic of the history of migrant men's reproduction of social capital in Cardiff, Wales. Drawing upon a series of oral history interviews with a respected imam of more than fifty years, and informed by existing research on Muslim migrants, we explore both the advantages and disadvantages of community relationships between Yemeni men in relation to trust, reciprocity and interpersonal well-being. By examining these complex bonds, this article contributes to the literature on religious and ethnic social networks by challenging the assumption that migrants always benefit from social resources (Wilson 1978; Shah 2007), and offers an alternative account of religiously underpinned social capital to those of studies of majority ethnic Christians in North America (Smidt 2003). Uniquely, this article also points to the divergences between religious and ethnic capitals in the context of Yemeni migrants' social resources during 1939–1970.  相似文献   

13.
Children's use of electronic media, including Internet and video gaming, has increased dramatically to an average in the general population of roughly 3?h per day. Some children cannot control their Internet use leading to increasing research on "internet addiction." The objective of this article is to review the research on ADHD as a risk factor for Internet addiction and gaming, its complications, and what research and methodological questions remain to be addressed. The literature search was done in PubMed and Psychinfo, as well as by hand. Previous research has demonstrated rates of Internet addiction as high as 25% in the population and that it is addiction more than time of use that is best correlated with psychopathology. Various studies confirm that psychiatric disorders, and ADHD in particular, are associated with overuse, with severity of ADHD specifically correlated with the amount of use. ADHD children may be vulnerable since these games operate in brief segments that are not attention demanding. In addition, they offer immediate rewards with a strong incentive to increase the reward by trying the next level. The time spent on these games may also exacerbate ADHD symptoms, if not directly then through the loss of time spent on more developmentally challenging tasks. While this is a major issue for many parents, there is no empirical research on effective treatment. Internet and off-line gaming overuse and addiction are serious concerns for ADHD youth. Research is limited by the lack of measures for youth or parents, studies of children at risk, and studies of impact and treatment.  相似文献   

14.
Development of interpersonal relationships is a fundamental human motivation, and behaviors facilitating social bonding are prized. Some individuals experience enhanced reward from alcohol in social contexts and may be at heightened risk for developing and maintaining problematic drinking. We employed a 3 (group beverage condition) ×2 (genotype) design (N = 422) to test the moderating influence of the dopamine D4 receptor gene (DRD4 VNTR) polymorphism on the effects of alcohol on social bonding. A significant gene x environment interaction showed that carriers of at least one copy of the 7-repeat allele reported higher social bonding in the alcohol, relative to placebo or control conditions, whereas alcohol did not affect ratings of 7-absent allele carriers. Carriers of the 7-repeat allele were especially sensitive to alcohol's effects on social bonding. These data converge with other recent gene-environment interaction findings implicating the DRD4 polymorphism in the development of alcohol use disorders, and results suggest a specific pathway by which social factors may increase risk for problematic drinking among 7-repeat carriers. More generally, our findings highlight the potential utility of employing transdisciplinary methods that integrate genetic methodologies, social psychology, and addiction theory to improve theories of alcohol use and abuse.  相似文献   

15.
Students whose school environment fits their developmental needs also typically experience academic success and increased motivation. Most investigations of school fit, which focus on teachers’ and students’ perceptions, have found a general decline in fit across the transition from elementary to middle school. However, little research has examined the school-child fit from the parent perspective. In this article, we first detail the development process behind a new survey measure of parent perceptions of school fit. Second, using three online panel-based samples of parents from across the country (n1 = 323, n2 = 188, n3 = 1,033), we evaluate the scale's measurement properties and conduct exploratory analyses examining grade-level and income-based differences on reported school fit. Finally, in line with previous research, we find that parents of middle school children perceived statistically significantly worse fit than parents of elementary school children. Among parents of high school students, we found that, on average, high-income parents perceive statistically significantly better fit than low-income parents.  相似文献   

16.

Background

In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online.

Methods/Principal Findings

Participants (N = 101) were randomly assigned to one of four experimental conditions; neutral video game—offline, neutral video game—online, violent video game—offline and violent video game—online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online.

Conclusions/Significance

These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.  相似文献   

17.
Life history theory predicts that people calibrate their reproductive strategies to local levels of environmental harshness and unpredictability. While previous research has established the importance of early life cues in the development of life history strategy, the degree to which life history strategy exhibits plasticity later in life is unclear. Using longitudinal data (total N = 479) from four archival studies and a recently validated psychological measure of life history strategy, we examined mean-level trends in life history strategy at the level of psychological phenotype between the ages of 7 and 60 and found that life history strategy slowed down linearly as a function of age. Highlighting the importance of sexual selection in shaping life history strategy, we also found that men had a faster life history strategy than women at all ages and that the magnitude of this difference was constant across the lifespan. Our findings suggest that life history strategy development continues even in older adulthood. We discuss the possibility that this occurs in response to the accumulation of biological and social (e.g. offspring, relationships) capital and information about local risks and incentives.  相似文献   

18.
Drawing on ethnographic research on Vietnamese migrant workers in Taiwan, I seek to engage with and contribute to the scholarship on migrant networks and social capital. My research demonstrates that migrant networks are central to the social life of Vietnamese workers, offering not only a vital source of material and psychological support but also a platform where relationships are developed, sustained and contested. It reveals both productive and destructive potentials of social capital in situations where the migrant labourer becomes a disenfranchized underclass and their radius of trust is unsettled by physical displacement. Through this research I highlight the complexities and subjectivities in individual experiences of social capital and offer important insights into the various ways in which social networks are reinterpreted and reconfigured at the intersection of mobility, class and ethnicity within the context of Asia.  相似文献   

19.
Online game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online game addiction for Indonesian children and adolescents. The Indonesian Online Game Addiction Questionnaire draws from earlier theories and research on the internet and game addiction. Its construction is further enriched by including findings from qualitative interviews and field observation to ensure appropriate expression of the items. The measure consists of 7 items with a 5-point Likert Scale. It is validated by testing 1,477 Indonesian junior and senior high school students from several schools in Manado, Medan, Pontianak, and Yogyakarta. The validation evidence is shown by item-total correlation and criterion validity. The Indonesian Online Game Addiction Questionnaire has good item-total correlation (ranging from 0.29 to 0.55) and acceptable reliability (α = 0.73). It is also moderately correlated with the participant''s longest time record to play online games (r = 0.39; p<0.01), average days per week in playing online games (ρ = 0.43; p<0.01), average hours per days in playing online games (ρ = 0.41; p<0.01), and monthly expenditure for online games (ρ = 0.30; p<0.01). Furthermore, we created a clinical cut-off estimate by combining criteria and population norm. The clinical cut-off estimate showed that the score of 14 to 21 may indicate mild online game addiction, and the score of 22 and above may indicate online game addiction. Overall, the result shows that Indonesian Online Game Addiction Questionnaire has sufficient psychometric property for research use, as well as limited clinical application.  相似文献   

20.
Although numerous studies have been carried out to investigate the water footprint of different economies at global, national and regional scales, the research on water footprint of individual economic sector, which is the elementary part of each economy, is still lacking. To fill the gap, this paper for the first time employs a hybrid method to evaluate the water footprint of gaming industry in water scarce Macao, based on the latest statistics and most exhaustive embodied water intensity databases. The results show that direct water use only accounts for extremely small fraction of the gaming industry's water footprint, indicating that the exchange of water embodied in product and service between different sectors is also a useful mean to satisfy individual sector's demand for water resources. As Macao's demand for water is growing, integrated plans including economic instruments and measures like reducing the scale of commission input and promoting efficiency would ease Macao's water pressure. Water footprint assessment in this study brings along new perspectives on gaming industry's water management and encourages wise use of goods, materials and services in a sustainable way.  相似文献   

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