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

Sep 24, 2013Frontiers in psychology

How Playing Video Games Relates to Risky Decision Making and Mental Health

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Abstract

Approximately 7% of college-aged adults met the criteria for pathological video game use.

  • Increased hours spent gaming per week is associated with higher impulsivity, as measured by self-report and a temporal discounting task.
  • Experience with first-person shooter games correlates positively with impulsivity, while strategy games correlate negatively.
  • Pathological gaming symptoms and gaming hours predict greater risk-taking in decision-making tasks, including the Iowa Gambling Task.
  • Participants who spent more time gaming and had more pathological symptoms continued to make risky choices despite poor outcomes.

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