Systematic Review of Gaming and Neuropsychological Assessment of Social Cognition

Achim, A. M., Guitton, M., Jackson, P. L., Boutin, A., & Monetta, L. (2013). On what ground do we mentalize? Characteristics of current tasks and sources of information that contribute to mentalizing judgments. Psychological Assessment, 25(1), 117–126. https://doi.org/10.1037/a0029137

Article  PubMed  Google Scholar 

Adolphs, R. (2001). The neurobiology of social cognition. Current Opinion in Neurobiology, 11(2), 231–239. https://doi.org/10.1016/S0959-4388(00)00202-6

Article  CAS  PubMed  Google Scholar 

Adolphs, R. (2009). The social brain: Neural basis of social knowledge, 27.

Adolphs, R. (2010). Conceptual challenges and directions for social neuroscience. Neuron, 65(6), 752–767. https://doi.org/10.1016/j.neuron.2010.03.006

Article  CAS  PubMed  PubMed Central  Google Scholar 

American Psychiatry Association. (2013). DSM-5: Diagnostic and statistical manual of mental disorders. American Psychiatric Publishing.

Book  Google Scholar 

Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., et al. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151–173. https://doi.org/10.1037/a0018251

Article  PubMed  Google Scholar 

Argyriou, E., Davison, C. B., & Lee, T. T. C. (2017). Response inhibition and Internet gaming disorder: A meta-analysis. Addictive Behaviors, 7.

Arriaga, P., Monteiro, M. B., & Esteves, F. (2011). Effects of playing violent computer games on emotional desensitization and aggressive behavior1. Journal of Applied Social Psychology, 41(8), 1900–1925. https://doi.org/10.1111/j.1559-1816.2011.00791.x

Article  Google Scholar 

Aydın, O., Güçlü, M., Ünal-Aydın, P., & Spada, M. M. (2020). Metacognitions and emotion recognition in Internet gaming disorder among adolescents. Addictive Behaviors Reports, 12, 100296. https://doi.org/10.1016/j.abrep.2020.100296

Bailey, K., & West, R. (2013). The effects of an action video game on visual and affective information processing. Brain Research, 1504, 35–46. https://doi.org/10.1016/j.brainres.2013.02.019

Article  CAS  PubMed  Google Scholar 

Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory (pp. xiii, 617). Englewood Cliffs, NJ, US: Prentice-Hall, Inc.

Baron-Cohen, S., & Wheelwright, S. (2004). The empathy quotient: An investigation of adults with Asperger syndrome or high functioning autism, and normal sex differences. Journal of Autism and Developmental Disorders, 34(2), 163–175.

Article  PubMed  Google Scholar 

Bartholow, B. D., Bushman, B. J., & Sestir, M. A. (2006). Chronic violent video game exposure and desensitization to violence: Behavioral and event-related brain potential data. Journal of Experimental Social Psychology, 42(4), 532–539. https://doi.org/10.1016/j.jesp.2005.08.006

Article  Google Scholar 

Bartholow, B. D., Sestir, M. A., & Davis, E. B. (2005). Correlates and consequences of exposure to video game violence: Hostile personality, empathy, and aggressive behavior. Personality & Social Psychology Bulletin, 31(11), 1573–1586. https://doi.org/10.1177/0146167205277205

Article  Google Scholar 

Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier, D. (2018). Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. Psychological Bulletin, 144(1), 77–110. https://doi.org/10.1037/bul0000130

Article  PubMed  Google Scholar 

Beer, J. S., & Ochsner, K. N. (2006). Social cognition: A multi level analysis. Brain Research, 1079(1), 98–105. https://doi.org/10.1016/j.brainres.2006.01.002

Article  CAS  PubMed  Google Scholar 

Bertoux, M. (2016). Cognition sociale. http://www.em-premium.com/data/traites/ne/17-65655/. https://www-em-premium-com.budistant.univ-nantes.fr/article/1055941/resultatrecherche/1. Accessed 20 January 2021

Bonny, J. W., Scanlon, M., & Castaneda, L. M. (2020). Variations in psychological factors and experience-dependent changes in team-based video game performance. Intelligence, 80. https://doi.org/10.1016/j.intell.2020.101450

Brand, M., Snagowski, J., Laier, C., & Maderwald, S. (2016). Ventral striatum activity when watching preferred pornographic pictures is correlated with symptoms of Internet pornography addiction. NeuroImage, 129, 224–232. https://doi.org/10.1016/j.neuroimage.2016.01.033

Article  PubMed  Google Scholar 

Brand, M., Wegmann, E., Stark, R., Müller, A., Wölfling, K., Robbins, T. W., & Potenza, M. N. (2019). The Interaction of Person-Affect-Cognition-Execution (I-PACE) model for addictive behaviors: Update, generalization to addictive behaviors beyond Internet-use disorders, and specification of the process character of addictive behaviors. Neuroscience & Biobehavioral Reviews, 104, 1–10. https://doi.org/10.1016/j.neubiorev.2019.06.032

Article  Google Scholar 

Brilliant T, D., Nouchi, R., & Kawashima, R. (2019). Does video gaming have impacts on the brain: Evidence from a systematic review. Brain Sciences, 9(10). https://doi.org/10.3390/brainsci9100251

Brunet, E., Sarfati, Y., & Hardy-Baylé, M.-C. (2003). Reasoning about physical causality and other’s intentions in schizophrenia. Cognitive Neuropsychiatry, 8(2), 129–139. https://doi.org/10.1080/13546800244000256

Article  PubMed  Google Scholar 

Buck, B., Browne, J., Gagen, E. C., & Penn, D. L. (2020). Hostile attribution bias in schizophrenia-spectrum disorders: Narrative review of the literature and persisting questions. Journal of Mental Health, 0(0), 1–18. https://doi.org/10.1080/09638237.2020.1739240

Bushman, B. J., & Huesmann, L. R. (2006). Short-term and long-term effects of violent media on aggression in children and adults. Archives of Pediatrics & Adolescent Medicine, 160(4), 348–352. https://doi.org/10.1001/archpedi.160.4.348

Article  Google Scholar 

Casaletto, K. B., & Heaton, R. K. (2017). Neuropsychological assessment: Past and future. Journal of the International Neuropsychological Society : JINS, 23(9–10), 778–790. https://doi.org/10.1017/S1355617717001060

Article  PubMed  Google Scholar 

Chester, D. S., & Lasko, E. N. (2019). Validating a standardized approach to the Taylor aggression paradigm. Social Psychological and Personality Science, 10(5), 620–631. https://doi.org/10.1177/1948550618775408

Article  Google Scholar 

Collins, E., & Freeman, J. (2013). Do problematic and non-problematic video game players differ in extraversion, trait empathy, social capital and prosocial tendencies? Computers in Human Behavior, 29, 8. https://doi.org/10.1016/j.chb.2013.03.002

Article  Google Scholar 

Couture, S. M., Penn, D. L., & Roberts, D. L. (2006). The functional significance of social cognition in schizophrenia: A review. Schizophrenia Bulletin, 32, 20. https://doi.org/10.1093/schbul/sbl029

Article  Google Scholar 

Cui, I. J. (2006). Standard setting issues of Internet addiction scale and Internet game addiction scale. Chin J Appl Psychol, 12(2), 42–47.

Google Scholar 

Davis, M. H. (1983). The effects of dispositional empathy on emotional reactions and helping: A multidimensional approach. Journal of Personality, 51(2), 167–184. https://doi.org/10.1111/j.1467-6494.1983.tb00860.x

Article  Google Scholar 

Decety, J., & Lamm, C. (2006, Sep 20). Human empathy through the lens of social neuroscience. The Scientific World Journal, 6, 1146–1163. https://doi.org/10.1100/tsw.2006.221. PMID: 16998603; PMCID: PMC5917291.

Devilly, G., O’Donohue, R., & Brown, K. (2021). Personality and frustration predict aggression and anger following violent media. Psychology Crime & Law. https://doi.org/10.1080/1068316X.2021.1999949

Article  Google Scholar 

DeWall, C. N., Anderson, C. A., & Bushman, B. J. (2011). The general aggression model: Theoretical extensions to violence. Psychology of Violence, 1(3), 245–258. https://doi.org/10.1037/a0023842

Article  Google Scholar 

Diaz, R. L., Wong, U., Hodgins, D. C., Chiu, C. G., & Goghari, V. M. (2015). Violent video game players and non-players differ on facial emotion recognition. Aggressive Behavior, 42(1), 16–28. https://doi.org/10.1002/ab.21602

Article  PubMed  Google Scholar 

Dong, G., & Potenza, M. N. (2014). A cognitive-behavioral model of Internet gaming disorder: Theoretical underpinnings and clinical implications. Journal of Psychiatric Research, 58, 7–11. https://doi.org/10.1016/j.jpsychires.2014.07.005

Article  PubMed  PubMed Central  Google Scholar 

Dong, G., & Potenza, M. N. (2016). Risk-taking and risky decision-making in Internet gaming disorder: Implications regarding online gaming in the setting of negative consequences. Journal of Psychiatric Research, 73, 1–8. https://doi.org/10.1016/j.jpsychires.2015.11.011

Article  PubMed  Google Scholar 

Duchaine, B., & Yovel, G. (2015). A revised neural framework for face processing. Annual Review of Vision Science, 1, 393–416. https://doi.org/10.1146/annurev-vision-082114-035518

Article  PubMed  Google Scholar 

Eastin, M. S., & Griffiths, R. P. (2009). Unreal: Hostile expectations from social gameplay. New Media & Society, 11(4), 509–531. https://doi.org/10.1177/1461444809102958

Article  Google Scholar 

Elson, M., & Ferguson, C. J. (2014). Twenty-five years of research on violence in digital games and aggression. European Psychologist, 19(1), 33–46. https://doi.org/10.1027/1016-9040/a000147

Article  Google Scholar 

Engelhardt, C. R., Bartholow, B. D., Kerr, G. T., & Bushman, B. J. (2011). This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following violent video game exposure. Journal of Experimental Social Psychology, 47(5), 1033–1036. https://doi.org/10.1016/j.jesp.2011.03.027

Article  Google Scholar 

Etchepare, A., & Prouteau, A. (2017). Toward a two-dimensional model of social cognition in clinical neuropsychology: A systematic review of factor structure studies. Journal of the International Neuropsychological Society, 24(4), 391–404. https://doi.org/10.1017/S1355617717001163

Article  PubMed  Google Scholar 

Ferguson, C. J., & Colwell, J. (2020). Sexualised video games, sexist attitudes and empathy towards victims of rape: Correlational evidence for a relationship is minimal in an online study. Criminal Behaviour and Mental Health : CBMH, 30(1), 16–27. https://doi.org/10.1002/cbm.2138

Article  PubMed  Google Scholar 

Ferguson, C. J., & Kilburn, J. (2010). Much ado about nothing: The misestimation and overinterpretation of violent video game effects in eastern and western nations: Comment on Anderson et al. (2010). Psychological Bulletin, 136(2), 174–178; discussion 182–187. https://doi.org/10.1037/a0018566

Ferguson, C. J., & Rueda, S. M. (2010). The Hitman study: Violent video game exposure effects on aggressive behavior, hostile feelings, and depression. European Psychologist, 15(2), 99–108. https://doi.org/10.1027/1016-9040/a000010

Article  Google Scholar 

Ferguson, C. J., Rueda, S. M., Cruz, A. M., Ferguson, D. E., Fritz, S., & Smith, S. M. (2008). Violent video games and aggression: Causal relationship or byproduct of family violence and intrinsic violence motivation? Criminal Justice and Behavior, 35(3), 311–332. https://doi.org/10.1177/0093854807311719

Article  Google Scholar 

Ferguson, C. J., & Wang, J. C. K. (2019). Aggressive video games are not a risk factor for future aggression in youth: A longitudinal study. Journal of Youth and Adolescence, 48(8), 1439–1451. https://doi.org/10.1007/s10964-019-01069-0

Article  PubMed  Google Scholar 

留言 (0)

沒有登入
gif