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Posters: Play the grief away – Positive effects of playing a meaningful video game

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Play the grief away – Positive effects of playing a meaningful video game
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  • Project HomeProceedings of the 13th Conference of the Media Psychology Division (DGPs)
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table of contents
  1. Book Cover
  2. Title Page
  3. Editorial
  4. Play the grief away – Positive effects of playing a meaningful video game
  5. Does a Robotic Co-Worker Threaten Human Status at Work?
  6. Science Popularization in a Polarized Society: How Scientists in the Field of Climate Change Communicate Science and Deal with Potential Negative Feedback
  7. “Female propaganda”? The relationship between threatened masculinity, hostile media perception, and corrective actions
  8. Peers, Perfect Selfies, and Project Body: How Social Comparison and Self-objectification Explain the Relations between Active Online Self-presentation, Social Norms, and Cosmetic Procedure Perceptions
  9. How Observed Persona–Follower Interactions on Instagram Shape Parasocial Relationships: A Four-Week Online Experiment
  10. The concept of a digital learning workshop to promote media literacy among older people
  11. Determinants of the use of digital media by older people. A comparative survey on the way to the development of a digital learning workshop
  12. The side-effects of Instagram
  13. Informal learning with social media: An experiment comparing YouTube Videos and Instagram Reels
  14. The influence of interaction mechanism and social error responses on the acceptance of customer service chatbots
  15. Elaborated Choice or Heuristic Decision? Exploring Users’ Media Selection in the Context of Video Streaming Services
  16. Targeting against disinformation: The effect of microtargeted corrections on the impact of fake news
  17. Take a deep breath, then check your messages: Experimentally investigating the moderating effect of mindfulness in the interplay of social pressure to be available and messenger users’ well-/ill-being
  18. Can news diversification go too far? How different diversification metrics affect tolerance and political participation
  19. Have you seen Sandra Ciesek’s cat on Twitter? Self-Disclosure as Digital Challenges for Trust in Scientists on Social Media
  20. Social media as sources of sexual knowledge: A compensatory or complementary form of education?
  21. Coping Flexibility and Online Media Use for Coping
  22. How can digital media contribute to friendship jealousy and conflict among early adolescents?
  23. Gender Diversity in Online Gaming: The German Version of the Sexism Against Women Gamers Scale (SAWGS)
  24. Believe It or Not: Investigating the Credibility of Voice Assistants Through the Effects of Relationship Types
  25. The Interplay of Mindfulness, Mental Health, Loneliness, and Social Media Use Disorder
  26. Misinformation Correction Cues: Fostering Critical Thinking or Fueling Fake News Fatigue?
  27. Do robots have the ability to calm down a distressed person by using cognitive reappraisal and empathy?
  28. Differentiating and Characterizing Online Users in Response to Incivility: A Latent Profile Analysis
  29. The Negotiated Media Processing Model: Accounting for adolescents’ exposure to different and opposing media messages
  30. Recognizability of Minority Characters Reduces LGBTQ Prejudice: The Mediating Role of Parasocial Friendship and Wishful Identification
  31. “Rolling Minds”: a Conversational Media to Promote Intergroup Contact by Countering Racial Misinformation Through Socio-Analytic Processing in Adolescence
  32. Promoting Digital Competencies of Senior Citizens Evaluation of a Digital Learning Workshop in the BMBF-funded Research Project DigiKomS
  33. Media Multitasking as an Exploratory (vs. Exploitative) Behavior
  34. Toxicity Beyond Gameplay Boundaries: Examining Satellite Toxicity in Game-based Online Discussions
  35. Social VR Design Features and Experiential Outcomes: Narrative Review and Conceptual Framework for Dyadic Agent Conversations
  36. Artificial roughness: Viewing pattern towards computer-generated and human rough sexualized stimuli
  37. Using Player-Identified Mechanics to Validate their Existence in Gaming Experiences
  38. Does the mere belief that a virtual agent can be touched heighten social presence in VR?
  39. Who watches fail clips? Light and dark personality dispositions to watching the misfortunes of others
  40. Algorithmic Bias and Digital Divide – An Examination of Discrimination Experiences in Human-System Interactions
  41. The association between subtypes of active and passive SNS use and mental health: the moderating role of extraversion and neuroticism
  42. When in Doubt, Lay it Out: Over Vs. Under Communication Accommodation in Human-Robot Interaction
  43. The role of emotions in believing misinformation and fake news
  44. Examing gender-based and sexual orientation-related differences in players' perceptions of their own gameplay experiences.

Play the grief away – Positive effects of playing a meaningful video game

Wagener, Gary Lee, University of Luxembourg (gary.wagener@uni.lu) / Holl, Elisabeth, University of Luxembourg (Elisabeth.holl@uni.lu) / Schablowski, Saskia, University of Luxembourg (saskia.schablowski.002@student.uni.lu) / Fairon, Tascha, University of Luxembourg (tascha.fairon.001@student.uni.lu / Melzer, André, University of Luxembourg (andre.melzer@uni.lu)

1Video games have become an integral part of society and have shown to have positive effects on mood (Russoniello et al., 2009), emotions and emotion regulation (Villani et al., 2018), depressive symptoms (Kowal et al., 2021), and general well-being (Granic et al., 2014). Also, prior research has shown potential positive effects on mood improvement for casual video games (e.g., Rieger et al., 2015; Russoniello et al., 2009). Therefore, the current lab study was conducted to test the effects on people’s affective state in the context of a meaningful video game (Gris) that deals with self-growth and healing after a traumatic event. It was hypothesized that playing the game leads to both mood improvement (i.e., reduced negative affect and increased positive affect in the pre-post PANAS [Watson et al., 1988]) as well as increased parasympathetic activity that indicates greater physiological relaxation (i.e., increased heart rate variability – HRV). Due to its immersive nature and its strong emotional themes, it was furthermore hypothesized that the extent of players’ reported pre-test depressive symptoms moderate the positive effects on mood (García Catalán et al., 2021; Vasilikaris, 2022). During the experiment, participants (N = 64) provided demographic information and answered their current affective state via PANAS before playing Gris for 20 minutes. Right after gameplay, participants rated the PANAS items again. HRV (indices: the root mean square of successive differences, high-frequency power [RMSSD], and the ratio between low-frequency [LF/HF] and high-frequency power [HF]) was assessed pre, during, and after gameplay. The results of the current study will be presented at the conference. The findings not only extend the general evidence base on the potentially beneficial role of video games and human-computer interaction, but in particular may illustrate the positive effects of meaningful video games on mental health and well-being.

2Video games / heart rate variability / mood improvement / depression / mental health

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