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Literature Review: Social Withdrawal problem for Gaming
This “Ten Problems for Gaming in the 2020s” booklet identifies ten relevant areas from very recent contributions put forward at academic level in the form journal articles, conference proceedings and students’ theses. Ten freely accessible internet references have been selected for each area and direct links are provided at the end of each chapter for own consultation. Our selected references do not intend to mirror ranking indexes nor establish novel classifications. On the contrary, they are meant to represent peer-reviewed, diverse and scientifically-sound case studies for vertical dissemination aimed at non-specialist readers. They will also be able to scoop even more references through the bibliography that is reported at the end of each selected reference.
Without further ado, these are the ten problems that we are going to introduce in this booklet:
- mental health,
- social withdrawal,
- digital divide,
- mobile games,
Each problem has its own dedicated chapter made of an introductory section, a short presentation of the ten selected references and a conclusions section.
The final chapter of this booklet will report the conclusions from each chapter again in order to provide a complete executive summary.
6 Social Withdrawal
THE PROBLEM — It is hypothesized that social withdrawal can be partially independent from other symptoms and likely reflect alterations in the social brain itself. Using imagination while playing implies cognitive involvement, as players are actively thinking about the game world. Disparate perspectives on belonging and withdrawal can be drawn together. Online behaviors may act as modulators of unpleasant emotional states.
CASE STUDIES — … buy this booklet from Amazon …
CONCLUSIONS — Social withdrawal can be defined as a long-term, at least six months, social isolation and self-exclusion. Affection towards the fictional creatures increases the meaningfulness of playing. Behavior analytic approaches could help to clarify the mechanisms involved in gaming and to differentiate problematic from healthy use. Competencies, opportunities, motivations, and perceptions are central elements in strategies that can be used to increase individual and collective sense of belonging. Hikikomori appears as a phenomenon that concerns many aspects of modern society. The level of Internet addiction has a good correlation with the perception of other people’s approval. It is important to monitor anxiety symptoms and their intensity in children as a preventive strategy against problematic video gaming. Virtual rehabilitation interventions, computer assisted technologies, and virtual simulations can help the aging population. There was no significant increase in potentially addictive behaviors, nor an increase in loss of control of these behaviors when enacted online during the COVID-19 pandemic. The desire for money during the COVID-19 social disconnection could serve as an alternative channel for pursuing status.
TEN FREE REFERENCES FROM THE INTERNET — … buy this booklet from Amazon …