How does neighborhood quality moderate the association between online video game play and depression
Kim, Harris Hyun-soo & Sun Joo (Grace) Ahn (2016). How does neighborhood quality moderate the association between online video game play and depression? A population-level analysis of Korean students. Cyberpsychology, Behavior, and Social Networking, 19(10), 628-634.
Abstract: The main objective of our study is to assess the relationship between playing online video games and mental wellbeing of adolescents based on a nationally representative sample. Data come from the Korean Children and Youth Panel Survey (KCYPS), a government-funded multiyear research project. Through a secondary analysis of W2 and W3 of data collected in 2011 and 2012, we examine the extent to which time spent playing online games is related to depression, as measured by a battery of items modeled after the abridged version of Center for Epidemiologic Studies Depression Scale Revised (CESD-R). For proper temporal ordering, the outcome variable is drawn from the latter wave (W3), whereas all time-lagged covariates are taken from the earlier wave (W2). Multilevel regression models show that more game playing is associated with greater depression. Findings also indicate that, net of individual-level variables (e.g., gender, health, family background), living in a community with more divorced families adds to adolescent depression. Finally, a cross-level interaction is observed: the positive association between game playing and depression is more pronounced in an area characterized by a lower aggregate divorce rate.
Abstract: Participants (N=88) in a two-condition (Facebook post information level: high vs. low) mixed factorial design took part in a laboratory experiment that utilized eye tracking to gauge what areas of the page in common news layouts attract viewers’ gaze, and whether this viewing amount of information about the story disclosed in the Facebook posts. […]
Bartosz WojdynskiCamila EspinaKate KeibJennifer MalsonHyejin BangYen-I Lee
Image and framing effects on perceptions of self-efficacy and body satisfaction
Abstract: This study, in the context of encouraging participants to enroll in a company’s employee wellness program, uses gain-loss framing (Rothman & Salovey, 1997) and social comparison theory (Festinger, 1954) to examine the effects of messages on participant perceptions of self-efficacy for maintaining a healthy weight, consuming healthful foods and body satisfaction. A 2 (framing: […]