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Mood computational mechanisms underlying increased risk behavior in adolescent suicidal patients.

Authors: Wang Z, Nan T, Lu F, Yue Y, Cai X, He Z, Luo Y, Wang T, Blain B
Journal: eLife
mental health psychology open access

Abstract

With technological advancements, information and communication technology devices such as computers have not only permeated school classrooms but have also integrated into the daily lives of young children. Computer games combine images and sound effects, effectively attracting children’s attention by presenting vivid game scenes []. Given that computer games provide children with numerous novel sensations, discoveries, and experiences, yet may also exert negative influences, a growing number of researchers have conducted extensive theoretical and empirical investigations into the impact of computer games on children and adolescents []. The primary appeal of computer games for children lies in their capacity to satisfy innate play-based instincts through structured digital engagement. Previous research involving young children in China suggests that this demographic exhibits a marked preference for activities that are physically engaging, straightforward, and highly entertaining []. Evidence indicates that through repetitive operation and practice, such as successfully navigating game levels or coordinating motor actions to hit targets, children derive a significant sense of perceived competence and self-efficacy. This feeling of achievement is rooted in successful goal attainment and the autonomous control they exert over the digital environment, which provides immediate reinforcement of their psychological and motor-related competence [,]. Furthermore, a study conducted with school-age children [] demonstrated that narrative structures and role-playing elements within computer games fulfill requirements for social and interpersonal interaction. Consequently, games have been established as an effective health-promoting modality to foster specific health-related habits, such as improved oral hygiene and cooperative social interaction []. Study indicates that a majority of children worldwide gain exposure to computer games before the age of 6 years, with some even dedicating more than 1 hour daily to these activities []. Against this backdrop, computer games have increasingly been recognized and accepted by the academic community as a contemporary and legitimate form of play [].