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Dive into the research topics where Angeline Khoo is active.

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Featured researches published by Angeline Khoo.


Pediatrics | 2011

Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study

Douglas A. Gentile; Hyekyung Choo; Albert K. Liau; Timothy Sim; Dongdong Li; Daniel Fung; Angeline Khoo

OBJECTIVES: We aimed to measure the prevalence and length of the problem of pathological video gaming or Internet use, to identify risk and protective factors, to determine whether pathological gaming is a primary or secondary problem, and to identify outcomes for individuals who become or stop being pathological gamers. METHODS: A 2-year, longitudinal, panel study was performed with a general elementary and secondary school population in Singapore, including 3034 children in grades 3 (N = 743), 4 (N = 711), 7 (N = 916), and 8 (N = 664). Several hypothesized risk and protective factors for developing or overcoming pathological gaming were measured, including weekly amount of game play, impulsivity, social competence, depression, social phobia, anxiety, and school performance. RESULTS: The prevalence of pathological gaming was similar to that in other countries (∼9%). Greater amounts of gaming, lower social competence, and greater impulsivity seemed to act as risk factors for becoming pathological gamers, whereas depression, anxiety, social phobias, and lower school performance seemed to act as outcomes of pathological gaming. CONCLUSION: This study adds important information to the discussion about whether video game “addiction” is similar to other addictive behaviors, demonstrating that it can last for years and is not solely a symptom of comorbid disorders.


Personality and Social Psychology Bulletin | 2009

The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies

Douglas A. Gentile; Craig A. Anderson; Shintaro Yukawa; Nobuko Ihori; Muniba Saleem; Lim Kam Ming; Akiko Shibuya; Albert K. Liau; Angeline Khoo; Brad J. Bushman; L. Rowell Huesmann; Akira Sakamoto

Although dozens of studies have documented a relationship between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways should increase both short-term and long-term prosocial behaviors. We report three studies conducted in three countries with three age groups to test this hypothesis. In the correlational study, Singaporean middle-school students who played more prosocial games behaved more prosocially. In the two longitudinal samples of Japanese children and adolescents, prosocial game play predicted later increases in prosocial behavior. In the experimental study, U.S. undergraduates randomly assigned to play prosocial games behaved more prosocially toward another student. These similar results across different methodologies, ages, and cultures provide robust evidence of a prosocial game content effect, and they provide support for the General Learning Model.


Cyberpsychology, Behavior, and Social Networking | 2008

Passion and Intrinsic Motivation in Digital Gaming

Chee Keng John Wang; Angeline Khoo; Woon Chia Liu; Shanti Divaharan

Digital gaming is fast becoming a favorite activity all over the world. Yet very few studies have examined the underlying motivational processes involved in digital gaming. One motivational force that receives little attention in psychology is passion, which could help us understand the motivation of gamers. The purpose of the present study was to identify subgroups of young people with distinctive passion profiles on self-determined regulations, flow dispositions, affect, and engagement time in gaming. One hundred fifty-five students from two secondary schools in Singapore participated in the survey. There were 134 males and 8 females (13 unspecified). The participants completed a questionnaire to measure harmonious passion (HP), obsessive passion (OP), perceived locus of causality, disposition flow, positive and negative affects, and engagement time in gaming. Cluster analysis found three clusters with distinct passion profiles. The first cluster had an average HP/OP profile, the second cluster had a low HP/OP profile, and the third cluster had a high HP/OP profile. The three clusters displayed different levels of cognitive, affective, and behavioral outcomes. Cluster analysis, as this study shows, is useful in identifying groups of gamers with different passion profiles. It has helped us gain a deeper understanding of motivation in digital gaming.


Cyberpsychology, Behavior, and Social Networking | 2011

Examining the influence of actual-ideal self-discrepancies, depression, and escapism, on pathological gaming among massively multiplayer online adolescent gamers.

Dong Dong Li; Albert Kien Liau; Angeline Khoo

This study examined whether actual-ideal self-discrepancy (AISD) is related to pathological gaming through escapism as a means of reducing depression for adolescent massively multiplayer online gamers. A Discrepancy-reduction Motivation model of pathological video gaming was tested. A survey was conducted on 161 adolescent gamers from secondary schools. Two mediation effects were tested using path analysis: (a) depression would mediate the relationship between AISDs and escapism, and (b) escapism would mediate the relationship between depression and pathological gaming. Results support the hypotheses stated above. The indirect effects of both AISD and depression were significant on pathological gaming. AISD and escapism also had direct effects on pathological gaming. The present study suggests that pathological behaviors may be over-regulated coping strategies of approaching the ideal self and avoiding the actual self.


Psychological Science | 2014

Long-Term Relations Among Prosocial-Media Use, Empathy, and Prosocial Behavior

Sara Prot; Douglas A. Gentile; Craig A. Anderson; Kanae Suzuki; Edward L. Swing; Kam Ming Lim; Yukiko Horiuchi; Margareta Jelić; Barbara Krahé; Wei Liuqing; Albert K. Liau; Angeline Khoo; Poesis Diana Petrescu; Akira Sakamoto; Sachi Tajima; Roxana Andreea Toma; Wayne Warburton; Xuemin Zhang; Ben C. P. Lam

Despite recent growth of research on the effects of prosocial media, processes underlying these effects are not well understood. Two studies explored theoretically relevant mediators and moderators of the effects of prosocial media on helping. Study 1 examined associations among prosocial- and violent-media use, empathy, and helping in samples from seven countries. Prosocial-media use was positively associated with helping. This effect was mediated by empathy and was similar across cultures. Study 2 explored longitudinal relations among prosocial-video-game use, violent-video-game use, empathy, and helping in a large sample of Singaporean children and adolescents measured three times across 2 years. Path analyses showed significant longitudinal effects of prosocial- and violent-video-game use on prosocial behavior through empathy. Latent-growth-curve modeling for the 2-year period revealed that change in video-game use significantly affected change in helping, and that this relationship was mediated by change in empathy.


Computers in Human Behavior | 2013

Player-Avatar Identification in video gaming: Concept and measurement

Dong Dong Li; Albert Kien Liau; Angeline Khoo

This paper aims to develop an instrument to measure Player-Avatar Identification (PAI) in video game playing. Survey studies were conducted with over 1000 students in Singapore primary and secondary schools. The results of the studies demonstrated that PAI can be conceptualized and reliably measured in terms of four-factors - feelings during play, absorption during play, positive attitudes toward the game avatar and importance of the avatar to ones self identity. The four-factor model showed acceptable model data fit and satisfactory reliability and validity. The construct validity was supported by the relationship between PAI and identity style. The result suggested that students with diffused identity style reported significant higher scores on absorption and importance to identity. The usefulness of the concept and the scale was discussed in relation to behavioral and developmental implications.


Addiction Research & Theory | 2015

Pathological video-gaming among youth: A prospective study examining dynamic protective factors

Albert K. Liau; Hyekyung Choo; Dongdong Li; Douglas A. Gentile; Timothy Sim; Angeline Khoo

Abstract The primary aim of the study was to understand the phenomenon of pathological video-gaming by identifying protective factors for its development, and examining the dynamic interplay between protective factors and pathological video-gaming within a framework of change. The study was a 2-year longitudinal study involving 3034 children and adolescents recruited from 6 elementary and 6 secondary schools. Controlling for initial levels of pathological video-gaming, personal strengths and familial factors such as parent–child connectedness, and warm family environment were found to be protective factors for later pathological gaming. Increases in levels of emotional regulation and family environment warmth were related to decreases in pathological video-gaming. Higher initial levels and increases in pathological video-gaming were related to higher levels of later depressive symptoms, controlling for earlier levels of depressive symptoms. The study adds to the growing evidence that pathological video-gaming has potentially serious mental health consequences, in particular, on depression. For health providers who work with pathological video-gamers, the findings suggest that developing self-regulatory skills such as emotional regulation, and improving the family environment are useful strategies.


Asia-Pacific Journal of Public Health | 2015

Impulsivity, Self-Regulation,and Pathological Video Gaming Among Youth Testing a Mediation Model

Albert K. Liau; Eng Chuan Neo; Douglas A. Gentile; Hyekyung Choo; Timothy Sim; Dongdong Li; Angeline Khoo

Given the potential negative mental health consequences of pathological video gaming, understanding its etiology may lead to useful treatment developments. The purpose of the study was to examine the influence of impulsive and regulatory processes on pathological video gaming. Study 1 involved 2154 students from 6 primary and 4 secondary schools in Singapore. Study 2 involved 191 students from 2 secondary schools. The results of study 1 and study 2 supported the hypothesis that self-regulation is a mediator between impulsivity and pathological video gaming. Specifically, higher levels of impulsivity was related to lower levels of self-regulation, which in turn was related to higher levels of pathological video gaming. The use of impulsivity and self-regulation in predicting pathological video gaming supports the dual-system model of incorporating both impulsive and reflective systems in the prediction of self-control outcomes. The study highlights the development of self-regulatory resources as a possible avenue for future prevention and treatment research.


Journal of Addictive Behaviors,Therapy & Rehabilitation | 2015

The Role of Game Genres and the Development of Internet Gaming Disorder in School- Aged Children

Adam Eichenbaum; Florian Kattner; Daniel E. Bradford; Douglas A. Gentile; Hyekyung Choo; Vivian Hsueh-Hua Chen; Angeline Khoo; C. Shawn Green

Background and Objectives: Internet Gaming Disorder (IGD) is characterized by a pattern of video game playing that results in significant issues with daily life (e.g. problems with inter-personal relationships or poor academic/job performance), and where the gaming persists despite these negative outcomes. Here we tested the hypothesis that the prevalence of IGD depends on the types of games a child plays. Methods: A sample of 2,982 children from Singaporean primary and secondary schools were recruited for the current study. They filled out questionnaires related to IGD symptoms, general video game play habits, as well as other measures of daily life function. Games were categorized into five genres (Role-playing, Strategy, Action, Puzzle, Music) and the prevalence of IGD was examined as a function of each individual’s favorite genre of game. Results: Not all genres were equally associated with IGD. The highest rates of IGD were associated with players of Role-playing games followed by players of Action, Music, Strategy, and Puzzle games, respectively. However, this pattern was only found in secondary school-age children with primary school-aged children showing no differentiation by genre. Conclusion: Consistent with previous work, respondents’ favorite game genres predicted differential probabilities of IGD. However, this was only true in older children, not in younger children. Future work is needed to determine if this is because young children are not susceptible to the differential influence of various genres or because the games that young children play within these genres lack the critical ingredients that exist in these game types played by older children and adults.


Developmental Psychology | 2017

Bedroom media: One risk factor for development.

Douglas A. Gentile; Olivia N. Berch; Hyekyung Choo; Angeline Khoo; David A. Walsh

Mass media have numerous effects on children, ranging from influencing school performance to increased or reduced aggression. What we do not know, however, is how media availability in the bedroom moderates these effects. Although several researchers have suggested that bedroom media may influence outcomes by displacing other activities (the displacement hypothesis) or by changing the content of media consumed (the content hypothesis), these have rarely been tested directly. This study tested both hypotheses using several outcomes that are associated with bedroom media and some of the underlying mediating mechanisms. The hypotheses were tested using 3 longitudinal samples of varying methods, age, duration, and country. The results indicate that children who have bedroom media are likely to watch larger amounts of screen time which displaced important activities, such as reading and sleeping, which mediated later negative outcomes such as poor school performance. Bedroom media also influence risk for obesity and video game addiction. Children with bedroom media are also likely to be exposed to more media violence. The violent content increased normative beliefs about aggression, which increased physical aggression, providing support for the content hypothesis. This study demonstrates that media can have effects not just from what they show, but also because of what children are not exposed to. Bedroom media are therefore a robust risk factor for several aspects of child development.

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Albert K. Liau

Nanyang Technological University

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Hyekyung Choo

National University of Singapore

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Dongdong Li

Nanyang Technological University

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Timothy Sim

Hong Kong Polytechnic University

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Dong Dong Li

Nanyang Technological University

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Albert Kien Liau

Nanyang Technological University

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Vivian Hsueh-Hua Chen

Nanyang Technological University

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