نتایج جستجو برای: video game play

تعداد نتایج: 546223  

Journal: :Cyberpsychology, behavior and social networking 2014
Matthew Grizzard Ron Tamborini Robert J. Lewis Lu Wang Sujay Prabhu

Several researchers have demonstrated that the virtual behaviors committed in a video game can elicit feelings of guilt. Researchers have proposed that such guilt could have prosocial consequences. However, this proposition has not been supported with empirical evidence. The current study examined this issue in a 2×2 (video game play vs. real world recollection×guilt vs. control) experiment. Pa...

2004
Douglas A. Gentile Craig A. Anderson

London 2003 Video games have become one of the dominant entertainment media for children in a very short time. In the mid-1980s, children averaged about four hours a week playing video games, including time spent playing at home and in arcades (Harris & 'Williams, 1985). By the early 1990s, home video game use had increased and arcade play had decreased. The average amount was still fairly low,...

Journal: :IJCBPL 2013
Michael Yates Jane Hurry

The focus of this research was to investigate whether video game play reframed into the context of cumulative stress could play a moderating role on externalising behavioural outcomes. A sample of 14-15 year old adolescent boys (N = 197) were administered self-report measures relating to video game use, cumulative stress and externalising behaviours. Results showed that video gaming, as measure...

Journal: :Computers in Human Behavior 2014
Eric N. Wiebe Allison Lamb Megan Hardy Frankosky David J. Sharek

This research investigated the use of the User Engagement Scale (UES) as a psychometric tool to measure engagement during video game-play. Exploratory factor analysis revealed four factors (Focused Attention, Perceived Usability, Aesthetics, and Satisfaction) as compared to the six found in the original development of the UES. In the context of video game-play, a revised UES (UESz) demonstrated...

Journal: :Cyberpsychology, Behavior, and Social Networking 2017

Journal: :Gerontechnology : international journal on the fundamental aspects of technology to serve the ageing society 2010
Sandra M McKay Brian E Maki

A computer-based 'Useful Field of View' (UFOV) training program has been shown to be effective in improving visual processing in older adults. Studies of young adults have shown that playing video games can have similar benefits; however, these studies involved realistic and violent 'first-person shooter' (FPS) games. The willingness of older adults to play such games has not been established. ...

Journal: :Aggressive behavior 2007
Christopher P Barlett Richard J Harris Ross Baldassaro

This study investigated the effects of video game play on aggression. Using the General Aggression Model, as applied to video games by Anderson and Bushman, [2002] this study measured physiological arousal, state hostility, and how aggressively participants would respond to three hypothetical scenarios. In addition, this study measured each of these variables multiple times to gauge how aggress...

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