نتایج جستجو برای: video game play

تعداد نتایج: 546223  

Journal: :Journal of vision 2010
Renjie Li Uri Polat Fabien Scalzo Daphne Bavelier

Action video game play enhances basic visual skills such as crowding acuity and contrast sensitivity (C. S. Green & D. Bavelier, 2007; R. Li, U. Polat, W. Makous, & D. Bavelier, 2009). Here, we ask whether the dynamics of perception may also be altered as a result of playing action games. A backward masking paradigm was used to test the hypothesis that action video game play also alters the tem...

2008
Faisal Qureshi

People play certain genres of video games for definitive reasons. The underlying phenomenon of these manifested reasons, and the source of "hooking" a player to a game, is Game/World Immersion. Immersion, therefore, is the single most important factor as to why people play certain genres of video games. The various elements that are present in such games, such as audio or visual, are there to c...

Journal: :Cognition 2006
C S Green D Bavelier

Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of square...

2009
Alison Harvey

This paper considers the impact of innovations in game interfaces, locations, and controllers in considerations of access to gaming for female and male players. The role of gender in video game culture has been considered from the perspectives of production, culture, marketing, content, mechanics, and preferences, and several scholars have argued that we need to understand gendered preferences ...

Journal: :Acta psychologica 2008
Walter R Boot Arthur F Kramer Daniel J Simons Monica Fabiani Gabriele Gratton

Expert video game players often outperform non-players on measures of basic attention and performance. Such differences might result from exposure to video games or they might reflect other group differences between those people who do or do not play video games. Recent research has suggested a causal relationship between playing action video games and improvements in a variety of visual and at...

2013
Walter R. Boot Michael Champion Daniel P. Blakely Timothy Wright Dustin J. Souders Neil Charness

Recent research has demonstrated broad benefits of video game play to perceptual and cognitive abilities. These broad improvements suggest that video game-based cognitive interventions may be ideal to combat the many perceptual and cognitive declines associated with advancing age. Furthermore, game interventions have the potential to induce higher rates of intervention compliance compared to ot...

Journal: :Psychological bulletin 2018
Benoit Bediou Deanne M Adams Richard E Mayer Elizabeth Tipton C Shawn Green Daphne Bavelier

The ubiquity of video games in today's society has led to significant interest in their impact on the brain and behavior and in the possibility of harnessing games for good. The present meta-analyses focus on one specific game genre that has been of particular interest to the scientific community-action video games, and cover the period 2000-2015. To assess the long-lasting impact of action vid...

2011
Marc A. Sestir Bruce D. Bartholow

a r t i c l e i n f o Experimental studies routinely show that participants who play a violent game are more aggressive immediately following game play than participants who play a nonviolent game. The underlying assumption is that nonviolent games have no effect on aggression, whereas violent games increase it. The current studies demonstrate that, although violent game exposure increases aggr...

Journal: :Computers in Human Behavior 2017
Carlos Cruz Michael D. Hanus Jesse Fox

Microsoft's Xbox and Sony's PlayStation overlay achievement and trophy systems onto their video games. Though these meta-game reward systems are growing in popularity, little research has examined whether players notice, use, or seek out these systems. In this study, game players participated in focus groups to discuss the advantages and disadvantages of meta-game reward systems. Participants d...

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