نتایج جستجو برای: video game play

تعداد نتایج: 546223  

Journal: :Computers & Education 2015
Borja Manero Javier Torrente Ángel Serrano Iván Martínez-Ortiz Baltasar Fernández-Manjón

The value of educational video games in education is undeniable and the benefits of using video games in classroom instruction have been proved by many researchers. Nevertheless, these benefits have not been proved sufficiently for some domains, such as artistic disciplines. In this paper we explore the effects of an educational video game on high school students' interest towards classical the...

Journal: :Computers in Human Behavior 2014
Jesse Fox Wai Yen Tang

Sexism toward women in online video game environments has become a pervasive and divisive issue in the gaming community. In this study, we sought to determine what personality traits, demographic variables, and levels of game play predicted sexist attitudes towards women who play video games. Male and female participants (N = 301) who were players of networked video games were invited to partic...

2016
C. Shawn Green Daphne Bavelier

Over the past 40 years, video game play has grown from a niche activity into a pervasive and abundant part of modern life. Over half of the United States population now plays video games, with over 130 million of these individuals being considered “regular” video game players (i.e., playing more than 3 h of video games per week—ESA 2015 ). And although video games were originally, and for the m...

Journal: :Psychological science 2005
Brad E Sheese William G Graziano

This experiment examined the effect of video-game violence on cooperative decision making. Participants (N= 48) were randomly assigned to play either a violent or a nonviolent version of the video game Doom in dyads. Following the video-game task, participants were separated and given an opportunity to choose to cooperate with their partner for mutual gain, withdraw from the interaction, or exp...

2008
Anton Eliëns Hugo C. Huurdeman Marek R. van de Watering Winoe Bhikharie

In this paper we present the XIMPEL interactive video platform. XIMPEL has been developed for the Clima Futura climate game, in which we use interactive video as a basis for scenario-driven games, with additional mini-games for elaborating on specific topics or tasks that arise during game play. XIMPEL has also been deployed in education, for creating short viral videos which allow for further ...

2015
Timothy McMahan Ian Parberry Thomas D. Parsons

Given the growing popularity of video gaming and off-the shelf electroencephalographic (EEG) devices like the Emotiv, there is a growing need for methods of measuring gamer experience in real-time. Engagement indices developed to monitor human engagement have yet to be implemented with the Emotiv. In this study, we compared three different engagement indices during various video game modalities...

2016
Meryem Yilmaz Soylu Roger H. Bruning

This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne's model of self-regulation (Winne, 2001) guided the study. The main assumption of this study was that expert video game players used more processes of self-regulation than the less-expert players. We surveyed 143 college students...

2013
Christopher J. Ferguson Cheryl K. Olson

Although a considerable amount of attention has examined potential positive and negative consequences of video game play in children, relatively little research has examined children’s motivations for using games. The current study hopes to address this gap in the literature by examining children’s motivations for video game play in a large sample of youth (n = 1254). Results indicated that vid...

2014
Lee A. Siegmund Jonathan B. Naylor Antonio S. Santo Jacob E. Barkley

UNLABELLED Relative to sedentary video games (e.g., Playstation 2®), playing physically active video games (e.g., Nintendo Wii Sports Boxing®) significantly increases caloric expenditure in children. Studies have demonstrated that the presence of a peer increases physical activity in children. We sought to determine if children would expend more energy and find playing the "exergame" (Wii) more...

Journal: :Psychological science 2007
C S Green D Bavelier

Playing action video games enhances several different aspects of visual processing; however, the mechanisms underlying this improvement remain unclear. Here we show that playing action video games can alter fundamental characteristics of the visual system, such as the spatial resolution of visual processing across the visual field. To determine the spatial resolution of visual processing, we me...

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