نتایج جستجو برای: video game play

تعداد نتایج: 546223  

Journal: :Journal of adolescence 2004
Douglas A Gentile Paul J Lynch Jennifer Ruh Linder David A Walsh

Video games have become one of the favorite activities of American children. A growing body of research is linking violent video game play to aggressive cognitions, attitudes, and behaviors. The first goal of this study was to document the video games habits of adolescents and the level of parental monitoring of adolescent video game use. The second goal was to examine associations among violen...

2012
Lotfi Derbali Claude Frasson

This study explores the effects of prior video-game experience on learner’s motivation in a serious game environment. 20 participants were invited to play our serious game, called HeapMotiv, intended to educate players about the heap data structure. HeapMotiv is comprised of three missions (HeapTetris, Heap-Shoot and Heap-Sort). We used Keller’s ARCS theoretical model of motivation and physiolo...

2014
Nikiforos S. Panourgias Joe Nandhakumar Harry Scarbrough

Article history: Received 2 December 2011 Received in revised form 29 March 2013 Accepted 30 March 2013 Available online 30 April 2013 Digital technology, with its distinctive characteristics that result from the fundamental process of digitalization that underpins it, is seen as fundamentally altering processes of creativity. However, we currently have limited understanding of creativity in re...

2012
Paul Skalski Francis Dalisay Matthew Kushin Yung-I Liu

This study extends work on player types as motivations for video game play in two primary ways. First, it draws from the presence literature and considers how a person’s “need for presence” relates to established player types. Second, it expands the predictive utility of player type research and explores how motivations for play relate to game use across multiple genres and platforms, including...

Journal: :Brain & development 2006
Shinichiro Nagamitsu Miki Nagano Yushiro Yamashita Sachio Takashima Toyojiro Matsuishi

Video game playing is an attractive form of entertainment among school-age children. Although this activity reportedly has many adverse effects on child development, these effects remain controversial. To investigate the effect of video game playing on regional cerebral blood volume, we measured cerebral hemoglobin concentrations using near-infrared spectroscopy in 12 normal volunteers consisti...

2015
Maciej Świechowski HyunSoo Park Jacek Mańdziuk Kyung-Joong Kim

The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a surve...

2009
Michael Stora

The Since several years, I use the video game as a therapeutic object. This new mediation seems pertinent for children that we qualified "limit". Those children are more in the game in the gambling sense, than in the Winnicot's play. The video game is relevant in a clinic sense for two reasons essential. The first reason is that mediation is in picture and children and adolescents have an intim...

2013
Licínio Roque

The video game medium, embedded within one of the most lucrative industries today, is developed to entertain and create satisfying experiences for the game player. Extensive work has been developed on these experiences, exploring concepts such as immersion or flow, or centering on specific experiencerelated models. However, we consider that these do not fully portray the nature of the gameplay ...

2002
Bruce D. Bartholow Craig A. Anderson

Evidence of the effects of playing violent video games on subsequent aggression has been mixed. This study examined how playing a violent video game affected levels of aggression displayed in a laboratory. A total of 43 undergraduate students (22 men and 21 women) were randomly assigned to play either a violent (Mortal Kombat) or nonviolent (PGA Tournament Golf) video game for 10 min. Then they...

Journal: :Aggressive behavior 2009
Christopher P Barlett Christopher Rodeheffer

Previous research has shown that playing violent video game exposure can increase aggressive thoughts, aggressive feelings, and physiological arousal. This study compared the effects that playing a realistic violent, unrealistic violent, or nonviolent video game for 45 min has on such variables. For the purpose of this study, realism was defined as the probability of seeing an event in real lif...

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