نتایج جستجو برای: video games
تعداد نتایج: 222813 فیلتر نتایج به سال:
This article responds to five comments on my "Angry Birds" meta-analysis of video game influences on children (Ferguson, 2015, this issue). Given ongoing debates on video game influences, comments varied from the supportive to the self-proclaimed "angry," yet hopefully they and this response will contribute to constructive discussion as the field moves forward. In this reply, I address some mis...
Research on the impact of action video game playing has revealed performance advantages on a wide range of perceptual and cognitive tasks. It is not known, however, if playing such games confers similar advantages in sensorimotor learning. To address this issue, the present study used a manual motion-tracking task that allowed for a sensitive measure of both accuracy and improvement over time. ...
Increasing epidemic proportions of overweight children in the United States presents formidable challenges for education and healthcare. Given the popularity and pervasiveness of video gaming culture in North American children, the perfect opportunity arises to investigate the potential of video games to promote healthful behaviour. Our objective was to systematically review the literature for ...
8 Recent acts of extreme violence involving teens and associated links to violent video games have led 9 to an increased interest in video game violence. Research suggests that violent video games influence 10 aggressive behavior, aggressive affect, aggressive cognition, and physiological arousal. Anderson 11 and Bushman [Annu. Rev. Psychol. 53 (2002) 27.] have posited a General Aggression Mode...
Wraparound is a philosophy of care with a defined planning process used to build constructive relationships and support networks among students and youth with emotional or behavioral disabilities (EBD) and their families. Major features of wraparound are that it is community based, culturally relevant, individualized, strength based, and family centered. Wraparound plans are comprehensive and a...
We examined how grammatical aspect and visual perspective taking (firstor third-person) influence the ability to imagine accomplishments. Our main prediction was that it would be easier to imagine completed (I had built the fence.) than ongoing events (I was building the fence.) because accomplishments include natural temporal end points. Slow cortical brain potentials were examined as an index...
The perpetrator of the Naval Yard shooting, who killed 12 people in September 2013, spent up to 16 hours a day playing violent video games (eg, “Call of Duty”). CNN asked Dr Bushman to write an OpEd piece about the possible role of violent video games in violence. In response to that OpEd, over 1400 people made comments denying any harmful effects of violent video games. Indeed, in the US Supre...
PURPOSE To compare the video and computer game play patterns of young adolescent boys and girls, including factors correlated with playing violent games. METHODS Data collected in November/December, 2004 from children in grades 7 and 8 at two demographically diverse schools in Pennsylvania and South Carolina, using a detailed written self-reported survey. RESULTS Of 1254 participants (53% f...
OBJECTIVE To examine the effects of different levels of goal specificity and difficulty on Latino children's performance and physical activity (PA) levels in an after-school program incorporating an interactive dance program (Dance Dance Revolution [DDR]; Konami Corporation). DESIGN Comparison study. SETTING Rose Park Elementary School, Salt Lake City, Utah. PARTICIPANTS Ninety-eight Lati...
Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and non-playing controls aged between 7 and 22 years. By emplo...
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