نتایج جستجو برای: dimensional video games on problem

تعداد نتایج: 8987217  

2007
Nobuko Ihori Akira Sakamoto Akiko Shibuya Shintaro Yukawa

We conducted a panel study with elementary school students in order to examine the effect of video games on children. We conducted two surveys, and measured the amount of use of video games, exposure to certain types of scenes, and preference for types of games as "video game variables," and also measured the level of aggressive behavior and pro-social behavior as "dependent variables." The res...

2005
Leonard Paul

This paper investigates the culture being reflected in video games being produced in Canada as Canada is one of the world's leading producers of video games. It examines the how Canadian culture is represented in current new media artistic output against the culture, or lack of culture, being represented in video games currently being produced. With the shift of television viewers away from cul...

Journal: :Computers & Education 2012
Matthew Ventura Valerie J. Shute Yoon Jeon Kim

The relationship between video gameplay, video game genre preference, personality, and GPA was investigated in an online correlational study with university students. In addition to administering selfreport measures of GPA and personality, we asked three different questions regarding styles of video gameplay. The first asked the average time spent playing video games per week (habitual players)...

2017
Marc Palaus Elena M. Marron Raquel Viejo-Sobera Diego Redolar-Ripoll

Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great ...

2012
S. Paul Stermer Melissa Burkley

We examined the association between playing sexist video games and sexist attitudes. Undergraduate students (61 men and 114 women) indicated the level of perceived sexism present in their most frequently played video games. Students also completed the Ambivalent Sexism Inventory (Glick & Fiske, 1996), which measures both hostile and benevolent sexism. As predicted, men who played video games pe...

Journal: :Gériatrie et Psychologie Neuropsychiatrie du Viellissement 2012

Journal: :Review of General Psychology 2010

Journal: :International Journal of Surgery 2011

2010
Lisa Kirk Annika Lutz Trena Norton Molly Zimmerman

GHC 2010 Extended Abstract For many people, video games are the first taste of the world of technology. Therefore, the message these games send to the players is vitally important. Women, specifically, are most often portrayed in more mature video games as both overly sexual and somewhat masculine. For example, one of the most commonly known woman video game characters, Lara Croft, is dressed i...

Journal: :European Conference on Games Based Learning 2022

This research used a survey design methodology (Dillman, 2011), which is “nonexperimental based on questionnaires or interviews” (Johnson & Christensen, 2013, p. 249) to investigate elementary literacy teachers’ attitudes video gaming and learning. 328 teachers from Midwestern state in the United States completed 37-item survey, primarily utilizes five-point Likert scale items examine their...

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