نتایج جستجو برای: video game

تعداد نتایج: 263850  

2015
Chaoying S. Xu Jessica S. Chen Ron A. Adelman

Video games have surged in popularity due to their entertainment factor and, with recent innovation, their use in health care. This review explores the dual facets of video games in treating vision impairment in amblyopia as well as their potential for overuse and addiction. Specifically, this review examines video game addiction from a biopsychosocial perspective and relates the addictive qual...

2010
T. Atilla Ceranoglu

Video games have found their way into the clinical care of youth in most medical fields, and academic interest in their use is increasing steadily. The popularity of video games among youth may qualify them as a useful tool in psychotherapy for children and adolescents. Limited literature on use of video games in mental health care suggests that they can help young patients become more cooperat...

Journal: :Journal of personality and social psychology 2010
Tobias Greitemeyer Silvia Osswald

Previous research has documented that playing violent video games has various negative effects on social behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior. In contrast, there has been much less evidence on the effects of prosocial video games. In the present research, 4 experiments examined the hypothesis that playing a prosocial (relative to a n...

2004
Kristen Lucas John L. Sherry

In this study, we examined gender differences in video game use by focusing on interpersonal needs for inclusion, affection, and control, as well as socially constructed perceptions of gendered game play. Results of a large-scale survey (n = 534) of young adults’ reasons for video game use, preferred game genres, and amount of game play are reported. Female respondents report less frequent play...

Journal: :Journal of experimental psychology. Human perception and performance 2014
Kara J Blacker Kim M Curby Elizabeth Klobusicky Jason M Chein

The ability to hold visual information in mind over a brief delay is critical for acquiring information and navigating a complex visual world. Despite the ubiquitous nature of visual working memory (VWM) in our everyday lives, this system is fundamentally limited in capacity. Therefore, the potential to improve VWM through training is a growing area of research. An emerging body of literature s...

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...

Journal: :Computers in Human Behavior 2012
Jose J. Valadez Christopher J. Ferguson

Research in the domain of video game violence continues to be contentious and debated. Scholars have examined both positive and negative effects of violent games, although results thus far have been inconclusive and systematic internal validity problems have been identified with past research. The current study adds to this growing literature by examining the effects of video game violence expo...

2013
Adam C. Oei Michael D. Patterson

BACKGROUND Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. METHODOL...

2004
Steven J. Kirsh Paul V. Olczak Jeffrey R. W. Mounts Steven Kirsh

This study investigated the effects of violent video game play and trait hostility on attentional bias towards negatively valenced words. Following video game play, participants completed an emotional Stroop task. Results indicated greater Stroop interference for participants high in trait hostility and for participants playing violent video games. Implications of these findings are discussed w...

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