نتایج جستجو برای: video game play
تعداد نتایج: 546223 فیلتر نتایج به سال:
While the positive uses for video games in an educational setting have also been established, the educational aim is usually made explicit. The goal of this research was to develop a video game wherein the educational aspect was implicitly embedded in the video game, such that the gaming activity remained interesting and relevant. Following a pilot study to confirm the usability of an in-house ...
Gregory Bateson claims that all play acts should be primarily understood as meta-communicative. In other words, playing a game implies being able to transmit and receive the metamessage ‘this is play’, which establishes a psychological frame among the players. I will propose a radical reading of Bateson’s theory in the context of video games; specifically, I will attempt at analysing the charac...
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...
This study investigated the effects of violent video game play and trait hostility on attentional bias toward 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 wi...
Action video game players have been found to outperform nonplayers on a variety of cognitive tasks. However, several failures to replicate these video game player advantages have indicated that this relationship may not be straightforward. Moreover, despite the discovery that problematic video game players do not appear to demonstrate the same superior performance as nonproblematic video game p...
Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief a...
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