نتایج جستجو برای: video games
تعداد نتایج: 222813 فیلتر نتایج به سال:
• Two experiments address a new mechanism why violent video games increase aggressive behavior. • Playing violent video games alters the perception of one's own aggressive behavior. • This biased perception in turn accounts for the violent video game effect. a b s t r a c t a r t i c l e i n f o Computer players often deny that playing violent video games makes them aggressive, which is in cont...
Debates regarding purported negative effects of video games have raged among scholars, clinicians and in the public arena. Surveys of both scholars and the general public reveal wide discrepancies in beliefs about the potential harmfulness of video games, and some evidence suggests that a ‘‘generational divide’’ may be at play. The current study examines this in a sample of 109 clinicians and c...
BACKGROUND Active video games may contribute to reducing time spent in sedentary activities, increasing physical activity and preventing excessive weight gain in adolescents. Active video gaming can, however, only be beneficial for weight management when it replaces sedentary activities and not other physical activity, and when it is not associated with a higher energy intake. The current study...
Multiple factors are involved in the occurrence of aggressive behavior. The purpose of this study was to evaluate the hypotheses that Latino middle school children exposed to higher levels of video game playing will exhibit a higher level of aggression and fighting compared to children exposed to lower levels and that the more acculturated middle school Latino children will play more video game...
Most research on the determinants of Presence focuses on aspects within the technology. Research on user characteristics and how they affect Presence is rather scarce. This paper presents the results from a stepwise multiple regression analysis in which the experienced Presence in video games is predicted by a set of user characteristics, among which three psychological constructs: the perceive...
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...
Department of Psychology Iowa State University, Ames, IA, USA Over the last 30 years, the video game industry has grown into a multi-billion dollar business. More children and adults are spending time playing computer games, consoles games, and online games than ever before. Violence is a dominant theme in most of the popular video games. This article reviews the current literature on effects o...
Having clearly identified which games I will focus on, let me expound for a moment on the creative genius that is responsible for these games. Nintendo is responsible for this suite of Mario games and all its derivatives. A century-old Japanese establishment that started out as a card-making business, Nintendo has evolved over the past hundred years from a tiny card manufacturer to a massive vi...
Phishing is an increasingly more prevalent form of online, social engineered scams that escalate costs and risks to society year to year. This study demonstrates an association between anti-phishing training techniques used in previous research and individual differences which could affect phishing susceptibility. Results indicated that anti-phishing training in both a simple comic and more com...
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