نتایج جستجو برای: video game
تعداد نتایج: 263850 فیلتر نتایج به سال:
0747-5632/$ see front matter 2012 Elsevier Ltd. A http://dx.doi.org/10.1016/j.chb.2012.04.018 ⇑ Corresponding author. E-mail addresses: [email protected] (B.D. Hom edu (E.O. Hayward), [email protected] (J. Frye), ja The present study explores the relation among different characteristics of preadolescents and their video game habits and preferences. Specifically, the predictive power of age...
Little empirical research has investigated how players identify with video game characters. In this paper, I use data from interviews with video game players who are members of marginalized groups, to interrogate the links made between how players identify with video game characters and the importance of representation. I discuss how games‟ ludic, bodily and socially interactive aspects result ...
Some evidence demonstrates that video game experience has a beneficial effect on visuospatial cognition. In contrast, other evidence indicates that video game experience may be negatively related to cognitive control. In this study we examined the specificity of the influence of video game experience on cognitive control. Participants with high and low video game experience performed the Stroop...
Previous research has shown how, why, and for whom violent video game play is related to aggression and aggression-related variables. In contrast, less is known about whether some individuals are more likely than others to be the target of increased aggression after violent video game play. The present research examined the idea that the effects of violent video game play are stronger when the ...
The effect of violent media on aggression has always been highly concerned by the public. The effect of violent video game has been studied by researchers for many years, while how the interaction (competition and cooperation) work during video game play is still little known. In present study, the effect of non-violent video games on aggression was tested by experimental design. Participants w...
This paper explores the current affordances and limitations of video game genre from a library and information science perspective with an emphasis on classification theory. We identify and discuss various purposes of genre relating to video games, including identity, collocation and retrieval, commercial marketing, and educational instruction. Through the use of examples, we discuss the ways i...
• 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...
Recent research has demonstrated enhanced visual attention and visual perception in individuals with extensive experience playing action video games. These benefits manifest in several realms, but much remains unknown about the ways in which video game experience alters perception and cognition. In the present study, we examined whether video game players' benefits generalize beyond vision to m...
A computer-based 'Useful Field of View' (UFOV) training program has been shown to be effective in improving visual processing in older adults. Studies of young adults have shown that playing video games can have similar benefits; however, these studies involved realistic and violent 'first-person shooter' (FPS) games. The willingness of older adults to play such games has not been established. ...
The game genre is an important feature for organizing, accessing and developing video games; however the choice of the genre during the process of video games making requires expertise and thorough study which can sometimes lead to unexpected issues due to the bad choice that can affect the final result. In this paper, we will present the application of analytic hierarchical process method “AHP...
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