Citations with the tag: VIDEO games -- Psychological aspects
Results 1 - 50
- Joysticks and jackboots.
// Alberta Report / Newsmagazine; 1/11/93, Vol. 20 Issue 4, p37
Announces that according to Southam's `Montreal Gazette,' video games immerse children in `a vicious subculture where anything alien is an enemy, where one is encouraged to shoot first and ask questions later if at all.' Psychologist Elizabeth Stutz likens influence of video games to Hitler...
- ...And the video advantage.
// Current Health 2; Mar1994, Vol. 20 Issue 7, p2
Reports on the study that shows the effect of playing video games on the reaction skills of older people. Statistics; Implication.
- Zap your way to self-esteem.
// Machine Design; 6/13/96, Vol. 68 Issue 11, p200
Focuses on a paper presented at the British Psychological Society's conference in London, England that dismisses previous claims that long hours of playing video games turn children into withdrawn, antisocial and aggressive teenagers.
- Video high rollers.
Colman, Adrian // Youth Studies Australia; Spring1994, Vol. 13 Issue 3, p12
Focuses on the results of a study conducted by a University of Plymouth in the United Kingdom sociologist, Dr. Sue Fisher on the effect of arcade video playing on young people aged 11-16. Children becoming addicted to the video games; Percentage of children deemed `pathological players'; Taking...
- Video games.
Colman, Adrian // Youth Studies Australia; Mar1996, Vol. 15 Issue 1, p12
Reports that computer video games fail to teach children and are mood-altering and escapist. Marketing of the games like psychedelic drugs; Little relation between the state of mind which video games offer and learning, analysis or intellectual enquiry; Reasons why children would rather learn...
- What do video games teach?
Provenzo Jr., Eugene F. // Education Digest; Dec92, Vol. 58 Issue 4, p56
Presents a condensation from `The American School Board Journal' of March 1992. Analyzes the effect on children of video games, especially Nintendo. How video games limit the user; Sex bias and gender stereotyping; Violence and aggression; Lack of moral counterweight; Using video games with...
- Crack down on video games.
Provenzo Jr., Eugene F. // Junior Scholastic; 3/11/94, Vol. 96 Issue 14, p19
Focuses on the debate concerning violence in video games. Parents' groups' and U.S. congressional members' campaign to stop video-game violence; Video-game companies' decision to come up with their own rating system; Failure of the companies' to consider the interests of girls and women; Video...
- Mario is OK.
Provenzo Jr., Eugene F. // Machine Design; 8/13/93, Vol. 65 Issue 16, p128
Reports on UCLA psychology professor Patricia Marks Greenfields' suggestions on the effect of video games on children. Increase of youngsters' comfort level with technology; Enabling of children to practice interactive skills similar to those using a computer.
- Kids and vids.
Provenzo Jr., Eugene F. // Prevention; Dec95, Vol. 47 Issue 12, p36
Presents information on kids and video games. Results of study letting kids play video games; Comments from study author Patrick McGuffin; No evidence suggesting that violent video games present a problem.
- Governor calls for ban on video gambling.
Provenzo Jr., Eugene F. // Christian Science Monitor; 1/23/98, Vol. 90 Issue 40, p4
Reports that Governor David Beasley of South Carolina has urged lawmakers to ban video gambling. Impact of video gambling on the South Carolina economy; Death of an infant in a car while the mother was in a gambling parlor.
- Video games--fun or addiction?
Provenzo Jr., Eugene F. // USA Today Magazine; Jan95, Vol. 123 Issue 2596, p6
Reports on the British Psychological Society's conclusion that video games can be both habit-forming and addictive. Number of respondents involved in the study; Emotional withdrawal symptoms related to stopping video games addition.
- Gentler Video Games Make Players Kinder.
Provenzo Jr., Eugene F. // USA Today Magazine; Jul2011, Vol. 140 Issue 2794, p8
The article highlights a 2011 study published in "Social Psychological and Personality Science," which reveals that relaxing video games, like "Endless Ocean," make people who play them happier and kinder.
- Video games and you--just fun or not?
Provenzo Jr., Eugene F. // Odyssey; Nov96, Vol. 5 Issue 8, p7
Reports on the results of the study conducted by researchers from the University of Mississippi confirming the negative effect of violent video games on children. Aggressiveness of the study participants after playing with the video games; Children's learning through imitation.
- Game girls.
Duclayan, Gina // Seventeen; Jan95, Vol. 54 Issue 1, p38
Focuses on video games that are popular among women. Tetris as an organizational thing; Girls' dislike for violence in games; Popularity of Lemmings, an antideath game; Involvement of exploration, problem solving and computer graphics in the game called Myst.
- How kids cope with video games.
Arthur, Charles // New Scientist; 12/4/93, Vol. 140 Issue 1902, p5
Discusses the results of a study on the effects of video games on children. `Children and Video Games: An Exploratory Study'; Possibility of addiction; Games in arcades as encouraging children to spend more; Games as causing children to lose temper; Violent responses in some cases; Games as not...
- Do Video Games Lead to Violent Behavior in Children?
Walling, Anne D. // American Family Physician; 4/1/2002, Vol. 65 Issue 7, p1436
Presents an abstract of the study 'Video Games and Real-Life Aggression: Review of the Literature,' by L. Bensley and J. van Eenwyk, published in the October 2001 issue of the 'Journal of Adolescent Health.'
- Have Video Games Pushed Fantasy Too Far?
Walling, Anne D. // Writing; Oct2000 Teacher's Edition, Vol. 23 Issue 2, p3
Provides a teacher's guide to a lesson focused on the impact of video games involving fantasy on children. Prereading/prewriting discussion; Discussion questions; Class activities.
- HOOKED ON GAMES.
Walling, Anne D. // Scholastic Choices; Jan2010, Vol. 25 Issue 4, p3
The article presents a study conducted by Douglas Gentile, an assistant professor of psychology at Iowa State University, which shows that 8.5 percent of 1,178 teenagers ages 8 to 18 were addicted to playing video games.
- Design and Implementation of Hanja Training Serious Game for Smart Phones.
Eun-ho Lee; Sung-ho Kim; Jung-yoon Kim; Yong-sung Kim // International Proceedings of Economics Development & Research; 2012, Vol. 27, p59
This paper consist of learning board to make oneself familiar with HANJA to give a stimulus learner's learning volition and to give rise to learning motivation based on constructivism. Therefore, we propose to design a serious game on smart phone. This game is correspond to HANJA and DOKEUM...
- From the editors.
Eun-ho Lee; Sung-ho Kim; Jung-yoon Kim; Yong-sung Kim // Nature Reviews Neuroscience; Dec2011, Vol. 12 Issue 12, p701
An introduction is presented in which the editors discusses various reports within the issue on topics including the role of disrupted in schizophrenia 1 (DISC1) in brain maturity and development, the involvement of blood-brain barrier dysfunction in Alzheimer's disease, and the cognitive and...
- CHILD'S PLAY.
Quart, Alissa // Lingua Franca: The Review of Academic Life; Oct2001, Vol. 11 Issue 7, p50
Focuses on the debate among scholars on the effect of violent video games on the behavior of children and teenagers. Theories on the effects of video games; Background on media-effects research; Criticisms from cultural studies scholars on the claims of media-effects scholars regarding the...
- Is Basic Personality Related to Violent and Non-Violent Video Game Play and Preferences?
Chory, Rebecca M.; Goodboy, Alan K. // CyberPsychology, Behavior & Social Networking; Apr2011, Vol. 14 Issue 4, p191
Based on the uses and gratifications perspective, personality was expected to relate to violent video game play frequency and game preferences. Participants completed measures of personality and frequency of violent video game play, and identified their most frequently played video games....
- IN BRIEF.
Chory, Rebecca M.; Goodboy, Alan K. // New Scientist; 05/06/2000, Vol. 166 Issue 2237, p25
Presents science-related news briefs as of May, 2000. Evolution of a survival technique by the blister beetle; Explanation by researchers at the Massachusetts Institute of Technology (MIT) and Brown University in Rhode Island as to why lunar seas are on the side nearest Earth; Claim of...
- Game of life.
Adee, Sally // New Scientist; 12/24/2011, Vol. 212 Issue 2844/2845, p76
The article focuses on research published by scientist Mark Griffiths and team in "International Journal of Cyber Behavior, Psychology and Learning" into game transfer phenomenon (GTP), in which a person physically reacts to real-life events as if they were part of a video game. Critics charge...
- Feeling the Need for (Personalized) Speed: How Natural Controls and Customization Contribute to Enjoyment of a Racing Game Through Enhanced Immersion.
Schmierbach, Mike; Limperos, Anthony M.; Woolley, Julia K. // CyberPsychology, Behavior & Social Networking; Jul2012, Vol. 15 Issue 7, p364
Prior research suggests that video game features that appear natural or that otherwise allow players to identify with their in-game experience will promote enjoyment. Using a 2�2 experiment, this study demonstrates the positive effects of a steering-wheel controller and the opportunity to...
- Four Keys To Creating Emotions In Games.
Chavez, Paul // Systems Contractor News; Mar2011, Vol. 18 Issue 3, p38
The article offers information on the list regarding the four keys of the creation of emotions during games developed by XEODesign president Nicole Lazzaro which include hard fun, easy fun, and the people factor.
- RAISE PARENTS' AWARENESS ABOUT CONTENT OF VIDEO GAMES.
Chavez, Paul // Nursing Standard; 5/23/2012, Vol. 26 Issue 38, p11
Nurses want parents and children to be better educated about the adverse effects of adult-themed video games.
- EFFECT OF MANIPULATED STATE AGGRESSION ON PAIN TOLERANCE.
STEPHENS, RICHARD; ALLSOP, CLAIRE // Psychological Reports; Aug2012, Vol. 111 Issue 1, p311
Swearing produces a pain lessening (hypoalgesic) effect for many people; an emotional response may be the underlying mechanism. In this paper, the role of manipulated state aggression on pain tolerance and pain perception is assessed. In a repeated-measures design, pain outcomes were assessed in...
- PLAY IT COOL.
STEPHENS, RICHARD; ALLSOP, CLAIRE // Marketing Health Services; Spring2007, Vol. 27 Issue 1, p6
The article reports on the development of a virtual-reality video game specifically for children who are suffering from burns. Hunter Hoffman is the video game designer. The game is entitled "SnowWorld" and Hoffman intends for the Arctic setting to offer the children some fun and distraction....
- super stress relievers.
Dreisbach, Shaun // Parenting Early Years; Sep2009, Vol. 23 Issue 8, p37
The article offers tips on how to manage stress. It suggests kissing unleashes chemicals that lower anxiety and encouraging feelings of euphoria. It also recommends to read a book, take a cue from the children and play a video game for a few minutes, and put flowers in the room to feel less pain...
- Illinois law would ban access to violent video games.
Dreisbach, Shaun // Mothering; Mar/Apr2005, Issue 129, p25
The article informs about the legislation in the Illinois state, banning access to the violent video games. On December 16, Governor Rod Blagojevich proposed legislation that would make Illinois the first state in the nation to ban the distribution, sale, rental, and availability of violent and...
- Kids & Video Game Addiction.
Darling, Tammy // Pediatrics for Parents; Mar/Apr2009, Vol. 25 Issue 3/4, p13
The article presents a research study by the Media Research Lab at Iowa State University investigating the implications of video game addiction to the kids. The study reveals that 92% of children under age 18 play regularly and 8.5% of them are considered pathologically addicted. It notes that...
- a fun way to spark creativity on the job.
Darling, Tammy // Shape; Nov2008, Vol. 28 Issue 3, p30
The article discusses a study done by researchers at Penn State University that focused on the mindsets of people after they played the video game "Dance Dance Revolution". A comment from the lead study author S. Shyam Sundar is included. It is suggested that being excited and happy can increase...
- Creating fun out of the more mundane aspects of our lives.
Davies, Russell // Campaign (UK); 5/9/2008, Issue 18, p14
The article focuses on the author's view on the significance of videogame business. He states that brand owners are justifiably obsessed with the attention that games garner and are constantly trying to grab a bit of the action. The author suspects that brand owners might do better to think...
- Oscillatory Brain Responses Evoked by Video Game Events: The Case of Super Monkey Ball 2.
Salminen, Mikko; Ravaja, Niklas // CyberPsychology & Behavior; Jun2007, Vol. 10 Issue 3, p330
Electroencephalography (EEG) was recorded while the subjects played a video game where the player had to steer a monkey into a goal while collecting bananas for extra points and had to avoid falling off the edge of the game board. Each of these three studied events evoked differential EEG...
- The Effects of Interactive and Passive Distraction on Cold Pressor Pain in Preschool-aged Children.
Weiss, Karen E.; Dahlquist, Lynnda M.; Wohlheiter, Karen // Journal of Pediatric Psychology; Aug2011, Vol. 36 Issue 7, p816
Objective Using a mixed model design, this study examined the effects of interactive versus passive distraction on healthy preschool-aged children�s cold pressor pain tolerance. Methods Sixty-one children aged 3�5 years were randomly assigned to one of the following: interactive distraction,...
- The violent games people play.
Muir, Hazel // New Scientist; 10/23/2004, Vol. 184 Issue 2470, p26
This article examines the psychological effects of violent video games on children. There is no doubt children are being exposed to more games violence than ever: around a quarter of all games released in the U.S. contain some violence. The violence is becoming more vivid as increases in...
- Video Game Backlash?
Smith, Mark // Technology & Learning; Nov2005, Vol. 26 Issue 4, p6
The article reports that California Governor Arnold Schwarzenegger has signed a bill passed by the California State Legislature in September aimed at curbing the rental and sale of violent video games to minors. Assembly Bill 1179 levies $1,000 fines to companies that rent or sell video games...
- Taking on Tinseltown.
Kellner, Mark A. // Christianity Today; 06/14/99, Vol. 43 Issue 7, p16
Features the federal lawsuit which claims that a variety of media products such as computer games and motion pictures, have triggered the fatal assault by Michael Carneal in the United States. Details on the shooting behavior exhibited by Carneal in murdering three students; Information on the...
- Measuring Engagement as Students Learn Dynamic Systems and Control with a Video Game.
Coller, B. D.; Shernoff, David J.; Strati, Anna D. // Advances in Engineering Education; Winter2011, Vol. 2 Issue 3, p1
The paper presents results of a multi-year quasi-experimental study of student engagement during which a video game was introduced into an undergraduate dynamic systems and control course. The video game, EduTorcs, provided challenges in which students devised control algorithms that drive...
- Pathological Video Game Use.
Coller, B. D.; Shernoff, David J.; Strati, Anna D. // Gifted Child Today; Fall2009, Vol. 32 Issue 4, p9
The article discusses pathological video game use. The article notes that 88% of American youth between the ages of 8 and 18 years play video games. The article describes factors which may indicate pathological video game use including having difficulty in attempting to play for shorter periods...
- Reward system and temporal pole contributions to affective evaluation during a first person shooter video game.
Coller, B. D.; Shernoff, David J.; Strati, Anna D. // BMC Neuroscience; 2011, Vol. 12 Issue 1, p66
The article focuses on a study on the roles of the reward system and temporal pole in the affective evaluation of a violent video game. The study was done on 13 male German volunteers who played the shooter game "Tactical Ops: Assault on Terror," and functional Magnetic Resonance Imaging (fMRI)...
- Video Game Addiction.
Coller, B. D.; Shernoff, David J.; Strati, Anna D. // Science Teacher; Feb2007, Vol. 74 Issue 2, p20
The article addresses video game addiction. Psychologists at the University of Rochester, working collaboratively with Immersyve, Inc., asked gamers what motivates them to keep playing. Responses indicate that the fun of playing is rooted in fulfilling basic psychological needs. More than just...
- Good family FROM KIDS TO MONEY, WHAT TO KNOW NOW.
Coller, B. D.; Shernoff, David J.; Strati, Anna D. // Good Housekeeping; Dec2010, Vol. 251 Issue 6, p117
The article offers news briefs related to family issues. Research by scientists from Germany, Spain, and Great Britain suggest that eating a Mediterranean diet, which emphasizes healthy fats, fruits, and vegetables, may help children avoid developing asthma. A study by researchers at Iowa State...
- Doctors lobby to classify game addiction as disorder.
Coller, B. D.; Shernoff, David J.; Strati, Anna D. // Telecom Asia; Sep2007, Vol. 18 Issue 9, p40
The article reports on the proposal from the Council on Science and Public Health to recognize video game addiction as disorder in the U.S. The council also recommends the disorder to be included in mental illness manual created by the American Psychiatric Association. According to a report at...
- Grand Theft Auto IV Comes to Singapore: Effects of Repeated Exposure to Violent Video Games on Aggression.
Teng, Scott Kie Zin; Chong, Gabriel Yew Mun; Siew, Amy Sok Cheng; Skoric, Marko M. // CyberPsychology, Behavior & Social Networking; Oct2011, Vol. 14 Issue 10, p597
Given the increasingly dominant role of video games in the mainstream entertainment industry, it is no surprise that the scholarly debate about their impact has been lively and well attended. Although >100 studies have been conducted to examine the impact of violent video games on aggression, no...
- Effect of Opponent Type on Moral Emotions and Responses to Video Game Play.
Lin, Shu-Fang // CyberPsychology, Behavior & Social Networking; Nov2011, Vol. 14 Issue 11, p695
This study suggests that fighting against different types of opponents in video games (e.g., human opponents vs. monster opponents) may lead to different emotional responses and moral judgments toward game characters. Based on Bandura's moral disengagement theory, this study proposes that...
Lin, Shu-Fang // CyberPsychology & Behavior; Feb2007, Vol. 10 Issue 1, p160
Several corrections to the articles published in previous issues are presented including "An Ongoing Study of Group Treatment for Men Involved in Problematic Internet-Enabled Sexual Behavior" which appeared in the June 2006 issue and "The Appeal of Violent Video Games to Lower Educated...
- Happy video games relieves stress.
Lin, Shu-Fang // New Scientist; 11/3/2007, Vol. 196 Issue 2628, p29
The article repots on the study conducted by Mark Baldwin and colleagues at McGill University in Montreal, Canada indicating that five minutes of happy video computer game before work can cut levels of stress hormone cortisol. It mentions that Baldwin and colleagues asked call centre agents to...
- Video games could improve baggage screening.
Reilly, Michael // New Scientist; 11/3/2007, Vol. 196 Issue 2628, p32
The article reports that video games could improve security as it gives baggage screeners to spot unusual targets as discovered by Mathias Fleck and Stephen Mitroff of Duke University at Durham, North Carolina. It cites that playing action computer games gives people a sharp eye for finding...