Results for 'Regulation,Video games,Psychology,Metacognition,Behaviorism,Behavior steering'

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  1.  46
    Gaming the gamer? – The ethics of exploiting psychological research in video games.Johnny Hartz Søraker - 2016 - Journal of Information, Communication and Ethics in Society 14 (2):106-123.
    The purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design.,The author first argues that exploiting psychology in video games may be more ethically problematic than familiar application domains like advertising, gambling and political rhetoric. Then an overview of the effects particular types of game design may have on user behavior is provided, taking into account various findings and phenomena from behavioral psychology and behavioral economics.,Finally, the author (...)
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  2.  12
    A Motivational Model Explaining Performance in Video Games.Rame Hulaj, Markus B. T. Nyström, Daniel E. Sörman, Christian Backlund, Sebastian Röhlcke & Bert Jonsson - 2020 - Frontiers in Psychology 11:512185.
    Esports are a rapidly growing phenomenon and understanding of factors underlying game performance are therefore of great interest. The present study investigated the influence of satisfaction of basic psychological needs (competence, autonomy, and relatedness), type of motivation (amotivation, external regulation, introjected regulation, identified regulation, integrated regulation, and intrinsic motivation), and number of matches played (time on task) on individuals’ performance on a matchmaking rating (MMR) in the video game Defence of the Ancients 2 (Dota 2). Collected data from 315 participants (...)
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  3.  4
    Why iPlay: The Relationships of Autistic and Schizotypal Traits With Patterns of Video Game Use.Nancy Yang, Pete L. Hurd & Bernard J. Crespi - 2022 - Frontiers in Psychology 13.
    Video games are popular and ubiquitous aspects of human culture, but their relationships to psychological and neurophysiological traits have yet to be analyzed in social-evolutionary frameworks. We examined the relationships of video game usage, motivations, and preferences with autistic and schizotypal traits and two aspects of neurophysiology, reaction time and targeting time. Participants completed the Autism Quotient, Schizotypal Personality Questionnaire, a Video Game Usage Questionnaire, and two neurophysiological tasks. We tested in particular the hypotheses, motivated by theory and previous work, (...)
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  4.  12
    Editorial: Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management.Federica Pallavicini & Stéphane Bouchard - 2019 - Frontiers in Psychology 10.
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  5.  7
    Loot boxes use, video gaming, and gambling in adolescents: Results from a path analysis before and during COVID-19-pandemic-related lockdown in Italy.Caterina Primi, Francesco Sanson, Marta Vecchiato, Emilia Serra & Maria Anna Donati - 2022 - Frontiers in Psychology 13.
    Loot Boxes, i.e., virtual items embedded within video games with numerous features reminiscent of gambling, are increasingly widespread among adolescents. LB use is associated with problem gambling in youth, but few studies have been conducted on the association between LB use and gambling behavior considering adolescents. Thus, the mechanisms underlying this relationship are not clear. As LB use is a significant and positive risk factor for video gaming severity, and video gaming is associated with problem gambling, we hypothesized that LB (...)
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  6.  7
    Insensitive Players? A Relationship Between Violent Video Game Exposure and Recognition of Negative Emotions.Ewa Miedzobrodzka, Jacek Buczny, Elly A. Konijn & Lydia C. Krabbendam - 2021 - Frontiers in Psychology 12.
    An ability to accurately recognize negative emotions in others can initiate pro-social behavior and prevent anti-social actions. Thus, it remains of an interest of scholars studying effects of violent video games. While exposure to such games was linked to slower emotion recognition, the evidence regarding accuracy of emotion recognition among players of violent games is weak and inconsistent. The present research investigated the relationship between violent video game exposure and accuracy of negative emotion recognition. We assessed the level of self-reported (...)
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  7.  19
    Nascent Inquiry, Metacognitive, and Self-Regulation Capabilities Among Preschoolers During Scientific Exploration.Ronit Fridman, Sigal Eden & Ornit Spektor-Levy - 2020 - Frontiers in Psychology 11:539021.
    There is common agreement that preschool-level science education affects children’s curiosity, their positive approach towards science, and their desire to engage with the subject. Children’s natural curiosity drives them to engage enthusiastically in all forms of exploration. Engaging in scientific exploration necessitates self-regulation capabilities and a wide repertoire of cognitive and metacognitive strategies. The purpose of this study was to examine to what extent preschoolers (aged 5‒6 years) implement nascent inquiry skills, metacognitive awareness, and self-regulation capabilities during play-based scientific exploration (...)
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  8.  2
    Do Largest Shareholders Incentively Affect Financial Sustainability Under Holdings Heterogeneity? Regulation/Intermediary of Financial Constraints Through Managerial Behavior Games.Lipai Zhang - 2022 - Frontiers in Psychology 13.
    The real estate industry is characterized by a high degree of financial intensity and is more significant in certain areas. The relative enterprises require certain financial ability and large shareholders’ controlling power to support their survivals and competitiveness. However, due to the multiple adverse impacts of current state policies on banks and private capital, the problem of capital restraints of real estate has become increasingly serious. From a corporate governance perspective, this paper studies the interactions among financial constraints, ownership concentration (...)
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  9.  8
    Will exposure to different consequences of prosocial behavior always lead to subsequent prosocial behavior among adolescents: An experimental study of short videos.Wu Li, Yuanyi Mao & Bo Hu - 2022 - Frontiers in Psychology 13.
    The relationship between exposure to prosocial media content and prosocial behavior has been extensively explored. However, previous studies mainly explore the effect of prosocial media content exposure by comparing an individual’s exposure to the different types of content, and generally focus on traditional media and video games, with less attention given to the increasingly popular new media platforms. In this study, we explored new dimensions by considering individuals’ exposure to different consequences of the same prosocial behavior in the context of (...)
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  10. Metacognition and Reflection by Interdisciplinary Experts: Insights from Cognitive Science and Philosophy.Machiel Keestra - 2017 - Issues in Interdisciplinary Studies 35:121-169.
    Interdisciplinary understanding requires integration of insights from different perspectives, yet it appears questionable whether disciplinary experts are well prepared for this. Indeed, psychological and cognitive scientific studies suggest that expertise can be disadvantageous because experts are often more biased than non-experts, for example, or fixed on certain approaches, and less flexible in novel situations or situations outside their domain of expertise. An explanation is that experts’ conscious and unconscious cognition and behavior depend upon their learning and acquisition of a set (...)
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  11.  27
    Game‐XP: Action Games as Experimental Paradigms for Cognitive Science.Wayne D. Gray - 2017 - Topics in Cognitive Science 9 (2):289-307.
    Why games? How could anyone consider action games an experimental paradigm for Cognitive Science? In 1973, as one of three strategies he proposed for advancing Cognitive Science, Allen Newell exhorted us to “accept a single complex task and do all of it.” More specifically, he told us that rather than taking an “experimental psychology as usual approach,” we should “focus on a series of experimental and theoretical studies around a single complex task” so as to demonstrate that our theories of (...)
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  12.  6
    Fostering Self-Regulated Learning in Online Environments: Positive Effects of a Web-Based Training With Peer Feedback on Learning Behavior.Henrik Bellhäuser, Patrick Liborius & Bernhard Schmitz - 2022 - Frontiers in Psychology 13.
    Although training in self-regulated learning is effective in improving performance, human trainers can reach only a few people at a time. We developed a web-based training for potentially unlimited numbers of participants based on the process model of SRL by Schmitz and Wiese. A prior study observed positive effects on self-reported SRL and self-efficacy. In the present randomized controlled trial, we investigated an improved version of the web-based training, augmented by the application of peer feedback groups. Prospective university students in (...)
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  13.  17
    Embodied metacognition: how we feel our hearts to know our minds.John Dorsch - 2022 - Dissertation, University of Edinburgh
    The aim of the present work is to make a plausible case for the phylogenetic origin of self-knowledge, one which is compatible with a prevalent view about its ontogenetic origin, the social-scaffolding view. Essentially, the phylogenetic origin is generally argued to be evaluative metacognition, i.e. a system of cognitive control mechanisms, while the ontogenetic origin is generally argued to be mindreading, i.e. cognitive capacities supporting mental state attribution. So put simply, the present work aims to provide a plausible solution to (...)
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  14. Video Games, Violence, and the Ethics of Fantasy: Killing Time.Christopher Bartel - 2020 - London: Bloomsbury Academic.
    Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But, should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does not resolve the (...)
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  15.  14
    Maternal Anxiety Symptoms and Self-Regulation Capacity Are Associated With the Unpredictability of Maternal Sensory Signals in Caregiving Behavior.Eeva Holmberg, Taija Teppola, Marjukka Pajulo, Elysia Poggi Davis, Saara Nolvi, Eeva-Leena Kataja, Eija Sinervä, Linnea Karlsson, Hasse Karlsson & Riikka Korja - 2020 - Frontiers in Psychology 11.
    The unpredictability of maternal sensory signals in caregiving behavior has been recently found to be linked with infant neurodevelopment. The research area is new, and very little is yet known, how maternal anxiety and depressive symptoms and specific parental characteristics relate to the unpredictable maternal care. The aims of the current study were to explore how pre- and postnatal maternal anxiety and depressive symptoms and self-regulation capacity associate with the unpredictability of maternal sensory signals. The study population consisted of 177 (...)
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  16. Action Video Game Training for Healthy Adults: A Meta-Analytic Study.Ping Wang, Han-Hui Liu, Xing-Ting Zhu, Tian Meng, Hui-Jie Li & Xi-Nian Zuo - 2016 - Frontiers in Psychology 7:187309.
    Action video game (AVG) has attracted increasing attention from both the public and from researchers. More and more studies found video game training improved a variety of cognitive functions. However, it remains controversial whether healthy adults can benefit from AVG training, and whether young and older adults benefit similarly from AVG training. In the present study, we aimed to quantitatively assess the AVG training effect on the cognitive ability of adults and to compare the training effects on young and older (...)
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  17.  41
    Dolphins on the witness stand? The comparative psychology of strategic memory regulation.Morris Goldsmith & Asher Koriat - 2003 - Behavioral and Brain Sciences 26 (3):345-346.
    Smith et al. show that monkeys and dolphins can respond adaptively under conditions of uncertainty, suggesting that they monitor subjective uncertainty and control their behavior accordingly. Drawing on our own work with humans on the strategic regulation of memory reporting, we argue that, so far, the distinction between monitoring and control has not been addressed sufficiently in metacognitive animal research.
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  18.  68
    Video Games and Stress: How Stress Appraisals and Game Content Affect Cardiovascular and Emotion Outcomes.Anne Marie Porter & Paula Goolkasian - 2019 - Frontiers in Psychology 10.
    Although previous studies have found that video games induce stress, studies have not typically measured all salient indicators of stress responses including stress appraisals, cardiovascular indicators, and emotion outcomes. The current study used the Biopsychosocial Model of Challenge and Threat (Blascovich & Tomaka, 1996) to determine if video games induce a cardiovascular stress response by comparing the effects of threat and challenge appraisals across two types of video games that have shown different cardiovascular outcomes. Participants received challenge or threat appraisal (...)
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  19.  28
    The Evolved Self, Self-regulation, and the Co-evolution of Leadership.Nigel Nicholson - 2011 - Biological Theory 6 (4):399-412.
    Much has been written about the self, yet its evolution and functioning are matters of controversy in evolutionary psychology. The article argues that it is an evolved capacity, essential for co-evolutionary processes, including cultural development, to occur. A model of self-regulation is offered to explain its adaptive functioning, elaborating William James’ I-me distinction, and drawing upon contemporary analyses in social psychology and neuroscience. The model is used to illustrate how adaptive behavior is facilitated by the exercise of self-control, to defer (...)
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  20. The Status of Video Games as Self-Involving Interactive Fictions: Fuzzy Intervals and Hard Identifications.Kristina Šekrst - 2023 - Sic: Journal of Literature, Culture and Literary Translation 3.
    The goal of this paper is to see how mental and language representations are unique from a video-game perspective, using two main criteria. First, I will posit that the level of being both an interactive work of fiction and a self-involving interactive fiction belongs to a fuzzy interval and that some works – and, therefore, some video games – are more immersive than others. Second, I will observe how propositions tie the player’s representations of the real world and the game (...)
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  21.  13
    Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style.Mitchell G. H. Loewen, Christopher T. Burris & Lennart E. Nacke - 2021 - Frontiers in Psychology 11.
    In video games, identification with avatars—virtual entities or characters driven by human behavior—has been shown to serve many interpersonal and intraindividual functions but our understanding of the psychological variables that influence players' avatar choices remains incomplete. The study presented in this paper tested whether players' preferred style of avatar creation is linked to the magnitude of self-perceived discrepancies between who they are, who they aspire to be, and who they think they should be. One-hundred-and-twenty-five undergraduate gamers indicated their preferred avatar (...)
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  22. An Analysis of the Interaction Between Intelligent Software Agents and Human Users.Christopher Burr, Nello Cristianini & James Ladyman - 2018 - Minds and Machines 28 (4):735-774.
    Interactions between an intelligent software agent and a human user are ubiquitous in everyday situations such as access to information, entertainment, and purchases. In such interactions, the ISA mediates the user’s access to the content, or controls some other aspect of the user experience, and is not designed to be neutral about outcomes of user choices. Like human users, ISAs are driven by goals, make autonomous decisions, and can learn from experience. Using ideas from bounded rationality, we frame these interactions (...)
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  23.  11
    Perception of Hong Kong Teenagers and Young Adults on Esports Participation: A Qualitative Study Using Theory of Planned Behavior.Ming Yu Claudia Wong, Pak-Kwong Chung, Kailing Ou & Ka-Man Leung - 2021 - Frontiers in Psychology 12.
    Esports is a rapidly growing industry worldwide, and it is making significant inroads in Hong Kong as well. However, owing to debates regarding the distinction between Esports and video gaming and the potential negative effects of engaging in Esports, its development in Hong Kong is still in its infancy. Therefore, this qualitative study investigated the perceptions and attitudes of teenagers and young adults toward Esports development and engagement, using the theory of planned behavior. Twenty-five teenagers and young adults participated in (...)
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  24. Virtual decisions: video game ethics, Just Consequentialism, and ethics on the fly.Don Gotterbarn & James Moor - 2009 - Acm Sigcas Computers and Society 39 (3):27-42.
    Video games are ethically controversial. Some video games are effective training tools for learning various skills and approaches to problem-solving, but some video games are notorious for promoting discriminatory and barbaric behavior. We consider such ethical pros and cons of video games, but we also present a more fundamental ethical issue about video games. Most video games have a bias toward self-centered decision-making. Often the decision-making driver is not the impact of the decision on society but rather the quantity of (...)
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  25.  3
    Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse.E. S. Sokolov - 2020 - Sociology of Power 32 (3):165-188.
    The paper investigates the video game discourse of the Russian state media from 2011 to 2015. Critical discourse analysis serves as a methodological framework for this work, and Foucault’s power/knowledge model is used to explain the logic behind the «grotesque discourses». In the Russian press, video games are described as an instance of inculcation, provoking overintense emotions and forcing individuals to commit symbolic acts impossible from the standpoint of “normal” pedagogy. The paper problematizes the mythologization of violence in video games (...)
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  26.  19
    Commercial Video Games in School Teaching: Two Mixed Methods Case Studies on Students’ Reflection Processes.Marco Rüth & Kai Kaspar - 2021 - Frontiers in Psychology 11.
    Commercial video games are popular entertainment media and part of students’ media reality. While commercial video games’ main purpose is not learning, they nonetheless could and should serve as objects of reflection in formal educational settings. Teachers could guide student learning and reflection as well as motivate students with commercial video games, but more evidence from formal educational settings is required. We conducted two mixed methods case studies to investigate students’ reflection processes using commercial video games in regular formal high (...)
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  27.  71
    Musical Ecologies in Video Games.Michiel Kamp - 2014 - Philosophy and Technology 27 (2):235-249.
    What makes video games unique as an audiovisual medium is not just that they are interactive, but that this interactivity is rule bound and goal oriented. This means that player experience, including experience of the music, is somehow shaped or structured by these characteristics. Because of its emphasis on action in perception, James Gibson’s ecological approach to psychology—particularly his concept of affordances—is well suited to theorise the role of music in player experience. In a game, players perceive the environment and (...)
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  28.  12
    Fulfilling the Rousseauian Fantasy: Video Games and Well-Regulated Freedom.Gideon Dishon - 2016 - Philosophy of Education 72:113-121.
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  29.  7
    Strategic Self-Regulation in Groups: Collective Implementation Intentions Help Cooperate When Cooperation Is Called for.J. Lukas Thürmer, Frank Wieber & Peter M. Gollwitzer - 2020 - Frontiers in Psychology 11.
    Groups need contributions that are personally costly to their members. Such cooperation is only adaptive when others cooperate as well, as unconditional cooperation may incur high costs to the individual. We argue that individuals can useWe-if-then plans (collective implementation intentions, cIIs) to regulate their group-directed behavior strategically, helping them to cooperate selectively with group members in the situation planned for. In line with this prediction, a cII to consider group earnings increased cooperative decisions in a prisoners’ dilemma game when playing (...)
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  30.  42
    Video Game Violence. A Philosophical Conversation with Mathieu Triclot.Mathieu Triclot & Raphaël Verchère - 2019 - Philosophical Journal of Conflict and Violence 3 (1).
    The starting point of this conversation with philosopher Mathieu Triclot is the issue of the causal contribution of video game playing in school shootings. Triclot explains the limitations of current psychological approaches regarding video game violence. He further develops on the peculiar features of the video game medium and how they relate to the problem of violence. Triclot eventually shows that, although players may relate to virtual violence in very different ways, violence in video games is not merely a subjective (...)
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  31.  52
    Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge.Lazaros Michailidis, Emili Balaguer-Ballester & Xun He - 2018 - Frontiers in Psychology 9:393107.
    One of the most pleasurable aspects of video games is their ability to induce immersive experiences. However, there appears to be a tentative conceptualization of what an immersive experience is. In this short review, we specifically focus on the terms of flow and immersion, as they are the most widely used and applied definitions in the video game literature, whilst their differences remain disputable. We critically review the concepts separately and proceed with a comparison on their proposed differences. We conclude (...)
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  32.  21
    The Moral Gatekeeper: Soccer and Technology, the Case of Video Assistant Referee (VAR).Ilan Tamir & Michael Bar-eli - 2021 - Frontiers in Psychology 11.
    Video assistant referee was officially introduced into soccer regulations in 2018, after many years in which referee errors were justified as being “part of the game.” The technology’s penetration into the soccer field was accompanied by concerns and much criticism that, to a large degree, continues to be voiced with frequency. This paper argues that, despite fierce objections and extensive criticism, VAR represents an important revision in modern professional soccer, and moreover, it completes a moral revolution in the evolution of (...)
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  33.  18
    The toxic meritocracy of video games: why gaming culture is the worst.Christopher A. Paul - 2018 - Minneapolis: University of Minnesota Press.
    Introduction : growing up gamer -- Leveling up in life : how meritocracy works in society -- A toxic culture : studying gaming's jerks -- Coding meritocracy: norms of game design and narrative -- Judging skill, from World of warcraft to Kim Kardashian : Hollywood -- Learning from others -- Conclusion : an obligation to do better.
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  34.  17
    The Future of Action Video Games in Psychological Research and Application.Harun Karimpur & Kai Hamburger - 2015 - Frontiers in Psychology 6.
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  35.  27
    The Association Between Video Gaming and Psychological Functioning.Juliane M. von der Heiden, Beate Braun, Kai W. Müller & Boris Egloff - 2019 - Frontiers in Psychology 10.
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  36.  10
    Animal Crossing and COVID-19: A Qualitative Study Examining How Video Games Satisfy Basic Psychological Needs During the Pandemic.Andrew Z. H. Yee & Jeremy R. H. Sng - 2022 - Frontiers in Psychology 13.
    The COVID-19 pandemic has affected the way many people live their lives. The increasing amount of time spent indoors and isolated during periods of lockdown has been accompanied by an increase in the time people spend playing video games. One such game which soared in popularity during the early stages of the pandemic was Animal Crossing: New Horizons. Through semi-structured interviews with players, and using a theory-informed qualitative analysis, we document and examine players’ motivations and experiences playing Animal Crossing: New (...)
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  37.  36
    Video games as tools to achieve insight into cognitive processes.Walter R. Boot - 2015 - Frontiers in Psychology 6.
  38.  34
    Sex differences in the inference and perception of causal relations within a video game.Michael E. Young - 2014 - Frontiers in Psychology 5:103575.
    The learning of immediate causation within a dynamic environment was examined. Participants encountered seven decision points in which they needed to choose which of three possible candidates was the cause of explosions in the environment. Each candidate was firing a weapon at random every few seconds, but only one of them produced an immediate effect. Some participants showed little learning, but most demonstrated increases in accuracy across time. On average, men showed higher accuracy and shorter latencies that were not explained (...)
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  39.  30
    Non-Perceptual Representational Immersion in Video Games: A Response to David Chalmers' 'Reality+'.James Cartlidge - forthcoming - Philosophy and Technology.
    This article criticises David Chalmers’ ‘Reality+’ by interrogating its distinction of virtual reality (VR) from 2D, non-VR video games, a distinction made on the grounds that VR is immersive and these types of video games are not because immersion is a distinct characteristic of 3D perceptually represented VR. Building on the Balcerak Jacksons’ account of ‘representational immersion’, which they acknowledge has ‘perceptual’ and ‘non-perceptual’ elements, I develop an account of ‘non-perceptual representational immersion’ and use it to critique Chalmers’ treatment of (...)
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  40. Higher-Order Awareness, Misrepresentation, and Function.David Rosenthal - 2012 - Higher-Order Awareness, Misrepresentation and Function 367 (1594):1424-1438.
    Conscious mental states are states we are in some way aware of. I compare higher-order theories of consciousness, which explain consciousness by appeal to such higher-order awareness (HOA), and first-order theories, which do not, and I argue that higher-order theories have substantial explanatory advantages. The higher-order nature of our awareness of our conscious states suggests an analogy with the metacognition that figures in the regulation of psychological processes and behaviour. I argue that, although both consciousness and metacognition involve higher-order psychological (...)
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  41.  26
    Video Games Exposure and Sexism in a Representative Sample of Adolescents.Bègue Laurent, Sarda Elisa, A. Gentile Douglas, Bry Clementine & Roché Sebastian - 2017 - Frontiers in Psychology 8.
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  42. Free will and moral responsibility in video games.Christopher Bartel - 2015 - Ethics and Information Technology 17 (4):285-293.
    Can a player be held morally responsible for the choices that she makes within a videogame? Do the moral choices that the player makes reflect in any way on the player’s actual moral sensibilities? Many videogames offer players the options to make numerous choices within the game, including moral choices. But the scope of these choices is quite limited. I attempt to analyze these issues by drawing on philosophical debates about the nature of free will. Many philosophers worry that, if (...)
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  43. The virtual brain: 30 years of video-game play and cognitive abilities.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2013 - Frontiers in Psychology 4.
    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 and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize beyond the original context. (...)
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  44.  10
    God in the Machine: Video Games as Spiritual Pursuit.Liel Leibovitz - 2014 - Templeton Press.
    If he were alive today, what might Heidegger say about _Halo, _the popular video game franchise? What would Augustine think about _Assassin’s Creed _? What could Maimonides teach us about Nintendo’s eponymous hero, Mario? While some critics might dismiss such inquiries outright, protesting that these great thinkers would never concern themselves with a medium so crude and mindless as video games, it is impor­tant to recognize that games like these are, in fact, becoming the defining medium of our time. We (...)
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  45. Earlier visual N1 latencies in expert video-game players: a temporal basis of enhanced visuospatial performance.Andrew J. Latham, Lucy L. M. Patston, Christine Westermann, Ian J. Kirk & Lynette J. Tippett - 2013 - PLoS ONE 8 (9).
    Increasing behavioural evidence suggests that expert video game players (VGPs) show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear. We administered the Poffenberger paradigm with concurrent electroencephalogram (EEG) recording to assess occipital N1 latencies and interhemispheric transfer time (IHTT) in expert VGPs. Participants comprised 15 right-handed male expert VGPs and 16 non-VGP controls matched for age, handedness, IQ and years of education. Expert VGPs began playing before age 10, had a minimum 8 years experience, and (...)
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  46.  38
    Do LGBTQ-Supportive Corporate Policies Affect Consumer Behavior? Evidence from the Video Game Industry.Petr Parshakov, Iuliia Naidenova, Carlos Gomez-Gonzalez & Cornel Nesseler - 2022 - Journal of Business Ethics 187 (3):421-432.
    This paper empirically examines how consumers react when a company marks a product with a gay label. The company under scrutiny is one of the largest video game developers in the world, and the labeled product is a popular video game character. We use a regression discontinuity design to exploit the quasi-experimental setting. The main finding was significant drop in demand for this character and a return to previous levels after approximately 3 months. Possible mechanisms and dynamics were explored by (...)
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  47.  27
    Allen Newell's Program of Research: The Video‐Game Test.Fernand Gobet - 2017 - Topics in Cognitive Science 9 (2):522-532.
    Newell argued that progress in psychology was slow because research focused on experiments trying to answer binary questions, such as serial versus parallel processing. In addition, not enough attention was paid to the strategies used by participants, and there was a lack of theories implemented as computer models offering sufficient precision for being tested rigorously. He proposed a three-headed research program: to develop computational models able to carry out the task they aimed to explain; to study one complex task in (...)
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  48.  11
    God in the Machine: Video Games and Religion.Liel Leibovitz - 2014 - Templeton Press.
    If he were alive today, what might Heidegger say about _Halo, _the popular video game franchise? What would Augustine think about _Assassin’s Creed _? What could Maimonides teach us about Nintendo’s eponymous hero, Mario? While some critics might dismiss such inquiries outright, protesting that these great thinkers would never concern themselves with a medium so crude and mindless as video games, it is impor­tant to recognize that games like these are, in fact, becoming the defining medium of our time. We (...)
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  49.  14
    The Impact of Sexualized Video Game Content and Cognitive Load on State Rape Myth Acceptance.Tania Noël, Frank Larøi & Jonathan Burnay - 2021 - Frontiers in Psychology 12.
    The potential negative impact of sexualized video games on attitudes toward women is an important issue. Studies that have examined this issue are rare and contain a number of limitations. Therefore, it largely remains unclear whether sexualized video games can have an impact on attitudes toward women. This study examined the consequences of sexualized video game content and cognitive load on rape victim blame and rape perpetrator blame, and whether the degree of humanness of the victim and of the perpetrator (...)
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    Video Games and Higher Education: What Can “Call of Duty” Teach Our Students?Nick Tannahill, Patrick Tissington & Carl Senior - 2012 - Frontiers in Psychology 3.
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