Results for 'Video games Psychological aspects.'

1000+ found
Order:
  1.  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.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark   1 citation  
  2.  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 (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   4 citations  
  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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  4.  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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  5.  24
    Unpacking an affordance-based model of chronic pain: a video game analogy.Sabrina Coninx, B. Michael Ray & Peter Stilwell - forthcoming - Phenomenology and the Cognitive Sciences:1-24.
    Chronic pain is one of the most disabling medical conditions globally, yet, to date, we lack a satisfying theoretical framework for research and clinical practice. Over the prior decades, several frameworks have been presented with biopsychosocial models as the most promising. However, in translation to clinical practice, these models are often applied in an overly reductionist manner, leaving much to be desired. In particular, they often fail to characterize the complexities and dynamics of the lived experience of chronic pain. Recently, (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  6.  8
    The interface envelope: gaming, technology, power.James Ash - 2015 - New York: Bloomsbury Academic, an imprint of Bloomsbury Publishing.
    In The Interface Envelope, James Ash develops a series of concepts to understand how digital interfaces work to shape the spatial and temporal perception of players. Drawing upon examples from videogame design and work from post-phenomenology, speculative realism, new materialism and media theory, Ash argues that interfaces create envelopes, or localised foldings of space time, around which bodily and perceptual capacities are organised for the explicit production of economic profit. Modifying and developing Bernard Stiegler's account of psychopower and Warren Neidich's (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark   2 citations  
  7.  7
    Parables of the posthuman: digital realities, gaming, and the player experience.Jonathan Boulter - 2015 - Detroit, Michigan: Wayne State University Press.
    Approaches the direct experience of gaming by asking: what does it mean for the player to enter the machinic "world" of the game? What forms of subjectivity does the game offer to the player? What happens to consciousness itself when one plays?
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  8.  7
    The paradox of transgression in games.Torill Elvira Mortensen - 2020 - New York: Routledge. Edited by Kristine Jorgensen.
    The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  9. 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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   8 citations  
  10. Video Games and Ethics.Monique Wonderly - 2017 - In Joseph C. Pitt & Ashley Shew (eds.), Spaces for the Future: A Companion to Philosophy of Technology. New York: Routledge. pp. 29-41.
    Historically, video games featuring content perceived as excessively violent have drawn moral criticism from an indignant (and sometimes, morally outraged) public. Defenders of violent video games have insisted that such criticisms are unwarranted, as committing acts of virtual violence against computer-controlled characters – no matter how heinous or cruel those actions would be if performed in real life – harm no actual people. In this paper, I present and critically analyze key aspects of this debate. I (...)
    Direct download  
     
    Export citation  
     
    Bookmark   3 citations  
  11.  51
    Applying Aspects of the Expert Performance Approach to Better Understand the Structure of Skill and Mechanisms of Skill Acquisition in Video Games.Walter R. Boot, Anna Sumner, Tyler J. Towne, Paola Rodriguez & K. Anders Ericsson - 2017 - Topics in Cognitive Science 9 (2):413-436.
    Video games are ideal platforms for the study of skill acquisition for a variety of reasons. However, our understanding of the development of skill and the cognitive representations that support skilled performance can be limited by a focus on game scores. We present an alternative approach to the study of skill acquisition in video games based on the tools of the Expert Performance Approach. Our investigation was motivated by a detailed analysis of the behaviors responsible for (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   6 citations  
  12.  9
    Situational game design.Brian Upton - 2018 - Boca Raton, FL: Taylor & Francis, CRC Press.
    Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  13.  39
    Applying Aspects of the Expert Performance Approach to Better Understand the Structure of Skill and Mechanisms of Skill Acquisition in Video Games.Walter R. Boot, Anna Sumner, Tyler J. Towne, Paola Rodriguez & K. Anders Ericsson - 2016 - Topics in Cognitive Science 8 (4).
    Video games are ideal platforms for the study of skill acquisition for a variety of reasons. However, our understanding of the development of skill and the cognitive representations that support skilled performance can be limited by a focus on game scores. We present an alternative approach to the study of skill acquisition in video games based on the tools of the Expert Performance Approach. Our investigation was motivated by a detailed analysis of the behaviors responsible for (...)
    Direct download  
     
    Export citation  
     
    Bookmark   6 citations  
  14.  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.
    PurposeThe purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design.Design/methodology/approachThe 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 (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  15.  18
    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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   2 citations  
  16.  67
    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. (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  17.  36
    Video games as tools to achieve insight into cognitive processes.Walter R. Boot - 2015 - Frontiers in Psychology 6.
  18.  16
    The Future of Action Video Games in Psychological Research and Application.Harun Karimpur & Kai Hamburger - 2015 - Frontiers in Psychology 6.
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark  
  19.  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.
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  20. 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.
  21.  39
    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 (...) is not merely a subjective phenomenon. He highlights that some “regimes of experience,” which got stable in the video game culture, cultivate a toxic relation to violence. (shrink)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  22.  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.
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  23. 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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  24.  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 (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark  
  25.  9
    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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  26.  26
    Video Games and Higher Education: What Can “Call of Duty” Teach Our Students?Nick Tannahill, Patrick Tissington & Carl Senior - 2012 - Frontiers in Psychology 3.
    Direct download (7 more)  
     
    Export citation  
     
    Bookmark  
  27.  8
    A play of bodies: how we perceive videogames.Brendan Keogh - 2018 - Cambridge, MA: MIT Press.
    Across worlds and bodies -- Touching the looking glass -- With thumbs in mind -- To touch sights and sounds -- Repetition, failure, and permanence -- From hackers to cyborgs.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  28. 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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   10 citations  
  29.  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, (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  30.  13
    Gaming the system: deconstructing video games, games studies, and virtual worlds.David J. Gunkel - 2018 - Bloomington, Indiana: Indiana University Press.
    Terra nova 2.0 -- The real problem -- Social contract 2.0 -- In the face of others -- Open-ended conclusions.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  31.  1
    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 (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  32. Impact of HEXACO Personality Factors on Consumer Video Game Engagement: A Study on eSports.Amir Z. Abbasi, Saima Nisar, Umair Rehman & Ding H. Ting - 2020 - Frontiers in Psychology 11.
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   2 citations  
  33. 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 (...)
    Direct download (6 more)  
     
    Export citation  
     
    Bookmark   10 citations  
  34.  11
    The potential of video games as a pedagogical tool.Brandon Ashinoff - 2014 - Frontiers in Psychology 5.
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  35.  8
    Can a Commercial Video Game Prevent Depression? Null Results and Whole Sample Action Mechanisms in a Randomized Controlled Trial.Marlou Poppelaars, Anna Lichtwarck-Aschoff, Roy Otten & Isabela Granic - 2021 - Frontiers in Psychology 11.
    Depressive symptoms and disorders are major public health concerns, affecting many adolescents and young adults. Despite extensive research, depression prevention programs for youth show limited effectiveness. Moreover, the maximal potential of youth psychotherapy — on which depression prevention programs are based — may have been reached. Commercial video games may offer an engaging alternative vehicle for youth to practice emotional and social skills vital to mental health. The current study investigated the potential for the commercial video game (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  36.  23
    Comparison of the Video Game Functional Assessment-Revised (VGFA-R) and Internet Gaming Disorder Test (IGD-20).Matthew Evan Sprong, Mark D. Griffiths, Daniel Perry Lloyd, Erina Paul & Frank D. Buono - 2019 - Frontiers in Psychology 10:409122.
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  37.  12
    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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  38. Computing machinery and emergence: The aesthetics and metaphysics of video games.Jon Cogburn & Mark Silcox - 2004 - Minds and Machines 15 (1):73-89.
    We build on some of Daniel Dennett’s ideas about predictive indispensability to characterize properties of video games discernable by people as computationally emergent if, and only if: (1) they can be instantiated by a computing machine, and (2) there is no algorithm for detecting instantiations of them. We then use this conception of emergence to provide support to the aesthetic ideas of Stanley Fish and to illuminate some aspects of the Chomskyan program in cognitive science.
    Direct download (6 more)  
     
    Export citation  
     
    Bookmark   2 citations  
  39.  2
    Community Case Study: Stack Up’s Overwatch Program, an Online Suicide Prevention and Peer Support Program for Video Gamers.Michelle Colder Carras, Mathew Bergendahl & Alain B. Labrique - 2021 - Frontiers in Psychology 12.
    Traditional mental health services are often not enough to meet the needs of people at risk for suicide, especially in populations where help-seeking is stigmatized. Stack Up, a non-profit veteran organization whose goal is to use video games to bring veterans together, recognized a need in its gaming-focused online community and created the Overwatch Program. This suicide prevention and crisis intervention program is delivered entirely through the Internet by trained community members through Discord text and voice chat. By (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  40.  30
    Fighting Depression: Action Video Game Play May Reduce Rumination and Increase Subjective and Objective Cognition in Depressed Patients.Simone Kühn, Fabrice Berna, Thies Lüdtke, Jürgen Gallinat & Steffen Moritz - 2018 - Frontiers in Psychology 9.
  41.  44
    The Relation of Violent Video Games to Adolescent Aggression: An Examination of Moderated Mediation Effect.Rong Shao & Yunqiang Wang - 2019 - Frontiers in Psychology 10.
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  42.  12
    Play to Win: Action Video Game Experience and Attention Driven Perceptual Exploration in Categorization Learning.Sabrina Schenk, Christian Bellebaum, Robert K. Lech, Rebekka Heinen & Boris Suchan - 2020 - Frontiers in Psychology 11.
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  43.  23
    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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  44.  13
    Commentary: Fighting Depression: Action Video Game Play May Reduce Rumination and Increase Subjective and Objective Cognition in Depressed Patients.Arnav Gupta, Veeral Desai & Michael Wong - 2018 - Frontiers in Psychology 9.
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  45.  11
    Assessing and Optimizing Socio-Moral Reasoning Skills: Findings From the MorALERT Serious Video Game.Hamza Zarglayoun, Juliette Laurendeau-Martin, Ange Tato, Evelyn Vera-Estay, Aurélie Blondin, Arnaud Lamy-Brunelle, Sameh Chaieb, Frédérick Morasse, Aude Dufresne, Roger Nkambou & Miriam H. Beauchamp - 2022 - Frontiers in Psychology 12.
    BackgroundSocial cognition and competence are a key part of daily interactions and essential for satisfying relationships and well-being. Pediatric neurological and psychological conditions can affect social cognition and require assessment and remediation of social skills. To adequately approximate the complex and dynamic nature of real-world social interactions, innovative tools are needed. The aim of this study was to document the performance of adolescents on two versions of a serious video game presenting realistic, everyday, socio-moral conflicts, and to explore (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  46.  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 (...)
    Direct download (7 more)  
     
    Export citation  
     
    Bookmark  
  47.  41
    It’s about Time: Film, Video Games, and the Advancement of an Artform.Steven Gimbel & Joseph Roman - 2019 - Philosophies 4 (4):56.
    Jon Robson and Aaron Meskin have argued that the insights obtained through the philosophical analysis of video games is not specific to video games, but to a larger class of artistic creations they term Self-Involving Interactive Fictions, or SIIFs. But there is at least one aspect of SIIF video games that is philosophically interesting and does not apply to the class of SIIFs as a whole, the ability to represent non-classical time. If SIIF (...) games are considered to be an extension of the art form of graphic narrative story-telling, the art form dominated by film, then the ability to represent time in in this fashion represents a revolution akin to that of vanishing point perspective in painting. This makes SIIF video games philosophically interesting for both philosophers of film and philosophers of video games. (shrink)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  48.  11
    Is It Still Double Edged? Not for University Students’ Development of Moral Reasoning and Video Game Play.Sarah E. Hodge, Jacqui Taylor & John McAlaney - 2020 - Frontiers in Psychology 11.
    Previous research with video game play and moral development with adolescents, found both positive and negative relationships. This study aimed to extend this research to explore moral development and video game play with University students. One hundred and thirty-five undergraduate students (M = 20.29 SD = 2.70) took part in an online survey. The results suggested higher moral reasoning for participants who described themselves as gamers and those which do not players, compared to the those who play but (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  49.  11
    “Sure, I Would Like to Continue”: A Method for Mapping the Experience of Engagement in Video Games.Thomas Bjørner & Henrik Schønau-Fog - 2012 - Bulletin of Science, Technology and Society 32 (5):405-412.
    In order to explore one aspect of the engaging nature of computer games, this study will propose a method that aims at classifying the experience of engagement in video games. Inspired by a literature review, we will focus on the fundamental causes of engagement that motivate a player so much that he or she wants to continue playing. By organizing this willingness to continue playing into six broad types of causes of engagement—intellectual, physical, sensory, social, narrative, and (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  50. Just how expert are “expert” video-game players? Assessing the experience and expertise of video-game players across “action” video-game genres.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2013 - Frontiers in Psychology 4.
    Video-game play (particularly “action” video-games) holds exciting promise as an activity that may provide generalized enhancement to a wide range of perceptual and cognitive abilities (for review see Latham et al., 2013a). However, in this article we make the case that to assess accurately the effects of video-game play researchers must better characterize video-game experience and expertise. This requires a more precise and objective assessment of an individual's video-game history and skill level, and making (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   2 citations  
1 — 50 / 1000