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The player and video game interplay in the gameplay experience construct; A interação jogador e videojogo na construção da experiência de jogo

Almeida, Samuel de Jesus
Fonte: Universidade de Aveiro Publicador: Universidade de Aveiro
Tipo: Tese de Doutorado
ENG
Relevância na Pesquisa
66.49%
Among the many discussions and studies related to video games, one of the most recurrent, widely debated and important relates to the experience of playing video games. The gameplay experience – as appropriated in this study – is the result of the interplay between two essential elements: a video game and a player. Existing studies have explored the resulting experience of video game playing from the perspective of the video game or the player, but none appear to equally balance both of these elements. The study presented here contributes to the ongoing debate with a gameplay experience model. The proposed model, which looks to equally balance the video game and the player elements, considers the gameplay experience to be both an interactive experience (related to the process of playing the video game) and an emotional experience (related to the outcome of playing the video game). The mutual influence of these two experiences during video game play ultimately defines the gameplay experience. To this gameplay experience contributes several dimensions, related to both the video game and player: the video game includes a mechanics, interface and narrative dimension; the player includes a motivations, expectations and background dimension. Also...

Enumeration versus multiple object tracking: the case of action video game players

Green, C.S.; Bavelier, D.
Fonte: PubMed Publicador: PubMed
Tipo: Artigo de Revista Científica
EN
Relevância na Pesquisa
56.35%
Here, we demonstrate that action video game play enhances subjects’ ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together...

The virtual brain: 30 years of video-game play and cognitive abilities

Latham, Andrew J.; Patston, Lucy L. M.; Tippett, Lynette J.
Fonte: Frontiers Media S.A. Publicador: Frontiers Media S.A.
Tipo: Artigo de Revista Científica
Publicado em 13/09/2013 EN
Relevância na Pesquisa
66.37%
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. Despite promise, video-game research is host to a number of methodological issues that require addressing before progress can be made in this area. Here an effort is made to consolidate the past 30 years of literature examining the effects of video-game play on cognitive faculties and, more recently, neural systems. Future work is required to identify the mechanism that allows the act of video-game play to generate such a broad range of generalized enhancements.

Earlier Visual N1 Latencies in Expert Video-Game Players: A Temporal Basis of Enhanced Visuospatial Performance?

Latham, Andrew J.; Patston, Lucy L. M.; Westermann, Christine; Kirk, Ian J.; Tippett, Lynette J.
Fonte: Public Library of Science Publicador: Public Library of Science
Tipo: Artigo de Revista Científica
Publicado em 18/09/2013 EN
Relevância na Pesquisa
56.27%
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 maintained playtime of at least 20 hours per week over the last 6 months. Non-VGPs had little-to-no game play experience (maximum 1.5 years). Participants responded to checkerboard stimuli presented to the left and right visual fields while 128-channel EEG was recorded. Expert VGPs responded significantly more quickly than non-VGPs. Expert VGPs also had significantly earlier occipital N1s in direct visual pathways (the hemisphere contralateral to the visual field in which the stimulus was presented). IHTT was calculated by comparing the latencies of occipital N1 components between hemispheres. No significant between-group differences in electrophysiological estimates of IHTT were found. Shorter N1 latencies may enable expert VGPs to discriminate attended visual stimuli significantly earlier than non-VGPs and contribute to faster responding in visual tasks. As successful video-game play requires precise...

Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study

Hull, Damien C.; Williams, Glenn A.; Griffiths, Mark D.
Fonte: Akadémiai Kiadó Publicador: Akadémiai Kiadó
Tipo: Artigo de Revista Científica
EN
Relevância na Pesquisa
56.45%
Aims: Video games provide opportunities for positive psychological experiences such as flow-like phenomena during play and general happiness that could be associated with gaming achievements. However, research has shown that specific features of game play may be associated with problematic behaviour associated with addiction-like experiences. The study was aimed at analysing whether certain structural characteristics of video games, flow, and global happiness could be predictive of video game addiction. Method: A total of 110 video game players were surveyed about a game they had recently played by using a 24-item checklist of structural characteristics, an adapted Flow State Scale, the Oxford Happiness Questionnaire, and the Game Addiction Scale. Results: The study revealed decreases in general happiness had the strongest role in predicting increases in gaming addiction. One of the nine factors of the flow experience was a significant predictor of gaming addiction – perceptions of time being altered during play. The structural characteristic that significantly predicted addiction was its social element with increased sociability being associated with higher levels of addictive-like experiences. Overall, the structural characteristics of video games...

Action video game play facilitates the development of better perceptual templates

Bejjanki, Vikranth R.; Zhang, Ruyuan; Li, Renjie; Pouget, Alexandre; Green, C. Shawn; Lu, Zhong-Lin; Bavelier, Daphne
Fonte: National Academy of Sciences Publicador: National Academy of Sciences
Tipo: Artigo de Revista Científica
EN
Relevância na Pesquisa
66.18%
Recent advances in the field of learning have identified improvement of perceptual templates as a key mechanism underlying training-induced performance enhancements. Here, using a combination of psychophysics and neural modeling, we demonstrate that this mechanism—improved learning of perceptual templates—is also engaged after action video game play. Habitual action gamers or individuals trained to play action games demonstrate perceptual templates better tuned to the task and stimulus at hand than control groups, a difference shown to emerge as learning proceeds. This work further illustrates the importance of the development of improved perceptual templates as a mechanism mediating training and transfer effects and provides a novel account for the surprisingly broad transfer of performance enhancements noted after action game play.

The Effects of action video game playing on low level vision

Li, Renjie (1985 - ); Bavelier, Daphne
Fonte: University of Rochester Publicador: University of Rochester
Tipo: Tese de Doutorado Formato: Number of Pages:xiii, 129 leaves
ENG
Relevância na Pesquisa
76.36%
Thesis (Ph. D.)--University of Rochester. Dept. of Brain & Cognitive Sciences, 2010.; Action video game playing has been shown to significantly improve reaction times and modify selective visual attention, from the spatial distribution and resolution of attention to the temporal characteristics of attention and its capacity. However, two important questions are still unresolved. One is whether the beneficial effects of action video game playing can generalize to basic functions of low level vision, and if so through which mechanism(s) action video game playing may be doing this. Here we designed a series of experiments to investigate these two fundamental questions. In the first experiment, the contrast sensitivity function, which is one of the main determinants of how well a people can see, of action video game players (VGPs) and non action video game players (NVGPs)’ were measured through a contrast detection task. VGPs showed over all improved contrast sensitivity in comparison to NVGPs, especially at middle and high spatial frequencies. VGPs also showed faster temporal integration time in contrast detection. These results suggested that action video game playing is able to modify one of the most fundamental properties of vision. In the second experiment...

Violent Video Game Playing, Moral Reasoning, and Attitudes Towards Violence in Adolescents: Is There a Connection?

Bajovic, Mirjana
Fonte: Brock University Publicador: Brock University
Tipo: Electronic Thesis or Dissertation
ENG
Relevância na Pesquisa
56.39%
In this study of 109 adolescents from the eighth grade of seven public elementary schools in Ontario, the relationship among adolescents’ violent video game playing patterns, habits and attitudes, their levels of moral reasoning, and their attitudes towards violence in real life was investigated. In addition, gender differences were addressed. The mixed-methodology was employed combining qualitative and quantitative data. The research results confirmed that playing video games in general is a very popular activity among those adolescents. Significant negative relationship was found between adolescents’ amount of time playing violent video games during the day and their scores on The Sociomoral Reflection Measure. Significant difference was also found between adolescents who play violent video games and those who do not play violent video games on their scores on The Attitudes Towards Violence Scale. Boys and girls significantly differed in the amount of playing video games during the day, the reasons for playing video games, their favourite video game choices, and their favourite video game character choices. Boys and girls also significantly differed on their choices of personality traits of selected video game characters, the identification with video game characters...

Demolishing the Competition: The Association between Competitive Video Game Play and Aggression among Adolescents and Young Adults

Adachi, Paul
Fonte: Brock University Publicador: Brock University
Tipo: Electronic Thesis or Dissertation
ENG
Relevância na Pesquisa
96.59%
The link between video game play and aggression is an important issue as video games The link between video game play and aggression is an important issue as video games are the fastest growing form of entertainment in the world. Past research on this association has been focused primarily on the link between video game violence and aggression; however, this research has confounded the effect of video game violence versus competition on aggression. The main goal of the current dissertation, therefore, was to examine the short- and long-term associations between competitive video game play and aggression. In addition, the longitudinal work on this association to date has been limited to adolescent samples, but not young adults. Thus, the second goal of the dissertation research was to investigate whether video game play predicts aggression in the long-term among young adults in addition to adolescents. To address these goals, three studies were conducted. Study 1 consisted of a series of experiments examining the short-term effect of video game violence versus competition on aggression. Study 2 examined the long-term association between competitive video game play and aggression among adolescents...

Preliminary validation of a new clinical tool for identifying problem video game playing

King, D.; Delfabbro, P.; Zajac, I.
Fonte: Springer New York LLC Publicador: Springer New York LLC
Tipo: Artigo de Revista Científica
Publicado em //2011 EN
Relevância na Pesquisa
86.44%
Research has estimated that between 6 to 13% of individuals who play video games do so excessively. However, the methods and definitions used to identify “problem” video game players often vary considerably. This research presents preliminary validation data for a new measure of problematic video game play called the Problem Video Game Playing Test (PVGT). Two studies were conducted: an online survey of 373 university student video game players, and a paper-and-pencil survey of 416 video game players from video game outlets and LAN businesses. This paper presents the internal consistency, score distribution, convergent validity and dimensionality of the PVGT. The PVGT demonstrates potential as a continuous measure of problem video game playing. Future research should investigate the use of the PVGT as a clinical instrument for screening individuals whose video game playing may be considered excessive or personally detrimental.; Daniel Luke King, Paul H. Delfabbro and Ian T. Zajac

Illusory control, gambling, and video gaming: an investigation of regular gamblers and video game players

King, D.; Ejova, A.; Delfabbro, P.
Fonte: Springer Publicador: Springer
Tipo: Artigo de Revista Científica
Publicado em //2012 EN
Relevância na Pesquisa
66.38%
There is a paucity of empirical research examining the possible association between gambling and video game play. In two studies, we examined the association between video game playing, erroneous gambling cognitions, and risky gambling behaviour. One hundred and fifteen participants, including 65 electronic gambling machine(EGM)players and 50 regular video game players, were administered a questionnaire that examined video game play, gambling involvement, problem gambling, and beliefs about gambling. We then assessed each groups’ performance on a computerised gambling task that involved real money. A post-game survey examined perceptions of the skill and chance involved in the gambling task. The results showed that video game playing itself was not significantly associated with gambling involvement or problem gambling status. However, among those persons who both gambled and played video games, video game playing was uniquely and significantly positively associated with the perception of direct control over chance-based gambling events. Further research is needed to better understand the nature of this association, as it may assist in understanding the impact of emerging digital gambling technologies.; Daniel L. King, Anastasia Ejova and Paul H. Delfabbro

Assessing problematic video gaming using the Theory of Planned Behavior: a longitudinal study of Dutch young people

Haagsma, M.; King, D.; Pieterse, M.; Peters, O.
Fonte: Springer New York LLC Publicador: Springer New York LLC
Tipo: Artigo de Revista Científica
Publicado em //2013 EN
Relevância na Pesquisa
66.31%
Although excessive video gaming has been linked to a range of psychological problems in young people, there have been few systematic attempts to conceptualize problem gaming using established psychological theory. The aim of this study was to examine problematic game use (PGU) using the Theory of Planned Behavior (TPB). A two-wave, six-month longitudinal study examined relationships between core components of the TPB model, video gaming activity and problematic video-game play. Respondents were recruited from nine pre-vocational and senior vocational schools in the western region of the Netherlands. The sample consisted of 810 video game-playing adolescents and young adults (72.8 % boys) aged 12 to 22 years. The results showed that TPB predictors, including subjective norm, perceived behavioral control (PBC) and descriptive norm, explained 13 % of the variance in video gaming intention. Although TBP variables accounted for a significant amount of variance in PGU scores at baseline, the TPB model was less useful in predicting future gaming behavior and PGU. Perceived behavioral control was found to be the most important factor in predicting problem video-gaming behavior, this has some practical implications with regard to the treatment of problem video-gaming among young people. For example...

Video game addiction: past, present and future

Griffiths, M.; Kuss, D.; King, D.
Fonte: Bentham Science Publishers Ltd Publicador: Bentham Science Publishers Ltd
Tipo: Artigo de Revista Científica
Publicado em //2012 EN
Relevância na Pesquisa
76.36%
Gaming addiction has become a topic of increasing research interest. The last decade has witnessed a significant increase in the number of empirical studies examining various aspects of problematic video game play and video game addiction. This paper begins with a brief past history of how research into video game addiction has changed over the last three decades (i.e., the 1980s, 1990s and 2000s). It then examines more thoroughly the contemporary research literature by analyzing the (i) prevalence of problematic video game use and video game addiction, (ii) negative consequences of excessive video game use, (iii) factors associated with problematic video game use and video game addiction, and (iv) the treatment of problematic video game use and video game addiction. The paper concludes by looking at the trends in the field and a somewhat theoretical examination of what the future of video game addiction might be.; Mark D. Griffiths, Daria J. Kuss and Daniel L. King

The role of structural characteristics in problematic video game playing: an empirical study

King, D.; Delfabbro, P.; Griffiths, M.
Fonte: Springer New York LLC Publicador: Springer New York LLC
Tipo: Artigo de Revista Científica
Publicado em //2011 EN
Relevância na Pesquisa
76.43%
The research literature suggests that the structural characteristics of video games may play a considerable role in the initiation, development and maintenance of problematic video game playing. The present study investigated the role of structural characteristics in video game playing behaviour within a sample of 421 video game players aged between 14 and 57 years. Players were surveyed via an online questionnaire containing measures of video game playing behaviour, player interaction with structural characteristics of video games, and problematic involvement in video games. The results showed that the reward and punishment features, such as earning points, finding rare game items, and fast loading times, were rated among the most enjoyable and important aspects of video game playing. There was some evidence that certain structural characteristics were stronger predictors of problematic involvement in video games than factors such as gender, age, and time spent playing. This research supports the notion that some structural characteristics in video games may play a significant role in influencing problem playing behaviour. Implications for theory and future research are discussed.; Daniel L. King, Paul H. Delfabbro and Mark D. Griffiths

Video game addiction

King, D.; Delfabbro, P.; Griffiths, M.
Fonte: Elsevier Science Publicador: Elsevier Science
Tipo: Parte de Livro
Publicado em //2013 EN
Relevância na Pesquisa
56.31%
Video game addiction refers to a persistent and maladaptive pattern of video game playing behavior. Although video game addiction is not currently recognized by mental health authorities such as the American Psychiatric Association or the World Health Organization, many researchers believe that video game playing behavior can be potentially addictive for some individuals. This chapter presents a critical summary of the clinical features of video game addiction, the prevalence, course, and onset of the disorder, and the known effects of video game addiction on health and psychosocial functioning. Information on effective treatment of the disorder is currently limited. This chapter also provides an overview of the demographic profile and dispositional characteristics of persons addicted to video games, as well as the structural features of video games that may make them addictive. There is currently a need for epidemiological and prospective longitudinal studies to determine the incidence and lifetime prevalence of clinically significant problems associated with video game play in the general population.; Daniel L. King, Paul H. Delfabbro, Mark D. Griffiths

Video Game Play and Motivation: Variation in Appetitive and Aversive Motivational System Activation as a Function of Virtual Threat Level

Park, Byungho
Fonte: [Bloomington, Ind.] : Indiana University Publicador: [Bloomington, Ind.] : Indiana University
Tipo: Doctoral Dissertation
EN
Relevância na Pesquisa
86.44%
Thesis (PhD) - Indiana University, Mass Communications/Telecommunications, 2006; Video games are becoming more and more popular. As a medium, this popularity is bringing more attention to video games from politicians, media researchers and the rest of society. Though the topics of video game research have diversified over the past few years, the majority of studies focus on its users' violent behavior or aggression. This dissertation investigated the pattern of relative activation in the appetitive and aversive motivational systems during violent video game play as a function of the motivational relevance of the stimuli. This dissertation compared the pattern of physiological responses and secondary task reaction times, as well as self-reported emotional responses to different conditions during video game play. Based on the Limited Capacity Model of Motivated Mediated Message Processing (LC4MP), proposed by A. Lang (2006), a video game was created to elicit certain patterns of motivational system activation. Both physiological responses and self-reported emotions showed that positive components of the video game successfully activated participants' appetitive motivational system, and negative components successfully activated the aversive system. These different motivational conditions resulted in the different cognitive processing patterns predicted by LC4MP. Interestingly...

The impact of prolonged violent video-gaming on adolescent sleep: an experimental study

King, D.; Gradisar, M.; Drummond, A.; Lovato, N.; Wessel, J.; Micic, G.; Douglas, P.; Delfabbro, P.
Fonte: Blackwell Publishing Ltd Publicador: Blackwell Publishing Ltd
Tipo: Artigo de Revista Científica
Publicado em //2013 EN
Relevância na Pesquisa
56.28%
Video-gaming is an increasingly prevalent activity among children and adolescents that is known to influence several areas of emotional, cognitive and behavioural functioning. Currently there is insufficient experimental evidence about how extended video-game play may affect adolescents' sleep. The aim of this study was to investigate the short-term impact of adolescents' prolonged exposure to violent video-gaming on sleep. Seventeen male adolescents (mean age = 16 ± 1 years) with no current sleep difficulties played a novel, fast-paced, violent video-game (50 or 150 min) before their usual bedtime on two different testing nights in a sleep laboratory. Objective (polysomnography-measured sleep and heart rate) and subjective (single-night sleep diary) measures were obtained to assess the arousing effects of prolonged gaming. Compared with regular gaming, prolonged gaming produced decreases in objective sleep efficiency (by 7 ± 2%, falling below 85%) and total sleep time (by 27 ± 12 min) that was contributed by a near-moderate reduction in rapid eye movement sleep (Cohen's d = 0.48). Subjective sleep-onset latency significantly increased by 17 ± 8 min, and there was a moderate reduction in self-reported sleep quality after prolonged gaming (Cohen's d = 0.53). Heart rate did not differ significantly between video-gaming conditions during pre-sleep game-play or the sleep-onset phase. Results provide evidence that prolonged video-gaming may cause clinically significant disruption to adolescent sleep...

Completing the picture: the effects of video game practice on verbal and performance I.Q. scores in high functioning children

Jones, Mary Jane.
Fonte: Brock University Publicador: Brock University
Tipo: Electronic Thesis or Dissertation
ENG
Relevância na Pesquisa
66.44%
The strength and nature of the video game practice effect on tests of visual and perceptual skills were examined using high functioning Grades Four and Five students who had been tested with the WISC-R .for the purpose of gifted identification and placement. The control group, who did not own and .play video games on a sustained basis, and the experimental group, who did own a video game system and had some mastery of video games, including the -Nintendo game, "Tetris", were each composed of 18 juniorg:r;-ade students and were chosen from pre-existing conditions. The experimental group corresponded to the control group in terms of age, sex, and community. Data on the Verbal and Performance I.Q. Scores were· collected for both groups and the author was interested in the difference between the Verbal and Performance Scores within each group, anticipating a P > V outcome for the experimental group. The results showed a significant P > V difference in the experimental, video game playing group, as expected, but no significant difference between the Performance $cores of the control and experimental groups. The results, thus, indicated lower Verbal I.Q. Scores in the experimental group relat'ive to 'the control group.' The study conclu~ed that information about a sUbject's video game experience and "learhing style pref~rence is important for a clear interpretation of the Verbal and Performance I.Q. Scores of the WISC-R. Although the time spent on video game play may...

Differences in aggression as a relationship between sex and levels of video game playing

Puri, Kunal
Fonte: Rochester Instituto de Tecnologia Publicador: Rochester Instituto de Tecnologia
Tipo: Tese de Doutorado
EN_US
Relevância na Pesquisa
66.23%
Video games have grown into a multibillion-dollar industry over the past 40 years. A number of studies have been carried out to explain the relationship between playing video games and the different levels of aggression it generates. This pilot study examines the differences in aggression present in males and females following video game playing. The purpose of the study is to explore the relationship between the amount of time spent playing video games and the type of video games played by both males and females with the amount of aggression it stimulates across different sex. The study uses theories like Uses and Gratification and the General Aggression model to explain the links between length of violent game play and aggression.

Beginning, persisting, and ceasing to play: A Stage uses and gratifications approach to multiplayer video games

Shand, Matthew
Fonte: Rochester Instituto de Tecnologia Publicador: Rochester Instituto de Tecnologia
Tipo: Tese de Doutorado
EN_US
Relevância na Pesquisa
56.41%
Scholars maintain media use is purposeful and the key to understanding media effects lies in understanding the reasons people use media. Previous uses and gratifications research regarding video game use assumes player motivations are constant variables, as researchers did not measure player motivations over the stages of long-term game use. The present study investigated differences between multiplayer video game user motivations across three stages of game play - beginning, persisting, and ceasing to play. Data from survey instruments distributed via online message boards showed statistically significant changes in motivations from both the beginning and persisting stages of play as compared to the ceasing stage. The present study confirmed motivations for video game use change over time, and thus takes an innovative step which can be replicated to better understand our relationship with other media.