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  2. Video Games Essay

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  3. The innovation of video games

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  4. (PDF) A Study of the Influence of Gaming Behavior on Academic

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  5. Conceptual Model of Social Dimensions of Video Games Examined by

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  6. The UX of Gaming: How to Conduct User Research for Groundbreaking Insights

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COMMENTS

  1. The Association Between Video Gaming and Psychological Functioning

    Introduction. Video gaming is a very popular leisure activity among adults (Pew Research Center, 2018).The amount of time spent playing video games has increased steadily, from 5.1 h/week in 2011 to 6.5 h/week in 2017 (The Nielsen Company, 2017).Video gaming is known to have some benefits such as improving focus, multitasking, and working memory, but it may also come with costs when it is used ...

  2. PlayStation is good for you: video games improved mental ...

    Playing video games for a couple of hours a day can improve mental health, according to a study on gamers in Japan during the COVID-19 pandemic 1. The research — which was done from December ...

  3. Study suggests video game playing may have mental health benefits under

    The research team realized this represented an opportunity to test the impact of video game playing on a captive group of players. They created a questionnaire designed to measure mental health ...

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

    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.

  5. The Playing Brain. The Impact of Video Games on Cognition and Behavior

    3.1. Effect of Video Games on Cognitive Functions. Any modern VG requires an extensive repertoire of attentional, perceptual and executive abilities, such as a deep perceptual analysis of complex unfamiliar environments, detecting relevant or irrelevant stimuli, interference control, speed of information processing, planning and decision making, cognitive flexibility and working memory.

  6. Video gaming may be associated with better cognitive performance in

    The research team examined survey, cognitive, and brain imaging data from nearly 2,000 participants from within the bigger study cohort. They separated these children into two groups, those who reported playing no video games at all and those who reported playing video games for three hours per day or more.

  7. Teens and Video Games Today

    Key findings from the survey. Video games as a part of daily teen life: 85% of U.S. teens report playing video games, and 41% say they play them at least once a day. Four-in-ten identify as a gamer. Gaming as a social experience: 72% of teens who play video games say that a reason why they play them is to spend time with others.And some have even made a friend online from playing them - 47% ...

  8. Setting the Game Agenda: Reviewing the Emerging Literature on Video

    Research on the social and psychological impacts of video gaming has changed over time in response to the aging demographic of video game players, the growing diversity of video game players, increasing complexity and diversity of video games, and their growing entrenchment in the culture (Dale & Shawn Green, 2017).Scholarship on video gaming accelerated in the early 2000s, with common topics ...

  9. Study shows video games can improve mental wellbeing

    Video games; New research; Video gaming; Want to write? Write an article and join a growing community of more than 188,500 academics and researchers from 5,027 institutions. Register now.

  10. A new look at the cognitive neuroscience of video game play

    The majority of the research to date has contrasted the cognitive impact of playing first- or third-person shooter games (together dubbed "action video games") against the effects of playing other game types. Indeed, when the research began in the late 1990s, action video games placed a load upon the perceptual, attentional, and cognitive ...

  11. Reaction time and working memory in gamers and non-gamers

    With over 2.7 billion gamers worldwide 1, playing video games can be considered as one of today's favorite pastimes.As the popularity of video games grows, research interest in the effects of ...

  12. Video game play is positively correlated with well-being

    1. Introduction. Video games are an immensely popular and profitable leisure activity. Last year, the revenues of the games industry were larger than the film industry's [] and the number of people who report playing games has never been higher [].Across the globe, the rise of games as a dominant form of recreation and socializing has raised important questions about the potential effect of ...

  13. (PDF) When and How Video Games Can Be Good: A Review of the Positive

    Video games are a source of entertainment for a wide population and have varied effects on well-being. The purpose of this article is to comprehensively examine game-play research to identify the ...

  14. Does playing violent video games cause aggression? A longitudinal

    One research camp has strongly argued that violent video games increase aggression in its players [1, 2], whereas the other camp [3, 4] repeatedly concluded that the effects are minimal at best ...

  15. Video game play may provide learning, health, social benefits, review finds

    Another stereotype the research challenges is the socially isolated gamer. More than 70 percent of gamers play with a friend, and millions of people worldwide participate in massive virtual worlds through video games such as "Farmville" and "World of Warcraft," the article noted. Multiplayer games become virtual social communities, where ...

  16. A comprehensive systematic review and content analysis of active video

    Yet few studies have attempted to systematically catalog features that characterize this research. To address this gap, we undertook a systematic review and content analysis of active video game interventions, examining only published longitudinal interventions that prominently featured active video game technology (≥50% of the intervention).

  17. Are Video Games Good for You?

    Essentially, the more you learn, the more your brain can adapt. "Like stimulants, video gaming can increase gray matter in the brain," says Dr. Manos. "Gray matter provides interconnectivity ...

  18. Frontiers

    Introduction. Video gaming is a very popular leisure activity among adults (Pew Research Center, 2018).The amount of time spent playing video games has increased steadily, from 5.1 h/week in 2011 to 6.5 h/week in 2017 (The Nielsen Company, 2017).Video gaming is known to have some benefits such as improving focus, multitasking, and working memory, but it may also come with costs when it is used ...

  19. Can video games make us healthier?

    Today, only 10% of quality research papers show that gamification techniques can really lead to more healthy behaviours. There is a clear need for more data on video games' potential to bring down NCD levels and promote health in line with the WHO European Programme of Work 2020-2025. "When we study the effects of gaming, a lot is going ...

  20. Playing video games could boost brain function in children ...

    A new study in the Journal of the American Medical Association finds that video games may actually have a positive effect on children's cognitive skills. And here to break down exactly what all of ...

  21. Research shows gaming could be good for mental health

    "The global number of individuals playing video games has reached nearly three billion, accompanied by an increase in gaming time." ... These findings highlight the necessity for further research into the mechanisms underlying video gaming's effects on mental well-being and point to the importance of policy design that considers the ...

  22. Video gaming may have some cognitive benefits for kids, study finds

    02:47 - Source: CNN. CNN —. Some parents fear that video games might be detrimental to children's well-being, but a new study sponsored by the National Institutes of Health finds that gaming ...

  23. Gaming and Gamers

    About half of American adults (49%) "ever play video games on a computer, TV, game console, or portable device like a cellphone," and 10% consider themselves to be "gamers.". A majority of American adults (60%) believe that most people who play video games are men - a view that is shared by 57% of women who themselves play video games.

  24. 6 Scientific Benefits of Playing Videogames : ScienceAlert

    The researchers took five groups of non-gamers, and made them play a phone game for one hour a day over four weeks. They found that all video games, both action and non-action games, improved cognitive function in the participants - measured by tests such as short term memory tasks. 6. Gaming is linked to an increase in brain matter.

  25. The health effects of too much gaming

    There is mixed research that there are some cognitive benefits to gaming, such as better control of one's attention and improved spatial reasoning, though it isn't entirely clear how much these benefits extend outside of the video game sphere into the real world. Finally, video games have medical applications, such as training people with ...

  26. Gaming

    In the U.S., four-in-ten women and roughly a quarter of adults ages 65 and older say they play video games at least sometimes. Why join the gig economy? For many, the answer is 'for fun'. Nearly a quarter of Americans say they've earned money in the digital "platform economy" in the past year, according to a new Pew Research Center ...

  27. The evaluation of digital educational game use in pharmacology teaching

    1 INTRODUCTION. An educational game can be defined as a tool that requires learner participation in competitive activity with preset rules. 1 In medical sciences, electronic game-based learning (electronic GBL) has been present since the 1960s, but nowadays, it is gaining more attention as an educational method. 2 Electronic educational games are becoming known as useful tools in the teaching ...