This document discusses the positive impacts of video games. It notes that acclaimed actor Robin Williams was an avid gamer and named his daughter Zelda after the video game series. It also discusses how the virtual reality game "Snow World" helped reduce pain in hospital patients by providing distraction. Several experts and studies are cited that show video games can help relieve stress, improve problem-solving skills, decision-making, and focus. The document argues that video games are good for development and provide moments of joy against life's stresses.
1) The document discusses how video games can positively impact brain function and development when used strategically. It explores how games designed to train timing and rhythm through neurofeedback can physically change the brain and lead to broad improvements beyond just the game.
2) Interactive Metronome training is highlighted as uniquely targeting domain-general timing mechanisms, shown to improve conditions like ADHD and autism by synchronizing the brain's internal clock. Precise feedback helps transfer gains to daily life.
3) Research finds video games can enhance therapy outcomes, managing pain and more when combined with neurofeedback targeting underlying brain mechanisms rather than single tasks. Interactive Metronome is positioned as going beyond brain training games to provide real physiological brain change
The influence of video game playing on visual attentionGabrielNzomo
This study analyzed the effects of video games on visual attention in adolescents aged 10 to 16. Researchers compared visual and cognitive functions between players of action video games (AVGPs) and non-players (NVGPs). In tests of visual stimuli, AVGPs were more accurate at locating targets and ignoring distractors, and made faster eye movements. The results suggest that action video game experience improves attention mechanisms and the ability to avoid distraction.
This document summarizes a research paper about how video games can teach essential life skills. It discusses how video games may enhance critical thinking, complex problem solving, empathy and sympathy, and visual spatial processing. It provides examples of how games like Uncharted 4, Metal Gear Solid V, and Portal teach these skills. The document concludes that while more research is still needed, many studies have shown video games' potential to impart important skills beyond just entertainment.
Games can be used for learning in several ways:
1) People can learn from playing games through trial and error feedback loops. Games allow exploration without real-world consequences.
2) Games have been used successfully to teach a variety of subjects in classrooms from elementary school through university levels. They increase student motivation and information retention.
3) Scientific discovery games engage many participants in solving research problems through game mechanics. Players of the protein folding game Foldit have contributed to scientific papers by developing strategies to solve protein structures better than computer algorithms.
The document summarizes the evaluation of a first-person blast response training game called BLAST. Study participants provided feedback on strengths like its realistic nature and engagement. Weaknesses included usability issues like mouse lag. Recommendations were to add scenarios, improve feedback by identifying specific victims, reduce mouse lag, and add more ambient noise. Unexpected findings showed benefits of group use and as a supplement to lectures. The conclusion was games need integrated delivery and play environment design for effectiveness.
This document discusses using popular video games to promote health initiatives. It notes that while some health games have been created, they suffer from a lack of visibility and advertising. The document proposes addressing this by partnering with the creators of hugely popular existing games like World of Warcraft and League of Legends to develop mods or additions focused on health topics. Specific examples outlined include a diabetes mod for WoW that tracks blood sugar and a stress management tool integrated into the competitive multiplayer online battle arena game League of Legends. The goal is to leverage existing gaming platforms and audiences of tens or hundreds of millions to more effectively promote health messages and programs.
The document discusses how video gaming can enhance brain development by promoting creativity, manual dexterity, and visual/spatial memory. It outlines principles of gaming related to empowered learning, problem-based learning, and deep understanding. Studies show that gaming children are more creative and improves laparoscopic surgeons' dexterity. One study found 12 hours of a brain training game over a month improved cognitive abilities in older adults. In conclusion, video games can effectively promote learning through their design principles and skills developed through play.
1) The document discusses how video games can positively impact brain function and development when used strategically. It explores how games designed to train timing and rhythm through neurofeedback can physically change the brain and lead to broad improvements beyond just the game.
2) Interactive Metronome training is highlighted as uniquely targeting domain-general timing mechanisms, shown to improve conditions like ADHD and autism by synchronizing the brain's internal clock. Precise feedback helps transfer gains to daily life.
3) Research finds video games can enhance therapy outcomes, managing pain and more when combined with neurofeedback targeting underlying brain mechanisms rather than single tasks. Interactive Metronome is positioned as going beyond brain training games to provide real physiological brain change
The influence of video game playing on visual attentionGabrielNzomo
This study analyzed the effects of video games on visual attention in adolescents aged 10 to 16. Researchers compared visual and cognitive functions between players of action video games (AVGPs) and non-players (NVGPs). In tests of visual stimuli, AVGPs were more accurate at locating targets and ignoring distractors, and made faster eye movements. The results suggest that action video game experience improves attention mechanisms and the ability to avoid distraction.
This document summarizes a research paper about how video games can teach essential life skills. It discusses how video games may enhance critical thinking, complex problem solving, empathy and sympathy, and visual spatial processing. It provides examples of how games like Uncharted 4, Metal Gear Solid V, and Portal teach these skills. The document concludes that while more research is still needed, many studies have shown video games' potential to impart important skills beyond just entertainment.
Games can be used for learning in several ways:
1) People can learn from playing games through trial and error feedback loops. Games allow exploration without real-world consequences.
2) Games have been used successfully to teach a variety of subjects in classrooms from elementary school through university levels. They increase student motivation and information retention.
3) Scientific discovery games engage many participants in solving research problems through game mechanics. Players of the protein folding game Foldit have contributed to scientific papers by developing strategies to solve protein structures better than computer algorithms.
The document summarizes the evaluation of a first-person blast response training game called BLAST. Study participants provided feedback on strengths like its realistic nature and engagement. Weaknesses included usability issues like mouse lag. Recommendations were to add scenarios, improve feedback by identifying specific victims, reduce mouse lag, and add more ambient noise. Unexpected findings showed benefits of group use and as a supplement to lectures. The conclusion was games need integrated delivery and play environment design for effectiveness.
This document discusses using popular video games to promote health initiatives. It notes that while some health games have been created, they suffer from a lack of visibility and advertising. The document proposes addressing this by partnering with the creators of hugely popular existing games like World of Warcraft and League of Legends to develop mods or additions focused on health topics. Specific examples outlined include a diabetes mod for WoW that tracks blood sugar and a stress management tool integrated into the competitive multiplayer online battle arena game League of Legends. The goal is to leverage existing gaming platforms and audiences of tens or hundreds of millions to more effectively promote health messages and programs.
The document discusses how video gaming can enhance brain development by promoting creativity, manual dexterity, and visual/spatial memory. It outlines principles of gaming related to empowered learning, problem-based learning, and deep understanding. Studies show that gaming children are more creative and improves laparoscopic surgeons' dexterity. One study found 12 hours of a brain training game over a month improved cognitive abilities in older adults. In conclusion, video games can effectively promote learning through their design principles and skills developed through play.
This mini workshop looks at the latest research on gaming for health, examples of how health and wellness leaders are engaging people with games, strategies for healthcare brands who want to try gaming, and a first-look at a gaming experiment from our innovation lab
Games and Gamification by Safak KorkutSafak Korkut
Lecture presentation on 11.12.2013 in FHNW HSW - Elective Social Media and Customer Experience
The Lecture focuses on the introduction of Games, Game Industry and Gamification and concludes with three gamification sprint exercises.
You can hear the lecture recording on "https://soundcloud.com/safak-korkut/lecture-on-games-and"
please be aware that the recording starts after 27th slide.
This document discusses developing video games for mental health. It notes that over 450 million people worldwide suffer from mental illness. Video games are increasingly popular with over 2 billion active gamers and generate over $100 billion annually. The document proposes researching how to utilize video games for mental health, including empathy games to raise awareness and therapeutic games/gamification to help those suffering. It outlines several research questions and discusses various existing video games related to mental health. The proposed research methodology would include literature reviews, data collection, game development using an agile process, and evaluating outcomes. The goal is to better understand how to accurately portray mental illness in games and foster empathy while also exploring the psychological benefits of games and designing games for therapeutic purposes.
This document summarizes key findings from a Cochrane review on the effects of exercise programs in reducing fall rates among older adults. It finds that exercise programs can effectively reduce fall rates, with the greatest relative effects seen in programs that involve high dosages of at least 50 hours or twice per week for 25 weeks. Video games are suggested as a means to help ensure compliance with exercise programs by making them more engaging for older adults.
This document summarizes research analyzing the game design of various brain games. It evaluated 33 brain games across 5 cognitive domains on their inclusion of 14 forms of fun. On average, brain games included 4.5 forms of fun. It provides recommendations for brain game designers to improve the fun factor, such as enhancing visuals, incorporating story/scenario elements, optimizing challenge, and providing feedback. The researchers conclude that while fun is an important motivator, it has not been fully utilized in brain games to date.
Video games are often criticized for detracting from education, but research shows they may have some benefits if used properly. While excessive gaming can negatively impact school performance, moderate use of educational and brain-training games have been linked to improved problem-solving and multitasking skills. Overall, a balanced approach combining traditional learning with limited video games under parental guidance may allow kids to reap some cognitive benefits without academic harm.
This honors thesis examines how gender stereotypes in video games may influence players' choices to follow male or female leaders in an online game. The document provides background on research showing that video games are often used to study human behavior like cooperation. It reviews literature demonstrating that female characters tend to be sexualized and objectified more than male characters. The thesis aims to test if exposing players to different types of female avatars (over-sexualized, average, or masculine) affects their willingness to follow a male or female leader in an online game. The study uses confederates and questionnaires to assess players' choices and reasoning.
Hsiao Wei (Michelle) Chen is pursuing a PhD to research how to develop video games about mental health using a Participatory Action Research methodology. She will work with people with lived experience of mental illness, mental health professionals, and video game developers. The research aims to create video games that promote mental health awareness and reduce stigma, not for therapeutic purposes. Game jams will be conducted online in phases of storytelling, ideation, development, and release. The timeline spans from 2020 to 2022.
The document summarizes a thesis that studied the effects of violent and nonviolent video game play on aggressive thoughts and feelings in sensation seeking adults. It found that high sensation seeking players displayed higher levels of aggression than low sensation seekers, regardless of the game's violence. High sensation seekers who played violent games had higher aggression than those who played nonviolent games. Sensation seeking players found both game types enjoyable and challenging. The study contributes to understanding how individual characteristics like sensation seeking influence responses to violent video game content.
Game on! How Gamification Can Work in GovernmentEric Hackathorn
Gamification is a hot topic right now. But what is it? How does it work, and why should you care? Tune in to this webinar to learn how to apply game mechanics to engage citizens and solve agency problems. Gamification can integrate the most engaging, exciting, and addictive aspects of game play into your agency’s business processes.
We will discuss the newly formed Federal Games Guild. Led by the White House Office of Science and Technology Policy, the group was established in November 2011. We will also highlight projects created by a variety of agencies and collaborators. Finally, you will learn how to become involved with the group.
A recording of the talk can be found at: http://www.howto.gov/training/classes/gamification
This document discusses the potential for video games to be used as a serious health technology. It notes that while video games have received criticism for negative health impacts, they may help with rehabilitation and independent living for older adults. Specifically, video games are discussed as a way to address falls, stroke recovery, and cognitive decline. Building an industry around games for health in Australia is also mentioned.
Mind Habits Emotion Trainer Games For Health 2008Mark Baldwin
The document discusses the development of MindHabits, an emotion training computer game created by Dr. Mark Baldwin and MindHabits Inc. to help reduce stress and build self-confidence through training positive thought habits. Scientific studies show that specially designed games can help people practice beneficial thought patterns. MindHabits was developed using these principles and research on social intelligence and neuroscience. It consists of training games, tracker tasks, and a science lab section to explain the game's purpose and benefits.
Does playing video or computer games have beneficial effects.docxjacksnathalie
Does playing video or computer games
have beneficial effects on brain and
behaviour? If so, does the evidence point to
general improvements in cognitive function?
Daphne Bavelier & C. Shawn Green.
Although the popular media has a strong ten-
dency to produce breathless headlines about
the effects (or lack of effects) of video games, it
is worth noting that the term ‘video games’
is far from a single construct and thus, has
almost no scientific predictive power. One
can no more say what the effects of video
games are, than one can say what the effects
of food are. There are millions of individual
games, hundreds of distinct genres and sub-
genres, and they can be played on computers,
consoles, hand-held devices and cell phones.
Simply put, if one wants to know what the
effects of video games are, the devil is in
the details.
Studies that have examined perception
and spatial cognition (from our lab and many
others) have focused on one specific genre of
games — the so-called ‘action’ video games.
Indeed, playing this type of game results in a
wide range of behavioural benefits, includ-
ing enhancements in low-level vision, visual
attention, speed of processing and statistical
inference, among others. Furthermore, prop-
erly controlled training studies have repeatedly
demonstrated a causal link between video
game playing and enhanced abilities. Hence,
it is not just that people who naturally choose
to play games have better perceptual skills.
The ability to improve one’s abilities through
practice has obvious practical ramifications,
from rehabilitation of visual skills in individu-
als with amblyopia (also known as a ‘lazy eye’)
to the training of surgeons.
Doug Hyun Han & Perry F. Renshaw.
The extent to which playing video and on-
line games affects the brain and behaviour is
uncertain. It is likely that the specific beneficial
or harmful effects are determined by the char-
acteristics of both the individual and of the
game. Several studies have reported that video
and on-line game play may improve visuo-
spatial capacity, visual acuity, task switch-
ing, decision making and object tracking in
healthy individuals. However, methodological
limitations to these studies have also been
noted. For example, cross-sectional compari-
sons of gamers and non-gamers may reflect
baseline differences in cognitive abilities rather
than the effects of game playing. Moreover,
video game training studies that involve the
recruitment of non-gamers and that provide
game experience have not generally shown
that gaming enhances performance on higher
level reasoning and problem solving tasks.
Michael M. Merzenich. The potential
benefits that can be achieved through
video-game play are, of course, a function
of the specific task requirements, and of the
cognitive and social demands and values
represented by the game(s) in play. Games
that require progressively more accurate and
more challenging judgments ...
This document discusses the social impacts of gaming addiction. It notes that gaming addiction can lead to isolation from socializing and prioritizing gaming over important real-life activities. While some argue gaming addiction is similar to drug addiction, it has not been recognized as an official disorder due to lack of research. Gaming can benefit society through applications in education and job training, but excessive gaming can negatively impact social skills and mental health through lack of sleep, mood swings, and neglect of responsibilities. More research is still needed to fully understand the impacts and potential recognition of gaming addiction as a disorder.
Mobile gaming provides numerous cognitive and psychological benefits. It can enhance brain efficiency, concentration levels, problem-solving skills, and mood. Specifically, research has shown that strategic mobile games can improve cognitive flexibility and the ability to think creatively. Mobile games also help autistic individuals stay engaged and provide a relaxing escape from stress that can lift one's mood. By posing challenges, they further develop problem-solving tendencies that can help in real life situations. With these benefits, mobile games have become a major form of entertainment as well as a tool to improve various skills and mental well-being.
This document summarizes a research project on the effects of playing video games every day. The research questions whether video games cause violent behavior, if they can make you tired, and how video game addiction can be treated. Through a literature review and questionnaire, the research found that most players are male and single, between 19-25 years old, playing 1-2 hours per day of adventure games for fun. It concluded that while video games can negatively affect those who play for long periods, this study found no evidence of addiction. It recommends educating people on video game effects and content.
Video games can impact brain development in both positive and negative ways. Regular gamers show increased grey matter in the entorhinal cortex, associated with memory formation. Puzzle and logic games in particular are linked to better memory, as this brain region works with the hippocampus. However, the long term effects are still unclear as studies show both benefits and risks. While more research is needed, video games appear to influence brain plasticity, which could be advantageous.
This document outlines a research proposal on the effects of playing video games every day. The proposal was submitted by a student for their INSA 483 seminar course. The introduction notes the student's interest in the topic due to their brother playing video games all day. The literature review discusses previous studies finding that excessive video game exposure can negatively impact empathy, morality, and aggression in adolescents. The proposed research method is to conduct interviews and surveys of kids and adults, both in public places in Jeddah and on social media, to ask questions about video game addiction and the effects of long-term play. A timeline is provided outlining the planned completion of chapters and sections of the research paper over 4 weeks.
The advantage and disadvantage of playing video gameNAHZATUL SAHID
Playing video games can have both advantages and disadvantages. While video games may improve problem solving and dexterity skills, excessive unrestricted use can be harmful, especially for children. Prolonged exposure to violent video games has been linked to increased aggression in some adolescents. Video games can also isolate children from the real world and negatively impact social skills and school performance if not limited. However, in moderation video games may offer cognitive benefits like enhanced strategic thinking and quick decision making. It is important for parents to monitor children's video game use and restrict access to inappropriate content.
This document discusses a proposal for a paper about video games. It will examine why people play video games using uses and gratification theory and a survey methodology. The paper will include a literature review on how video games are used for stress relief and need satisfaction. It will also discuss how video games do not always take away time and attention, as studies have shown they can promote physical activity. The paper will explore how video games affect different age groups in both positive and negative ways. It will employ a method section and discussion to summarize findings and provide criticism of video games.
This document provides instructions for a case study assignment on video game addiction. Students are asked to choose a game released in the last 5 years and discuss its terminology, audio design, genre characteristics, graphics, and engines. They must also include a paragraph quoting an article on video game addiction. Sources for the addiction section and a sample paragraph are provided.
This mini workshop looks at the latest research on gaming for health, examples of how health and wellness leaders are engaging people with games, strategies for healthcare brands who want to try gaming, and a first-look at a gaming experiment from our innovation lab
Games and Gamification by Safak KorkutSafak Korkut
Lecture presentation on 11.12.2013 in FHNW HSW - Elective Social Media and Customer Experience
The Lecture focuses on the introduction of Games, Game Industry and Gamification and concludes with three gamification sprint exercises.
You can hear the lecture recording on "https://soundcloud.com/safak-korkut/lecture-on-games-and"
please be aware that the recording starts after 27th slide.
This document discusses developing video games for mental health. It notes that over 450 million people worldwide suffer from mental illness. Video games are increasingly popular with over 2 billion active gamers and generate over $100 billion annually. The document proposes researching how to utilize video games for mental health, including empathy games to raise awareness and therapeutic games/gamification to help those suffering. It outlines several research questions and discusses various existing video games related to mental health. The proposed research methodology would include literature reviews, data collection, game development using an agile process, and evaluating outcomes. The goal is to better understand how to accurately portray mental illness in games and foster empathy while also exploring the psychological benefits of games and designing games for therapeutic purposes.
This document summarizes key findings from a Cochrane review on the effects of exercise programs in reducing fall rates among older adults. It finds that exercise programs can effectively reduce fall rates, with the greatest relative effects seen in programs that involve high dosages of at least 50 hours or twice per week for 25 weeks. Video games are suggested as a means to help ensure compliance with exercise programs by making them more engaging for older adults.
This document summarizes research analyzing the game design of various brain games. It evaluated 33 brain games across 5 cognitive domains on their inclusion of 14 forms of fun. On average, brain games included 4.5 forms of fun. It provides recommendations for brain game designers to improve the fun factor, such as enhancing visuals, incorporating story/scenario elements, optimizing challenge, and providing feedback. The researchers conclude that while fun is an important motivator, it has not been fully utilized in brain games to date.
Video games are often criticized for detracting from education, but research shows they may have some benefits if used properly. While excessive gaming can negatively impact school performance, moderate use of educational and brain-training games have been linked to improved problem-solving and multitasking skills. Overall, a balanced approach combining traditional learning with limited video games under parental guidance may allow kids to reap some cognitive benefits without academic harm.
This honors thesis examines how gender stereotypes in video games may influence players' choices to follow male or female leaders in an online game. The document provides background on research showing that video games are often used to study human behavior like cooperation. It reviews literature demonstrating that female characters tend to be sexualized and objectified more than male characters. The thesis aims to test if exposing players to different types of female avatars (over-sexualized, average, or masculine) affects their willingness to follow a male or female leader in an online game. The study uses confederates and questionnaires to assess players' choices and reasoning.
Hsiao Wei (Michelle) Chen is pursuing a PhD to research how to develop video games about mental health using a Participatory Action Research methodology. She will work with people with lived experience of mental illness, mental health professionals, and video game developers. The research aims to create video games that promote mental health awareness and reduce stigma, not for therapeutic purposes. Game jams will be conducted online in phases of storytelling, ideation, development, and release. The timeline spans from 2020 to 2022.
The document summarizes a thesis that studied the effects of violent and nonviolent video game play on aggressive thoughts and feelings in sensation seeking adults. It found that high sensation seeking players displayed higher levels of aggression than low sensation seekers, regardless of the game's violence. High sensation seekers who played violent games had higher aggression than those who played nonviolent games. Sensation seeking players found both game types enjoyable and challenging. The study contributes to understanding how individual characteristics like sensation seeking influence responses to violent video game content.
Game on! How Gamification Can Work in GovernmentEric Hackathorn
Gamification is a hot topic right now. But what is it? How does it work, and why should you care? Tune in to this webinar to learn how to apply game mechanics to engage citizens and solve agency problems. Gamification can integrate the most engaging, exciting, and addictive aspects of game play into your agency’s business processes.
We will discuss the newly formed Federal Games Guild. Led by the White House Office of Science and Technology Policy, the group was established in November 2011. We will also highlight projects created by a variety of agencies and collaborators. Finally, you will learn how to become involved with the group.
A recording of the talk can be found at: http://www.howto.gov/training/classes/gamification
This document discusses the potential for video games to be used as a serious health technology. It notes that while video games have received criticism for negative health impacts, they may help with rehabilitation and independent living for older adults. Specifically, video games are discussed as a way to address falls, stroke recovery, and cognitive decline. Building an industry around games for health in Australia is also mentioned.
Mind Habits Emotion Trainer Games For Health 2008Mark Baldwin
The document discusses the development of MindHabits, an emotion training computer game created by Dr. Mark Baldwin and MindHabits Inc. to help reduce stress and build self-confidence through training positive thought habits. Scientific studies show that specially designed games can help people practice beneficial thought patterns. MindHabits was developed using these principles and research on social intelligence and neuroscience. It consists of training games, tracker tasks, and a science lab section to explain the game's purpose and benefits.
Does playing video or computer games have beneficial effects.docxjacksnathalie
Does playing video or computer games
have beneficial effects on brain and
behaviour? If so, does the evidence point to
general improvements in cognitive function?
Daphne Bavelier & C. Shawn Green.
Although the popular media has a strong ten-
dency to produce breathless headlines about
the effects (or lack of effects) of video games, it
is worth noting that the term ‘video games’
is far from a single construct and thus, has
almost no scientific predictive power. One
can no more say what the effects of video
games are, than one can say what the effects
of food are. There are millions of individual
games, hundreds of distinct genres and sub-
genres, and they can be played on computers,
consoles, hand-held devices and cell phones.
Simply put, if one wants to know what the
effects of video games are, the devil is in
the details.
Studies that have examined perception
and spatial cognition (from our lab and many
others) have focused on one specific genre of
games — the so-called ‘action’ video games.
Indeed, playing this type of game results in a
wide range of behavioural benefits, includ-
ing enhancements in low-level vision, visual
attention, speed of processing and statistical
inference, among others. Furthermore, prop-
erly controlled training studies have repeatedly
demonstrated a causal link between video
game playing and enhanced abilities. Hence,
it is not just that people who naturally choose
to play games have better perceptual skills.
The ability to improve one’s abilities through
practice has obvious practical ramifications,
from rehabilitation of visual skills in individu-
als with amblyopia (also known as a ‘lazy eye’)
to the training of surgeons.
Doug Hyun Han & Perry F. Renshaw.
The extent to which playing video and on-
line games affects the brain and behaviour is
uncertain. It is likely that the specific beneficial
or harmful effects are determined by the char-
acteristics of both the individual and of the
game. Several studies have reported that video
and on-line game play may improve visuo-
spatial capacity, visual acuity, task switch-
ing, decision making and object tracking in
healthy individuals. However, methodological
limitations to these studies have also been
noted. For example, cross-sectional compari-
sons of gamers and non-gamers may reflect
baseline differences in cognitive abilities rather
than the effects of game playing. Moreover,
video game training studies that involve the
recruitment of non-gamers and that provide
game experience have not generally shown
that gaming enhances performance on higher
level reasoning and problem solving tasks.
Michael M. Merzenich. The potential
benefits that can be achieved through
video-game play are, of course, a function
of the specific task requirements, and of the
cognitive and social demands and values
represented by the game(s) in play. Games
that require progressively more accurate and
more challenging judgments ...
This document discusses the social impacts of gaming addiction. It notes that gaming addiction can lead to isolation from socializing and prioritizing gaming over important real-life activities. While some argue gaming addiction is similar to drug addiction, it has not been recognized as an official disorder due to lack of research. Gaming can benefit society through applications in education and job training, but excessive gaming can negatively impact social skills and mental health through lack of sleep, mood swings, and neglect of responsibilities. More research is still needed to fully understand the impacts and potential recognition of gaming addiction as a disorder.
Mobile gaming provides numerous cognitive and psychological benefits. It can enhance brain efficiency, concentration levels, problem-solving skills, and mood. Specifically, research has shown that strategic mobile games can improve cognitive flexibility and the ability to think creatively. Mobile games also help autistic individuals stay engaged and provide a relaxing escape from stress that can lift one's mood. By posing challenges, they further develop problem-solving tendencies that can help in real life situations. With these benefits, mobile games have become a major form of entertainment as well as a tool to improve various skills and mental well-being.
This document summarizes a research project on the effects of playing video games every day. The research questions whether video games cause violent behavior, if they can make you tired, and how video game addiction can be treated. Through a literature review and questionnaire, the research found that most players are male and single, between 19-25 years old, playing 1-2 hours per day of adventure games for fun. It concluded that while video games can negatively affect those who play for long periods, this study found no evidence of addiction. It recommends educating people on video game effects and content.
Video games can impact brain development in both positive and negative ways. Regular gamers show increased grey matter in the entorhinal cortex, associated with memory formation. Puzzle and logic games in particular are linked to better memory, as this brain region works with the hippocampus. However, the long term effects are still unclear as studies show both benefits and risks. While more research is needed, video games appear to influence brain plasticity, which could be advantageous.
This document outlines a research proposal on the effects of playing video games every day. The proposal was submitted by a student for their INSA 483 seminar course. The introduction notes the student's interest in the topic due to their brother playing video games all day. The literature review discusses previous studies finding that excessive video game exposure can negatively impact empathy, morality, and aggression in adolescents. The proposed research method is to conduct interviews and surveys of kids and adults, both in public places in Jeddah and on social media, to ask questions about video game addiction and the effects of long-term play. A timeline is provided outlining the planned completion of chapters and sections of the research paper over 4 weeks.
The advantage and disadvantage of playing video gameNAHZATUL SAHID
Playing video games can have both advantages and disadvantages. While video games may improve problem solving and dexterity skills, excessive unrestricted use can be harmful, especially for children. Prolonged exposure to violent video games has been linked to increased aggression in some adolescents. Video games can also isolate children from the real world and negatively impact social skills and school performance if not limited. However, in moderation video games may offer cognitive benefits like enhanced strategic thinking and quick decision making. It is important for parents to monitor children's video game use and restrict access to inappropriate content.
This document discusses a proposal for a paper about video games. It will examine why people play video games using uses and gratification theory and a survey methodology. The paper will include a literature review on how video games are used for stress relief and need satisfaction. It will also discuss how video games do not always take away time and attention, as studies have shown they can promote physical activity. The paper will explore how video games affect different age groups in both positive and negative ways. It will employ a method section and discussion to summarize findings and provide criticism of video games.
This document provides instructions for a case study assignment on video game addiction. Students are asked to choose a game released in the last 5 years and discuss its terminology, audio design, genre characteristics, graphics, and engines. They must also include a paragraph quoting an article on video game addiction. Sources for the addiction section and a sample paragraph are provided.
The document discusses various perspectives on video games. It provides quotes from public figures about how video games can develop skills but also be addictive. It notes that while video games were once thought to mainly involve teenage boys, gamers now span all ages and demographics. The document also discusses concerns about video game addiction and negative impacts like increased aggression. However, it acknowledges video games can also promote problem-solving and learning when played in moderation.
7 things you didn't know about playing video gamesPanafrickSammy
1) The document discusses 7 things people may not know about playing video games, including benefits like stimulating the brain, developing problem-solving skills, and relieving stress.
2) It provides statistics on who plays video games, with over 200 million players in the US spanning all ages, genders, and backgrounds. Most common devices are consoles, smartphones, and PCs.
3) Reasons for playing include connecting with others, relaxing, mental stimulation, and entertainment. The document aims to change negative perceptions of video games.
The document defines games and video games. It notes that games involve independent decision-makers pursuing goals within set rules. Video games add interactivity through controllers and screens. The document then summarizes statistics about video game players, including that over half of American households play games, the average player is over 30, and women and seniors over 50 represent large portions of the player base. It discusses positive impacts of games on families, the economy, employment, education, health, and art.
This document summarizes research on the effects of playing video games. It discusses several studies that have found benefits such as improved vision, cognition, and problem-solving abilities from playing action-oriented video games. However, it also notes some controversies around other research claiming links between violent video games and aggressive behavior. More recent issues discussed include in-game systems that use psychological rewards in a way that some argue promotes addictive gambling-like behavior, particularly in games designed for children.
With the American Airlines name change policy, you can alter the incorrect name on your flight ticket/boarding pass without any fuss. Therefore, it’s essential to understand the major guidelines before requesting a name change/correction. However, if you still encounter any issues, you can navigate to the AA website or approach the airline over the phone. Additionally, you can talk with a flight expert at +1-866-738-0741 to get your problem fixed in a few minutes.
A list of budget-friendly things that families can do in San Antonio! Dive into its rich history and vibrant culture at iconic landmarks like the Alamo. Explore colorful Market Square and stroll along the scenic River Walk. Enjoy family-friendly fun at Brackenridge Park and capture breathtaking views at the Tower of the Americas—all without breaking the bank!
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1. Did
you
know
that
the
highly
acclaimed
actor
Robin
Williams
is
one
of
the
greatest
gamers
in
the
world?
His
favorite
game
is
The
Legend
of
Zelda,
and
because
of
his
fana@c
feelings
for
the
series,
he
named
his
daughter
Zelda
Williams
aAer
the
game.
Him
and
his
daughter
eventually
appear
in
Nintendo
commercials.
Zelda
Williams
was
part
of
big
The
Legend
of
Zelda
announcements
and
part
of
the
latest
Super
Smash
Bros.
Tournament
in
the
Electronic
Entertainment
Expo
of
2014;
in
which
she
appeared
with
a
big
The
Legend
of
Zelda:
Majora’s
Mask
Shield
in
her
arm.
Image
Rights
Reserved:
hSp://www.flickr.com/photos/91228408@N00/428430749/
1
2. Video
games
don't
just
provide
relief
from
emo@onal
pain.
They
can
also
help
those
who
are
suffering
from
physical
pain.
Psychologists
at
the
University
of
Washington
developed
a
game
that
helps
hospital
pa@ents
suffering
from
immense
physical
pain
by
using
an
age-‐old
mental
trick:
distrac@on.
The
virtual
reality
game
"Snow
World"
put
pa@ents
in
an
arc@c
wonderland
in
which
they
throw
an
endless
arsenal
of
snowballs
at
a
series
of
targets,
such
as
penguins
and
snowmen.
Military
hospitals
found
the
experience-‐helped
soldiers
recovering
from
their
baSlefield
wounds.
The
soldiers
who
played
"Snow
World"
required
less
pain
medicine
during
their
recupera@on.
Image
Rights
Reserved:
hSp://www.flickr.com/photos/
58675700@N04/11498776956/
2
3. Good
day
ladies
and
gentlemen.
I
am
Angel
Ochoa,
and
I
am
here
to
talk
to
you
about
why
video
games
are,
in
fact,
a
good
influence
for
today’s
genera@on.
Image
rights
reserved:
hSp://www.flickr.com/photos/78584817@N02/6889745338/
3
4. Video
games
are
one
of
the
best
and
most
used
ways
to
relief
stress
from
the
day-‐to-‐
day
life.
We
need
to
take
out
that
stress
or
else
it
might
lead
to
great
sickness.
Video
games
are
also
the
best
way
to
raise
knowledge
and
crea@vity
in
a
fun
way.
4
5. I
am
a
Game
Ar@st,
and
the
thing
that
pushed
me
to
where
I
am
now
was
games
like
The
Legend
of
Zelda.
Games
like
that
are
more
than
games,
they
helped
me
to
develop
my
crea@vity
to
make
characters
and
stories
and
with
puzzles
in
games
I
gain
great
experiences
in
problem
solving.
They
became
part
of
my
life
and
my
heart.
Image
Rights
Reserved:
hSp://www.flickr.com/photos/
91339841@N08/11951391136/
5
6. Video
Games
are
a
huge
help
for
everyone.
We
all
need
a
moment
of
joy
in
our
lives.
Not
everything
has
to
be
about
working
and
being
serious.
6
7. 1)
Video
Games
have
helped
in
medical
illnesses.
2)
Video
Games
help
people
in
the
development
of
the
brain.
3)
Video
Games
help
kids
to
network
with
other
kids.
Image
Rights
Reserved:
hSp://www.flickr.com/photos/
47372930@N08/4403924226/
7
8. For
the
first
point,
I
will
talk
of
how
Video
Games
help
with
illness.
Video
Games
have
been
proven
by
several
doctors
and
hospitals
to
help
with
the
illness
in
pa@ents
and
accelerate
the
healing
process
on
them.
8
9. Professor
Johnny
Nhan
says
gaming
can
help
relieve
stress.
Video
games
do
not
always
hinder
studying.
Some@mes
they
can
help
students
relieve
stress
and
learn
class
material.
A
game
you
can
pick
up
and
then
stop
playing
any@me,
such
as
"Call
of
Duty,"
can
be
a
good
tool
to
release
stress
from
schoolwork,
he
said.
9
10. Playing
videogames
can
actually
change
your
brain
in
posi@ve
ways
by
improving
crea@vity,
memory,
decision-‐making,
and
even
eyesight,
recent
peer-‐reviewed
studies
suggest.
People
who
play
ac@on-‐based
games
made
decisions
25
percent
faster
without
losing
accuracy,
according
to
one
study.
The
most
skilled
gamers
can
make
choices
and
take
ac@on
up
to
six
@mes
per
second;
four
@mes
more
quickly
than
average,
other
researchers
reported.
What’s
more,
experienced
gamers
are
the
ul@mate
mul@-‐
takers,
able
to
focus
on
more
than
six
things
at
once,
versus
four
for
most
people.
Image
Rights
Reserved:
hSp://www.flickr.com/photos/
83358752@N00/2719837710/
10
11. On
this
second
point
I
will
explain
how
playing
games
helps
with
the
brain’s
development,
and
how
people
that
play
games
have
a
higher
“Problem
Solving”
skill
and
Mul@tasking
skills
than
people
that
are
not
gamers.
11
12. Daphne
Bavelier
is
professor
of
brain
and
cogni@ve
sciences
at
the
University
of
Rochester.
She
studies
young
people
playing
ac@on
video
games.
Having
now
conducted
more
than
20
studies
on
the
topic,
Bavelier
says,
"It
turns
out
that
ac@on
video
games
are
far
from
mindless."
Her
studies
show
that
video
gamers
show
improved
skills
in
vision,
aSen@on
and
certain
aspects
of
cogni@on.
And
these
skills
are
not
just
gaming
skills,
but
real-‐world
skills.
They
perform
beSer
than
non-‐gamers
on
certain
tests
of
aSen@on,
speed,
accuracy,
vision
and
mul@tasking,
says
Bavelier
Image
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Reserved:
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12
13. Gamers
beat
non-‐gamers
hands
down
when
it
comes
to
everyday
eyesight
—
specifically,
the
ability
to
dis@nguish
between
different
shades
of
grey,
called
contrast
sensi@vity.
Gamers
are
also
quicker
at
shiAing
between
different
visual
and
aSen@on
tasks.
The
big
ques@on
is,
do
gamers
have
naturally
superior
skills
in
these
areas,
and
are
drawn
to
playing
video
games
as
a
result?
Or
are
their
skills
a
result
of
their
playing?
In
other
words,
if
non-‐gamers
picked
up
a
console,
would
they
benefit
too?
Bavelier's
studies
show
that
if
you
put
non-‐gamers
on
a
diet
of
regular
video
game
playing
(50
hours
over
nine
weeks
for
the
vision
experiment,
and
10
hours
over
10
days
for
the
visual
aSen@on
experiment)
their
aSen@on
and
visual
skills
will
improve.
What's
more,
she
says,
these
skills
seem
to
last
months,
if
not
years.
Image
Rights
Reserved:
hSp://www.flickr.com/photos/8700169@N03/5692844891/
13
14. Now
I
will
explain
how
Online
Video
Gaming
help
teenagers
in
networking
with
others
in
the
world.
14
15. According
to
a
study
from
the
highly
known
website
IGN,
gamers
are
more
social
than
non-‐gamers
and
have
beSer
connec@ons
with
their
families.
The
report
said
that
72%
of
gamers
play
games
with
their
friends,
and
found
that
"spending
@me
with
their
families
(82%
vs.
68%)
and
parents
(67%
vs.
44%)
are
top
priories.”
Addi@onally,
the
study
said
gamers
are
more
likely
to
have
a
college
degree
(43%
vs.
36%),
are
more
op@mis@c
about
their
career
goals
(67%
vs.
42%),
and
are
more
likely
to
have
a
career
they
want
to
be
in
(45%
vs.
37%).
15
16. Research
has
found
that
games
offer
a
range
of
social
and
educa@onal
benefits
to
gamers,
Edith
Cowan
University
(ECU)
associate
professor
Mark
McMahon,
an
expert
in
gaming,
said.
The
key
is
to
ensure
the
game
is
appropriate,
both
in
terms
of
age
restric@on
and
game
content,
he
said.
Rather
than
being
an@-‐social
and
@me
was@ng,
McMahon
said
gaming
can
actually
build
social
skills
in
children.
"Gamers
are
reaping
the
social
benefits
when
their
friends
come
over
and
they
play
computer
games
together.
They
are
oAen
strategising,
managing
complex
tasks
and
forming
and
managing
teams,"
he
said.
Image
Rights
Reserved:
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8437139@N08/13954924388/
16
17. Video
games
have
been
improving
kids
and
teenagers
since
the
beginning
of
them,
so
why
do
we
have
to
think
that
they
are
bad
just
because
we
have
fun
with
them?
There
is
nothing
wrong
with
having
fun
while
you
learn,
and
even
more
there
is
nothing
wrong
with
having
a
moment
to
relax.
We
need
that
moment
so
we
can
do
beSer
in
our
lives.
Image
Rights
Reserved:
hSp://www.flickr.com/photos/
29518103@N06/8305724111/
17
18. Video
Games
have
helped
doctors
in
curing
pa@ents,
they
keep
helping
in
the
development
of
the
brain,
and
now
more
than
ever
in
this
digital
era,
it
is
the
best
way
to
socialize
in
a
healthy
way.
18
19. And
I
think
that
Video
Games
are
a
good
influence
for
today's
genera@on
because
all
of
this.
19
20. video
games
are
one
of
the
crucial
things
for
a
healthy
and
successful
life
these
days.
Image
rights
reserved:
hSp://www.flickr.com/photos/78584817@N02/6889745338/
20