Gaming effects

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Undergraduate Cyberpsychology Fichas sobre Gaming effects, creado por Carly Brinded el 23/04/2018.
Carly Brinded
Fichas por Carly Brinded, actualizado hace más de 1 año
Carly Brinded
Creado por Carly Brinded hace más de 6 años
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What are the four types of gaming? Video games – e.g. consoles and computer Massively multiplayer online role-playing games (MMORPGs / MMOs) Mobile game apps Online games – within social networking
What did the Entertainment Software Association (2013) find concerning who plays video games? 58% of Americans play video games, with average 2 gamers in each game-playing household. Each household on average has at least 1 dedicated gaming console, or device Male = 55%, Female 45%
What are the three general positive psychological points of gaming? Psychological gratification in completing objectives. Emotional escape from real life Developing relationships and collaborating on tasks
What is Pryzbylski et al (2010)'s Self Determination Theory? intrinsic vs extrinsic motivations (enjoyment motivation vs external rewards / avoidance of negative consequences), 3 basic psychological needs essential for wellbeing; autonomy, competence, and relatedness.
What did Granic et al (2014) find gaming helps? Following instructions Problem solving and logic Hand-eye coordination, fine motor and spatial skills Cognitive skills, quick thinking and decision making.
What did Colzato et al (2010) find concerning cognition? Superior cognitive flexibility in video-games players compared to non-video game players
What does playing video games with teammates increase? cooperative behavior, regardless of violence vs non-violence
What did Green et al (2003) find about visual-spatial capacity? video game players show increased visual spatial attentional capacity
What did Uttal et al (2013) find about spatial skills? improvements in spatial skills, faster training with video games with long term benefits which can be transferred to other spatial tasks outside of the video game context
What did Anguera et al (2013)'s adapted version of NeuroRacer find? in multitasking training mode, older adults (60+) attained higher levels than untrained 20 year olds, and age-related deficits were remediated by this training
What did Griffiths et al (2004) find about adolescents? adolescents claim violence was their favourite aspect of playing, and in general, spend longer playing each week.
What did Elson et al (2013) find concerning adolescents video gaming time? may be negative consequences if adolescents spend a lot of time playing video games with violence that attracts them
What did Anderson et al (2001 AND 2010) find concerning violence in media? exposure to violence in media, including video games, has been linked to increased aggressive behaviour in children and adults
What did Bushman and Anderson (2009) find when staging an argument around gamers? When someone was hurt; non-violent groups = 25% helped, violent = 21%. Violent gamers took more time to help, and judged it to be less severe. Second study: time taken to help after watching a violent movie at a cinema. Violent took longer to help a confederate who dropped her crutches
What did Griffiths et al (1998) find concerning excessive gaming? excessive play suggests some online gamers may be experiencing addictive like experiences
What did Ferguson (2007)'s meta-analysis find? Adolescents sacrifice education / work for playing, which may lead to severe repercussions 1/5 of both groups said they sacrificed sleep in order to play. This too may have repercussions for both groups on productivity in other areas of their lives.
What did Owen et al (2010) find concerning brain training games? brain training tasks several times a week; all did better on a task after the 6 weeks of training, though no improvement on general cognitive functioning of reasoning, verbal short-term memory and spatial working memory. no evidence of good or bad impact.
What did Foroughi et al (2016) find about brain training placebo? Some of the effect of brain training tasks may be placebo effect, those who believe it helps = improvement after only 1 hour, vs people that did not
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