Created by Carly Brinded
over 6 years ago
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Question | Answer |
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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