Computer gamesViolent contentMemoryLearningThe present study focuses on the short-term effects of electronic entertainment media on memory and learning processes. It compares the effects of violent versus non-violent computer game content in a condition of playing and in another condition of watching ...
Effects of Violent and Non-violent Computer Video Games on Explicit and Implicit Aggression p class=MsoBodyTextIndent style=text-justify: inter-ideograph; margin: 0cm 0cm 6pt; text-align: justify; mso-para-margin-left: 0gd;span style=font-family: ... X Zhang,L Chang,L Wang,... - 《...
The subjects included 50 male adolescents with an age range of 17-19 who were exposed to 30 minutes of either violent or non-violent computer games. Four saliva samples were taken including: before the game (T1), 15 minutes into the game (T2), immediately after the game (T3), and 20 ...
The study supports the assumption that violent and arousing media content has a negative short-term effect on simultaneous information processing and learning and that there are gender-specific media effects. 展开 关键词: Media Computer games Violent content Memory Learning ...
Violent Video GameCompetitionCooperationAggressive BehaviorAggressive Cognitionp class=MsoBodyTextIndent style=text-justify: inter-ideograph; margin: 0cm 0cm 6pt; text-align: justify; mso-para-margin-left: 0gd;span style=font-family: Times New Roman;span style=font-size: 9pt; mso-bidi-font-...
0cm 0cm 6pt; text-align: justify; mso-para-margin-left: 0gd;span style=font-family: Times New Roman;span style=font-size: 9pt; mso-bidi-font-size: 10.0pt; mso-fareast-language: ZH-CN; lang=EN-USThe effect of violent media on aggression has always been highly concerned by the pu...
Non-violent programming gives to the software manager, to the supervising DAI agent and to the final user soft ways to act on the behavior of programs It allows very precise adjustments of many program characteristics and may improve the response time. It allows easy building of convivial program...
题目Research finds that children who play violent games or watch violent TV can become violent themselves, but what drives this change? Are the kids simply copy what they see on the screen, or could gaming have a more profound effect on their brains, affecting behavior? To...
The sexualization of female characters was associated with their portrayal as physically capable, violent, or a victim. We also found that sexualization of female characters did not differ based on the type of game (casual vs. competitive), game genres, or ESRB ratings. We discussed these ...
Relations building, conflict resolving and non-violent activities are often found to be in line with 'typical girls' interests', in contrast to 'typical boys' interests', which are easily translated into violence and competition in computer games (Gansmo, Nordli and Srensen 2004). This type ...