on a game’s impact and influence, we’ve essentially taken that out of the equation. Many games that left a mark and inspired future developers may not stand the test of time and be all that fun to play right now. Or, quite simply, they may have been surpassed by other games. ...
In both studies, participants played either a violent or nonviolent video game on one of three video game systems with differing technological computing power (which contributes to the realism depicted in these video games). In Study 2, the moderating and mediating role of immersion was also ...
Experimental research has shown that playingviolent video gamesproduces higher levels of aggressive cognition, aggressive affect, physiological arousal, andaggressive behavior(in the short-term) than non-violent video games. However, there are two major limitations with these investigations. First, the ma...
To study cardiac, sleep-related, and emotional reactions to playing violent (VG) versus nonviolent video games (NVG) in adolescents with different gaming habits. Methods: Thirty boys (aged 13-16 years, standard deviation=0.9), half of them low-exposed (= 3 h/d) to violent games, played ...
Background Videogame use is increasingly prevalent in people of all ages, and despite the wide amount of scientific evidence proving a role for electronic entertainment in human health, there is no evidence about the relation between use of videogames and sexual health. Aim To investigate the asso...
This post will summarize the current state of Artificial Intelligence (AI) applications for video in 2024, including recent progress and announcements. We’ll also take a closer look atAI video researchand collaboration between Bitmovin and theATHENAlaboratory that has the potential to deliver huge le...
With staggering profits and legions of fans worldwide, video games appear more than a passing trend, which is why the research of people like the team at QUT is important in helping us figure out how to make the most of them. “More and more evidence is mounting for the fact that in ...
Dyslexia is characterized by difficulties in learning to read and there is some evidence that action video games (AVG), without any direct phonological or orthographic stimulation, improve reading efficiency in Italian children with dyslexia. However, the cognitive mechanism underlying this improvement and...
If active gaming is to be used to increase physical activity levels then individual differences in levels of exertion and specific activity recommendations need to be taken into consideration. 展开 关键词: Video games Exercise Child Health Physical activity recommendations Girls ...
It turned out that the heart rate variability was affected to a higher degree when the boys were playing games focusing on violence compared with games without violent features. Differences in heart rate variability were registered both while the boys were playing the games and when they were ...