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Video game shown to cut cortisol
A video game designed by McGill University researchers to help train people to change their perception of social threats and boost their self-confidence has now been shown to reduce the production of the stress-related hormone cortisol. The new findings appear in the October issue of the American Psychological Association's Journal of Personality... view more... (2007-10-24)

Video game minority report: Lots of players, few characters
If the future of entertainment is interactive media, some minorities are still headed back to the past.   view more (2009-07-30)

USC: gamers play against type
Participants in the role-playing game EverQuest II defy the stereotype of the overweight male teenager, researchers reported this month in the Journal of Computer-Mediated Communication.   view more (2008-09-25)

Maths Matters
From the maths of bell-ringing to the geometry of gothic windows, Maths Matters, the annual conference of the Mathematical Association, promises to be a memorable mathematical extravaganza. The conference, which takes place at the University of East Anglia (UEA) in April, will be opened by TV presenter Johnny Ball, who will share something of his... view more... (2003-02-25)

University Jaume I researchers at work on EU project to improve video game realism
A group of researchers from the Department of Computer Languages and Systems at the Universitat Jaume I is taking part in a project to improve realism in video games. The goal is to design software that makes the task of game programmers easier so that they can create more credible environments without having to carry out complex operations. The... view more... (2004-12-13)

Batter out: Umpires likely to favor pitchers of the same race or ethnicity
Umpires for Major League Baseball are more likely to call strikes in favor of pitchers who share their race or ethnicity, according to new research from The University of Texas at Austin.   view more (2007-08-14)

Deal or No Deal? The Role of Emotions in Negotiating Offers
We all negotiate compromises every day, but it often seems that certain people always get their way. Do these skilled negotiators simply go with their gut instinct every time or are they just extremely calculating, figuring out all possible outcomes before settling on the best option?   view more (2008-10-16)

Computer game taps creativity of scientists to solve energy problems
The American Chemical Society's (ACS) 238th National Meeting here will be the site of a rare "thought experiment" intended to focus the creative genius of hundreds of scientists on solutions to one of the 21st Century's most daunting problems: Finding sustainable new sources of energy.   view more (2009-08-17)

Fans - fickle or fanatic?
Psychologists are making use of the radical shake up of Welsh Rugby to study what it means to be a fan. Researchers from the University of Glamorgan are studying the effects of changing supporter allegiances, boundaries and intergroup rivalries stemming from the recent restructuring of the game in Wales.   view more (2004-08-23)

Online computer games could encourage children to eat healthy foods
Children who play an online game promoting healthy foods and beverages appear more likely to choose nutritious snacks than those who play a game promoting unhealthy products.   view more (2009-07-07)

Action video games improve vision
Video games that involve high levels of action, such as first-person-shooter games, increase a player's real-world vision, according to research in today's Nature Neuroscience.   view more (2009-03-30)

Self-regulation game predicts kindergarten achievement
Early childhood development researchers have discovered that a simple, five-minute self-regulation game not only can predict end-of-year achievement in math, literacy and vocabulary, but also was associated with the equivalent of several months of additional learning in kindergarten.   view more (2009-06-09)

Violent Video Games Can Improve Vision
Video killed the radio star, the old song goes - but violent video games, a new Tel Aviv University study finds, can also improve the real-world vision of teens who play them.   view more (2009-04-08)

New study finds links between video-game playing and health risks in adults
While video gaming is generally perceived as a pastime for children and young adults, research shows that the average age of players in the United States is 35.   view more (2009-08-18)

University Researchers to Watch Game Show - Who Wants to be a Millionaire? to discover what people feel about risk
Researchers at the Universities of Warwick and Keele are being supported by the Economic and Social Research Council to watch the popular game show Who Wants to be a Millionaire? The globally broadcast show is a treasure trove of data on how all sorts of people of different ages and genders and nationalities perceive and act on risk. One of the... view more... (2002-05-13)

Children's calorie expenditure, heart rate increase during active video games
Children burn more than four times as many calories per minute playing an active video game than playing a seated game, and their heart rate is also significantly higher with the active game.   view more (2008-09-02)

Treating Lazy Eyes with a Joystick
Four percent of all children suffer from amblyopia, better known as "lazy eye syndrome."   view more (2009-06-23)

Strategic video game improves critical cognitive skills in older adults
A desire to rule the world may be a good thing if you're over 60 and worried about losing your mental faculties. A new study found that adults in their 60s and 70s can improve a number of cognitive functions by playing a strategic video game that rewards nation-building and territorial expansion.   view more (2008-12-11)

No strong link seen between violent video games and aggression
Results from the first long-term study of online videogame playing may be surprising. Contrary to popular opinion and most previous research, the new study found that players' "robust exposure" to a highly violent online game did not cause any substantial real-world aggression.   view more (2005-08-12)

Gesture-controlled Communication with Computers
The handling of the new computer system of Fraunhofer Institute for Integrated Circuits IIS is contactless and based on gestures and hand commands. This user-friendly man-machine communication can be used for toys and games, for presentation technology and to control autonomous robots. A computer puzzle that can be played contactless and without... view more... (2004-03-12)
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