Researchers developed the Motion Style Slider framework for continuous control of motion style intensity in generated human animation. The framework achieves consistent style control and smooth transitions using only two motion samples, allowing animators to refine character performances according to their creative vision.
Researchers explore the potential of shadow AI in healthcare, voice analysis for early disease detection, and digital resurrection technologies for bereavement. A recent FDA approval also highlights the therapeutic benefits of video games for ADHD treatment, with potential for personalization and immersion in the future.
A study involving 48 preschool children found that brief digital or traditional gameplay improved performance on tasks requiring quick responses, but reduced performance on tasks demanding greater concentration and self-control. The study suggests that these play sessions temporarily enhance automatic attentional processes at the expen...
A recent study reveals that spending on microtransactions in free-to-play videogames is highly concentrated among a small minority of players, who account for the majority of revenue. Regulation is necessary to protect vulnerable players from potentially exploitative practices.
A new study suggests that a video game designed to raise teens' awareness of mental health issues can reduce symptoms of depression on par with in-school programs. The game, PlaySmart, was played by 269 students for up to six weeks, with significant reductions in symptoms reported after only six weeks.
Players who prefer cooperative, strategic, and story-driven video games are at a higher risk of extreme social withdrawal known as hikikomori. The study suggests that game-based mental health interventions may be beneficial for this population.
Researchers at ISTA develop two modeling approaches to represent extremely deformable surfaces more realistically while cutting computational costs. They take inspiration from natural systems like volcanic lava and cake batter to create a wave-based approach, which tackles long-standing graphics problems from a new angle.
A new study published in JMIR Serious Games suggests that playing open-world adventure games can lower loneliness levels and increase stoicism in adults. The research found that specific types of games, such as The Legend of Zelda: Breath of the Wild and Yoshi's Crafted World, provide a 'digital diet' for emotional well-being.
A study of 90 Japanese esports players found 43.3% had poor subjective sleep quality, with later bedtimes and shorter sleep times common among pros. Early-morning gaming was linked to poor sleep quality, highlighting the need for sleep support tailored to competitive status.
A low-cost game that can identify patients with depression in just three minutes has been developed by NYU Langone Health researchers. The game uses neurobiological studies to measure how patients' decisional reference points respond to changes in their environment, providing clues about what is happening in their brains.
A team of researchers created a touchscreen-based game task inspired by hide-and-seek to elicit curiosity in resident Japanese macaques. The monkeys preferred moderate uncertainty, spending nearly 100 trials without rewards. This study supports the goldilocks principle, where animals seek moderately complex or uncertain stimuli.
A new CHOP study investigates the relationship between parenting and gaming disorder in young children with ADHD, finding that negative parenting behaviors are associated with an increased risk of problematic gaming. The study also highlights the importance of parental involvement in gaming and household limits on gaming consoles.
A video game developed to improve trauma triage decision making in emergency doctors has shown promising results. The game reduced under-triage rates for older patients by 49% compared to those who did not play the game, suggesting improved diagnostic abilities and adherence to guidelines.
Dr Amy Shirong Lu joins JMIR Serious Games as Editor-in-Chief with extensive research on digital health technologies and their impact on physical activity and cognitive health.
Researchers from SWPS University develop Post-Game Depression Scale (P-GDS) to capture players' experiences after finishing video games. The study reveals RPG fans are most at risk of intense P-GD, associated with stronger depressive symptoms and lower well-being.
A randomized study of 14 young adults found that sparkling water consumption reduced subjective fatigue and improved executive function while playing virtual soccer for three hours. Players who drank sparkling water also committed fewer fouls and had better game enjoyment compared to those drinking plain water.
The European FAIR GAME consortium aims to create participatory mechanisms that foster digital literacy, strengthen mental wellbeing and embed practices grounded in children's fundamental rights in online gaming environments. The project seeks to bring about cultural and structural change in gaming platform policies and standards.
Epic Games has acquired Meshcapade, a Max Planck startup that develops solutions for creating and animating digital humans. The technology, based on the SMPL body model, enables realistic human movement and expression in 3D.
Researchers found that Discord community Medimura functions as a 'third place,' providing a safe space for players to connect and share daily life. The study highlights the importance of digital platforms in promoting social wellbeing, particularly in Japan where casual social interactions can be limited.
A Curtin University-led study found that playing video games for more than 10 hours a week can lead to a decline in diet quality, obesity, and poor sleep quality. The study suggests that low and moderate gaming is generally fine, but excessive gaming may crowd out healthy habits.
A new study found that playing classic video games such as Super Mario Bros. and Yoshi can evoke childlike wonder, boosting overall happiness and reducing burnout risk in young adults. The research used mixed methods, including interviews and surveys, to understand how these games resonate with students.
ConnectPlayWise offers a low-cost, in-house solution for delivering social-emotional learning (SEL) and reducing loneliness in care homes. The platform allows children aged 7–12 to connect safely with older adults through interactive mini-games, improving socio-emotional skills while fostering intergenerational understanding.
Researchers at the University of Texas at Dallas have developed PropType, a unique interface that transforms everyday objects into typing surfaces within an AR environment. This technology leverages tactile feedback to reduce reliance on visual cues and provides an alternative to traditional keyboards.
A new longitudinal study found that young people who engage in gaming habits with gambling-like elements are more likely to gamble with real money. The research team urges policymakers to broaden regulations beyond loot boxes and includes social casino games, prize wheels, and gambling videos in the scope.
A new study by the University of Ottawa exposes how video game studios are violating children's privacy rights. Researchers analyzed 139 privacy policies and found none fully comply with existing legal frameworks.
A study surveyed gamers about video game effects, finding that 78% of respondents experienced altered lives through meaningful gaming experiences. These experiences often involved rich storytelling, which inspired self-reflection and identity building. The study's findings highlight the importance of designing games that promote positi...
A study found that mindfulness meditation training significantly decreased depressive symptoms, Internet Addiction Test scores, and video game cravings in individuals with depression and gaming disorder. Brain imaging revealed a decrease in brain responses to gaming cues and increased activity in the lentiform nucleus.
A Michigan State University study found that unstructured digital media use contributes to digital skills, which are strong predictors of performance across academic domains. However, the study also highlights a significant gender gap, with boys experiencing substantially larger benefits from digital media use.
A new study published in JMIR Serious Games reveals that playing The Legend of Zelda: Breath of the Wild and watching Studio Ghibli films can significantly improve young people’s overall happiness and sense of purpose in life. The study found that immersing oneself in these activities can nurture essential human capacities, including e...
Researchers found that siblings, friends, and extended family play crucial roles in helping parents keep their children safe on online gaming platforms like Roblox and Minecraft. Online safety risks include scams, anti-social behavior, and adult roleplays.
A study reveals how extremist groups exploit video games to recruit and radicalize impressionable users on gaming-adjacent platforms. The research highlights the challenges faced by moderators in detecting and reporting harmful content, and emphasizes the need for better understanding of these platforms and their subcultures.
The EmoWELL video game has been shown to improve emotional management in young university students by helping them identify, understand, and manage their emotions. Participants who played the game demonstrated reduced use of strategies that worsen emotional distress and improved self-acceptance.
A study identified distinct trajectories of addictive social media, mobile phone, and video game use in US youths, finding links to increased suicidal ideation and worse mental health outcomes. The research suggests that high or increasing addictive screen use may warrant further clinical evaluation and intervention design.
Researchers found that playing certain commercial video games increased students' confidence in their ability to pass a programming course. The games, Human Resource Machine and 7 Billion Humans, presented puzzles that required programming commands, promoting computational thinking. The study's results suggest that playing these games ...
Project Chimera combines a VR computer game with educational problems to convey scientific content in a motivating way. The game enables players to develop a desire for learning through story-based exploration of physics, mechanical engineering, and other subjects.
Groundbreaking research from the University of South Australia shows that any form of exercise can significantly boost brain function and memory across children, adults, and older adults. Regular exercise improves general cognition, memory, and executive function in both healthy individuals and those with clinical conditions.
Researchers found that digital games effective in reducing drinking, smoking, and illicit drug use among adolescents when personalized to individual players, had social components, and included content encouraging behavior change.
Digital safe spaces are created by marginalized groups to feel protected from online harassment and oppression. These spaces, often with strict rules and moderation, provide a sense of community and well-being for their participants.
Researchers at Universidad Carlos III de Madrid developed video games 'Peter Jumper' and 'Andromeda' to promote hand and wrist rehabilitation. The system also measures grip strength and stores patient data for analysis, showing encouraging results in improving range of motion and grip strength up to 100%.
Scientists at Nagoya University developed a nanoscale video game that manipulates nanoparticles in real-time, enabling interaction between virtual and physical objects. The 'nano-mixed reality' system has potential applications in nanotechnology and biomedical engineering, including 3D printing and targeted virus killing.
A study of over 3,600 adolescents found that spending more than 3 hours a day engaged in sedentary behaviors increases the risk of psychological distress. In contrast, moderate screen exposure invested in educational activities was linked to less psychological distress.
Heavy screen use, particularly social media and video games, is associated with an increased risk of developing manic symptoms in U.S. preteens. The study found that prolonged screen time can lead to behaviors characteristic of bipolar-spectrum disorders, including inflated self-esteem, decreased sleep needs, and impulsivity.
A new study of over 1400 adults found loot box buying associated with real-world gambling, video gaming addiction, and mental health issues. Researchers highlight the need for regulations to address this growing concern.
Researchers have developed software tools that analyze student behavior in real-time, assessing how well students develop and use collaborative problem-solving skills. The tools can modify the game to improve learning outcomes by identifying patterns of behavior associated with specific learning outcomes.
Research at the University of South Australia found that Minecraft fosters teamwork, communication and social skills in children through collaborative play. The game also promotes problem-solving skills, creativity and language abilities, making it a powerful tool for learning and social development.
A new study finds that parents' own screen habits significantly increase the likelihood of preteens engaging with mature media. Proactive parental monitoring and clear media rules are linked to lower consumption of mature content.
A new video game, CAMI, uses motion-tracking technology to detect differences in motor imitation skills, distinguishing children with autism from neurotypical children and ADHD patients with 80% accuracy. The tool has the potential to transform autism diagnoses worldwide by providing a quick, low-cost, and easy-to-use alternative.
A cognitive science professor at UC Merced proposes a suite of video games to accelerate cancer research using artificial intelligence and gamified citizen science. The 'Cancer Wars' initiative aims to harness the collective problem-solving power of millions of gamers to tackle complex scientific problems.
Researchers created digital images of iridescent bird feathers that change colors at different angles, incorporating tiny variations for a glittery appearance. The new method uses specimens from the Cornell Lab of Ornithology as a reference and has potential applications in video games and animation.
A study by Penn State researchers found that fake mobile games often use free-to-play models, lack promised content, and make in-app purchases appear optional. The researchers suggest that developers can update their games to align with advertised features, making 'fakeness' a fluid state.
SourcePenn State·JournalProceedings of the ACM on Human-Computer Interaction·TypeData/statistical analysis·DateJan 13, 2025
A study published in Journal of Medical Internet Research found that open-world video games provide cognitive escapism, reducing stress levels and improving mental health. Popular titles like The Legend of Zelda: Breath of the Wild offer a sense of freedom and autonomy.
A study of 367 parents found that two-thirds recalled watching diverse media with their children, and their racial-ethnic identity predicted their attitudes but not their beliefs. Parents were more open to diverse content than previously thought.
Researchers at UniSA found that certain sedentary behaviors, like reading, are beneficial for cognitive function, while others, such as watching TV, have a negative effect. The study suggests a nuanced approach to thinking about the link between sedentary behaviors and cognitive function.
A new study found that Norwegian boys are outperforming girls in learning English as a second language, with the gap increasing at age 13. The researchers suggest that online gaming and digital technology may be contributing factors, contradicting conventional wisdom about gender differences in language acquisition.
A new report from the University of Houston found that massive multiplayer online gamers learn valuable skills in the workplace, including problem-solving, teamwork, and leadership. The study revealed that gaming can be a way for people to grow both personally and professionally when done in moderation.
Researchers found that individuals with stronger autistic traits displayed distinct exploration patterns and higher levels of persistence, leading to better performance in a computer game. These findings suggest that tailored learning environments can benefit individuals with autistic traits.
SourcePLOS·JournalPLOS Computational Biology·TypeExperimental study·DateOct 31, 2024
Researchers used a virtual cow game to study human movement and navigation, developing a model that can simulate human behavior and predict choices. The study found that humans make decisions based on angular distance and previous choices, and the developed model could accurately mimic these patterns.
A study by UC San Francisco found that more screen time is associated with severe symptoms of depression, anxiety, inattention, and aggression in 9-10 year olds. The effects were small but consistent, with activities like video chatting and playing video games strongly linked to depressive symptoms.
A Princeton-led research team has built the first neuron-by-neuron and synapse-by-synapse roadmap through the brain of an adult fruit fly. The map reveals connections within the brain at every scale, enabling researchers to better understand its underlying logic and potentially develop tailored treatments for brain diseases.
Research by Alesha Serada at the University of Vaasa highlights that NFTs in games derive value from social relations and community, rather than rarity or price. The study, focusing on CryptoKitties, suggests a three-dimensional model for value creation, including subjective player value and collective community-created value.