A team of researchers has developed a compact augmented reality (AR) display that can be integrated into eyeglasses, significantly improving image quality and field of view. The new technology combines two optical technologies to create a high-resolution AR system with minimal distortions.
Video games created as mental health interventions can be modest tools in improving the mental well-being of children and teens with anxiety, depression, and ADHD. These digital mental health interventions showed a reduction in symptoms related to ADHD and depression, but not for anxiety.
A new study led by Uppsala University researchers found that a single treatment session playing the video game Tetris can reduce PTSD symptoms. After five weeks and six months, participants showed significant improvements in reducing intrusive memories and alleviating other symptoms.
Researchers at the University of Bath have developed sensors that track physical changes experienced by exercisers while using VR headsets, allowing game designers to create immersive programs that adapt to a person's abilities and mood. This technology aims to increase user engagement and adherence to exercise.
New research finds that Dungeons & Dragons provides a friendly environment for autistic adults to engage in social interactions, build confidence, and feel included. The study shows that playing the game allows participants to relax without pressure and take on new personas outside of the game.
Researchers created a virtual game environment and connected it to hydrogels, which improved their accuracy over time. The hydrogels used 'memory' to learn from previous patterns and improve their gameplay, with an improvement rate of up to 10%.
The game illustrates how lifestyle choices, such as eating vegetables and drinking alcohol, impact the human microbiome. Researchers developed the game to provide a comprehensive overview of the microbiome in a fun and accessible way.
Researchers warn that smart vapes with touch screens, animated displays, and built-in games can couple nicotine addiction with gaming disorder. The devices are user-friendly and attractive to youth, potentially broadening the market to include non-nicotine users.
A new Australian study reveals widespread cyberbullying and sexual harassment in the esports industry, particularly affecting cis-gendered and trans-gendered women players. The study found that professional gamers are exposed to hostile behavior, which affects their mental health.
Research from Texas McCombs finds that developers who multihome their software attract more users to the original product, improving its performance and standing out in the market. The study also shows that multihoming can lead to a 5.3% increase in average monthly usage for similar products.
Researchers at the University of Malaga have developed an instruction manual to understand the operating limits of phantom motion, allowing for cost-effective and lighter haptic devices. The study found that individuals can perceive phantom sensation when a vibrating point travels at least 20% of the separation between actuators.
A new study reveals that gamers believe smurfing is toxic, but most admit to doing it for valid reasons. Researchers found that participants perceived smurfs as more likely to be toxic, yet reported similar levels of smurfing themselves.
A recent study found that cinematographic techniques can significantly increase user engagement with virtual environments and improve their aesthetic appeal. The researchers developed a new teleportation method for exploring virtual environments using principles of composition and continuity, commonly used in filmmaking.
Food and drink advertisements on videogame livestreaming platforms (VGLSPs) like Twitch are associated with more positive attitudes towards and purchases of unhealthy foods. Researchers call for stronger regulations to protect young viewers from the potential harms of digital food marketing.
A study by Uppsala University found that a computer game called Bad News improved students' ability to identify manipulative techniques in social media posts and distinguish reliable from misleading news. The game, played individually or in groups, had positive effects on students' critical thinking skills.
A study found that almost 17% of adolescents experience weight-related bullying online, with the highest rates reported by Twitter users. The survey also revealed a strong association between screen time, social media use, and weight-related bullying, with a 13% increase in bullying for every additional hour of screen time.
Millions of gamers worldwide contribute to reconstructing microbial evolutionary histories using a minigame in Borderlands 3, significantly refining estimates of human gut microbes. This collaboration lays groundwork for improved AI programs and advances knowledge of the microbiome.
A researcher at West Virginia University is using 'reverse engineering' to study the structural characteristics of slot machines and their impact on players. The study aims to understand what makes these games immersive and how they interact with individual vulnerabilities, ultimately informing the development of safer gambling products.
A new study by the University of Plymouth shows that at-risk individuals are more likely to engage with loot boxes than those without, highlighting the need for stricter enforcement around these features. The research found that loot box use is driven by beliefs such as 'I'll win in a minute', echoing the psychology seen in gambling.
The Digital Media Overuse Scale (dMOS) is a new tool that measures digital media addiction, providing clinically relevant scores across various domains. Researchers found that overuse is typically reported in one or a few domains only, with social media being a significant concern.
A new study by Staffordshire University warns people with type-1 diabetes to use fitness video games with caution, as they may change perceptions of fatigue levels. The researchers recommend updating measurement tools for virtual game platforms to ensure safe and accurate exercise tracking.
A review of 23 years of neuroimaging research finds that screen time affects the pre-frontal cortex and other brain regions involved in executive functions, memory, and processing. Digital experiences may shape children's brains and influence cognitive development, with both positive and negative impacts.
Researchers analyzed data from over 420,000 participants across 41 countries and found no link between left-handedness and improved spatial skills. The study used a video game to measure navigational abilities and confirmed that factors like age, gender, and education do not influence hand preference and spatial ability.
A study by researchers at the University of California - Riverside found that certain aspects of video game play can stimulate dopamine release and potentially aid in treating Parkinson's disease symptoms. The research suggests a promising new approach for managing the condition.
A large-scale study confirms that playing Tetris for fifteen minutes can prevent psychological trauma in mothers after a difficult birth. The therapeutic activity was found to interfere with memory consolidation of traumatic images, thereby preventing the development of post-traumatic stress symptoms linked to childbirth.
A new study has questioned the effectiveness of China's legal restrictions on young people's video game time, analyzing over 7 billion hours of playtime data from tens of thousands of games. The research found no evidence of a decrease in heavy gaming after the restrictions were implemented.
A study by Macquarie University researchers explores how players respond to morality meters in games, showing that most ignore clear moral choices but use them when ambiguous. The research provides insights into the impact of morality meters on player behavior and has implications for moral education and awareness.
A national study published in Sleep Health found that screen habits linked to better sleep include keeping devices out of the bedroom and avoiding screens before bedtime. The study analyzed data from 10,280 preteens aged 10-14 and found that 15.5% reported trouble falling or staying asleep in the past two weeks.
Researchers used large language models to generate open-ended answers, which were often more convincing than real responses. This approach may help gather data quickly and at low cost but also raises concerns about the authenticity of online user data.
A new study found that social support, sense of community, and depressive symptoms played a role in changes to an online gaming site's social structure over time. Members who reported more social support and a greater sense of community were more likely to form communication ties and connect with others.
Researchers found that joyful and calming music significantly decrease cybersickness intensity, nausea-related symptoms, and impairing effects on memory skills, reaction times, reading speed, and pupil size. The study suggests the potential of music as a solution for cybersickness in virtual reality.
Limbitless Solutions has been selected as one of eight winners for the 2023 Unity for Humanity Grant. The organization will use $85,000 to develop its video game Quantum's Pursuit, which aims to empower children and adults with limb differences to learn how to use their bionic arms in a fun and engaging way.
A new study suggests that esport athletes can benefit from using 'imagery ability' techniques to build rich and vivid multi-sensory images of success. The technique, called Layered Stimulus Response Training, has been shown to improve imagery ability levels and sporting performance in regular athletes.
Researchers at Carnegie Mellon University developed Pix2pix3d, a machine learning tool that generates realistic 3D representations of 2D sketches. The tool allows users to create customized 3D models for various applications, including video games and consumer products.
A study by Universitat Oberta de Catalunya found that playing video games has a negative impact on girls' satisfaction with their eye and skin color. The researchers concluded that the media's emphasis on women's physical appearance contributes to body-shape pressure, making girls feel insecure about their bodies.
Researchers found that girls generally fared better than boys in terms of wellbeing, but boys tended to improve when returning to school. The study also showed that children with lower family support scores suffered more from the lockdowns.
A study by University of Cologne researchers found that virtual reality gamers completed tasks faster with higher levels of general intelligence and processing capacity. The results suggest VR games can be used as a tool for predicting job performance, bridging the gap between research and practice.
A study of 11,633 children aged 9-11 found that increased screen time was associated with a higher risk of developing suicidal behaviors two years later. Each additional hour of screen time led to a 9% higher risk of reporting suicidal behavior.
Shuttle Revolution, a 2.5D badminton fighting game developed by Head Empty Studios, has won the top prize in the Tranzfuser competition. The team plans to continue developing the game with paid content and explore careers as indie devs.
New research explores the impact of digital media on visual perception, finding that online environments can shift what the brain pays attention to. Studies suggest that excessive digital use can lead to a reduced sensitivity to oblique angles, but this effect may not be permanent once exposure to nature increases.
Researchers employed computer vision to extract social behaviors and linked them to brain synchronization patterns in a novel approach. During cooperative play, brain synchronization was strongest when participants shared gaze, while individual play showed increased within-brain synchronization.
A study of 160 urban preteen students found no association between video game play and their performance on the Cognitive Ability Test 7, evaluating verbal, quantitative, and nonverbal/spatial skills. The researchers also discovered that certain types of games claiming to improve cognitive skills showed no measurable effects.
A new national study found that excessive screen time, especially video gaming and watching videos, is linked to an increased risk of developing OCD in US preteens. The study, led by UCSF researchers, suggests that intrusive thoughts about video game content can develop into obsessions or compulsions.
Researchers link loot box purchasing to problem gambling, with 28% of adults who bought loot boxes reporting past-year gambling. The study suggests that loot boxes may prime people to gamble and increase susceptibility to problem gambling.
Researchers investigated online gaming behavior among 16,033 participants to explore its correlation with future career planning. The study found that different game genres were associated with specific soft skills, such as spatial skills for engineers and problem-solving skills for strategy players.
A research team from Hiroshima University studied virtual romantic relationships using anthropomorphism, finding that connection and relationship authenticity predict real-world relationships. The study used laboratory studies with romantic video games to examine how anthropomorphism predicts relationship outcomes.
A recent study found that video gamers exhibit better cognitive performance compared to non-gamers, especially in response inhibition and working memory skills. The study also identified alterations in brain regions responsible for visual attention and memory processing.
A study of nearly 2,000 children found that those who played video games for three hours per day or more performed better on cognitive skills tests involving impulse control and working memory. The researchers observed higher brain activity in regions associated with attention and memory, suggesting that practicing tasks related to imp...
A new VR gaming technology has been developed that enables players to smell in virtual environments, using an olfactometer that can be printed on 3D printers. This allows for the creation of scent-based game mechanics based on player movements and judgments.
Researchers successfully taught human and mouse neurons to play the video game Pong in real-time, showcasing their ability to exhibit sentience and adapt to a changing environment. The study's findings have potential applications in disease modeling, drug discoveries, and expanding our understanding of brain function.
A new study found that electronic gaming can precipitate life-threatening cardiac arrhythmias in susceptible children with previously unrecognized predispositions. The most common underlying causes were catecholaminergic polymorphic ventricular tachycardia and congenital long QT syndrome types 1 and 2.
Scientists at UC San Francisco's Neuroscape Center have developed video game interventions that improve key aspects of cognition in aging adults, including short-term memory, attention and long-term memory. The games use adaptive closed-loop algorithms to challenge players, keeping them engaged while adapting difficulty levels.
The Healthy-Day-App assesses time use patterns in children and predicts outcomes on body fat percentages, wellbeing, and academic performance. Shifting screen time to physical activity results in improved health outcomes, including 4.2% lower body fat and 2.5% better wellbeing.
A study by Kyoto University and BonBon Inc found that complex games like Potion can measure distinct cognitive skills such as stealth behavior and abstract thinking in young players. However, older players did not exhibit the same level of engagement, challenging existing beliefs about gaming's impact on cognition.
Researchers from GIST developed an AI model that adjusts videogame difficulty based on player emotions, incorporating aspects such as challenge, competence, flow, and valence. The model has been verified to improve players' overall experience, regardless of their preference, and has potential applications in various fields beyond gaming.
A new method for generating realistic images in driving simulations uses machine learning to improve visual fidelity. This enables better testing of driverless cars and study of driver distraction, ultimately enhancing safety and interaction between humans and AI on the road.
A study from the Alpha Generation Lab found that hyperactive children are more likely to use digital devices, while fidgety children may be more prone to social problems. The researchers suggest a two-way street where digital devices and behavior problems influence each other.
A study by Georgia State University researchers found that frequent video game players exhibit superior sensorimotor decision-making skills and increased brain activity compared to non-players. The study suggests that video games can be used for training in perceptual decision-making, with no trade-off between speed and accuracy.
Researchers found that high BMI is a positive factor in eSports performance after prolonged playing time, contrary to the general expectation. Obesity has been linked to lower cognitive flexibility and decision-making abilities in adults, but the study suggests a potential counterexample in the eSports industry.
A joint UC Riverside and UC Irvine study found that people who show near transfer in brain training are more likely to experience far transfer, meaning improved focus and problem-solving skills. The research suggests that working memory training can be effective for certain individuals, but its impact on fluid intelligence remains deba...