Add BrightSurf on Google Email

Where we grow up influences our sense of direction

Research reveals that people who grew up in rural areas have a better sense of direction than those in cities, especially in countries with complex topographies. The study used video game data from Sea Hero Quest to analyze over 400,000 participants from 38 countries.

SourceCNRS·JournalNature·TypeExperimental study·DateMar 30, 2022

Computer games in the classroom: educational success depends on the teacher

A new study by University of Cologne researchers reveals that computer games can significantly boost educational success when used effectively in the classroom. The study found that personal characteristics of pre-service teachers play a crucial role in their intention to adopt digital game-based learning, with perceived effectiveness ...

SourceUniversity of Cologne·JournalBritish Journal of Educational Technology·TypeSurvey·DateMar 3, 2022

GIST Researchers develop Terrain-Aware AI for predicting battle outcomes in StarCraft 2

A team of scientists from Gwangju Institute of Science and Technology developed a deep learning-based approach to predict SC2 battle outcomes by considering army composition and terrain type. The proposed model leveraged parameter sharing, enabling it to analyze complex factors accurately and make predictions.

SourceGIST (Gwangju Institute of Science and Technology)·JournalExpert Systems with Applications·TypeComputational simulation/modeling·DateJan 18, 2022

Improving reading skills through action video games

A new study demonstrates that playing a child-friendly action video game can improve reading skills, including speed, accuracy, and comprehension. Children who played the game showed significant long-term improvements in attentional control and literacy compared to those who played a coding game.

SourceUniversité de Genève·JournalNature Human Behaviour·TypeExperimental study·DateJan 17, 2022

Screen use, mental health symptoms in children during pandemic

A recent study by Xuedi Li and colleagues found that excessive screen time was associated with increased symptoms of depression, anxiety, and hyperactivity in children during the COVID-19 pandemic. The research suggests that parents should monitor their child's screen use to mitigate potential mental health effects.

SourceJAMA Network·JournalJAMA Network Open·DateDec 28, 2021

Live-streaming ads for alcohol, junk food increased during pandemic

A Penn State study found that live-streaming ads for alcohol, energy drinks, and junk food significantly increased during the pandemic, targeting young viewers. The researchers discovered that energy drinks made up nearly 80% of marketing, while ads for restaurants and soda were also prevalent.

SourcePenn State·JournalPublic Health Nutrition·TypeData/statistical analysis·DateDec 13, 2021

UC research: ‘Tweens’ increased media use during the 2020 pandemic summer

A recent study by the University of Cincinnati found that tweens spent more time using media during the 2020 pandemic summer, highlighting the need to reassess notions of 'too much' screen time. The research suggests that media use can have both positive and negative effects on children's lives, with some finding connection with peers ...

SourceUniversity of Cincinnati·JournalPsychology of Popular Media·TypeSurvey·DateNov 30, 2021

12-year-old children consume on average 8 1/4 hours of media daily, with media multitasking associated with worse mental health outcomes but videogaming associated with better mental health outcomes

A study of 8-12 year olds reveals that media multitasking is associated with worse mental health outcomes, while videogaming shows a positive correlation. The research highlights the importance of balancing screen time with other activities for children's overall well-being.

SourcePLOS·JournalPLOS ONE·DateNov 17, 2021

Could computer games encourage people to adhere to COVID-19 measures?

A study from Lancaster University found that a serious game, 'Point of Contact', increased players' awareness of Covid-19 transmission risk and favorability towards health over livelihood. The game's impact was significant, with 87% of participants saying they would be more careful in following Covid-19 preventative guidance.

SourceLancaster University·JournalProceedings of the ACM on Human-Computer Interaction·TypeExperimental study·DateOct 18, 2021

Giving performers copyright over their work could protect them from deepfake technology, study shows

A new study by Dr Mathilde Pavis from the University of Exeter Law School proposes reforming performers' rights to include copyright over their performances. This would provide better protection against unauthorized deepfakes and simplify the structure of intellectual property law.

SourceUniversity of Exeter·JournalConvergence The International Journal of Research into New Media Technologies·TypeCommentary/editorial·DateSep 3, 2021

Teenagers aren't as lonely in lockdown if interacting positively online

A recent study of over 700 Peruvian adolescents during the COVID-19 lockdown found that teenagers who interacted positively online reported less loneliness and better well-being. The quality of their online interactions, such as chatting with friends and relatives, was a key factor in reducing loneliness.

SourceUniversity of California - Berkeley·JournalJournal of Research on Adolescence·TypeData/statistical analysis·DateSep 2, 2021

Commercial video games could help treat mental illness

Researchers at Lero found that commercial video games could be used as an effective and stigma-free alternative for treating depression and anxiety. The study suggests that these games can be accessed at a low cost or for free, making them a viable option for people with limited access to mental health care.

SourceLero·JournalJMIR Serious Games·DateJun 17, 2021

Video gamers skills enhanced by training 10 minutes a day

Researchers at Lero found that novice gamers benefit most from tDCS before training sessions, improving performance on complex sensory-motor actions. The study suggests that neurostimulation can accelerate motor performance improvements in novice esports participants.

SourceLero·JournalComputers in Human Behavior·DateMar 26, 2021

Game on: Science edition

Researchers trained an AI agent to conduct scientific experiments using a virtual beamline simulation, allowing for efficient and remote experimentation. The team implemented reinforcement learning to train the AI, which enabled it to learn from experience and master the experiment.

Boys who play video games have lower depression risk

A new study published in Psychological Medicine found that boys who regularly play video games at age 11 are less likely to develop depressive symptoms three years later. In contrast, girls who spend more time on social media appear to develop more depressive symptoms. The study suggests that different types of screen time can positive...

SourceUniversity College London·JournalPsychological Medicine·DateFeb 18, 2021

Researchers exploit weaknesses of master game bots

A new algorithm has been developed by Penn State researchers to train adversarial bots that can exploit weaknesses in master game bots using deep reinforcement learning. The algorithm successfully defeated a world-class AI bot in StarCraft II, highlighting the security threat of using such agents.

Digitize your dog into a computer game

Researchers from the University of Bath have developed motion capture technology that can digitise dogs without a suit and using only one camera. This technology has various applications, including helping vets diagnose lameness and monitoring recovery in canine patients.

Is video game addiction real?

A recent six-year study on video game addiction found that about 90% of gamers do not play in a way that is harmful or causes negative long-term consequences. However, a significant minority can become truly addicted to video games, suffering mentally and socially. The study identified predictors such as being male and having low level...

SourceBrigham Young University·JournalDevelopmental Psychology·DateMay 13, 2020

Can exercise improve video game performance?

A new study found that a single bout of intense cardiovascular exercise can improve video game performance. The research, led by Dr. Marc Roig, challenged the idea that video gaming and physical activity are antagonistic activities. Exercise was shown to benefit players regardless of their fitness level or emotional response.

SourceMcGill University·JournalMedicine & Science in Sports & Exercise·DateJan 30, 2020

Study questions video games' effects on violent behavior

A new study examined data from over 15,000 participants and found that playing video games as an adolescent is not linked to acts of violence in young adulthood. The research suggests that competing factors, such as gender differences, may contribute to the observed relationship between gaming and fighting.

SourceWiley·JournalContemporary Economic Policy·DateNov 6, 2019