A new study of over 13,000 adolescents found a link between video game exposure and sexism. The research suggests that repeated exposure to media influences how we perceive social realities, and that video games can shape attitudes towards women.
A new study found that playing a highly visual-spatial computer game like Tetris can help prevent intrusive memories after a traumatic event. The intervention, which took just 20 minutes, reduced symptoms of acute stress disorder and post-traumatic stress disorder by 62% in patients waiting for emergency care.
A new UC Davis study found that video game users who received reminders played more often and experienced increased time spent playing, with some games increasing feelings of control over depression. The study, using six three-minute games, showed promise in reducing symptoms of mild depression.
Researchers at Silicon Studio developed an algorithm that uses 'ensemble' and survival analysis methods to predict when users will leave a mobile game. The model can automatically adapt to different games and data, enabling companies to understand user needs and design more entertaining games.
A new study on ArcheAge players found that despite violent acts, most exhibited prosocial behavior, strengthening social relationships and forming new ones. The study provides insights for game designers on how to reduce player churners and offers a realistic view of end-of-world scenarios.
Researchers found that gamers had similar neural responses to emotionally provocative images as non-gamers, suggesting no long-term effects on empathy. The study used fMRI and a psychological questionnaire to compare gamers' and non-gamers' brain activity and emotional responses.
Researchers analyzed data from thousands of online Halo and StarCraft matches to understand skill development patterns. They found that players who spaced out their activity and used consistent hotkeys habits improved most efficiently, while elite players warmed up with meaningless dummy commands to get into peak performance mode.
A new study published in Neuromodulation found that transcranial direct current stimulation (tDCS) combined with computer games significantly improved cognitive measures in patients with multiple sclerosis. The treatment showed greater gains in complex attention and response times compared to those who played computer games alone.
A UT Dallas team created a modified version of Minecraft, Polycraft World, to teach chemistry to college students. The game allowed players to learn about chemical elements and compounds while building and processing natural resources.
Research from Iowa State University shows that video game ratings can effectively reduce violent play in children when used by parents to guide purchases and set rules. Parents who use the rating system and mediate their child's play are less likely to experience negative behaviors, such as acting out or misbehaving.
Researchers found that starlings are safer from predation in larger flocks due to the confusion effect, where predators struggle to target individual birds. The study suggests that this behavior may be one of many functions of these impressive groups in starlings.
Teenagers who play video games for more than four hours a day suffer from symptoms of depression, but frequent use of social media and instant messaging may mitigate symptoms of game addiction. Strong friendships appear to be a key factor in balancing out the negative effects of gaming.
A new study found that children with poor vision show vast improvement in their peripheral vision after eight hours of training via kid-friendly video games. The game trains players to pay attention to the entire visual field, not just where their vision is most impaired, resulting in up to 50% improvement in visual perception tasks.
A new study found that limited video game play time may provide benefits to children, including improved motor skills and higher school achievement scores. However, excessive gaming was linked to conduct problems, peer conflicts, and reduced social abilities.
A low-cost device called gripAble enables severely paralysed patients to play arm-training games, increasing movement control by 50% compared to standard methods. The device uses novel technology to detect tiny movements and channel them into controlling a computer game.
A study analyzing in-game content from 1983 to 2014 reveals a decline in the sexualization of female primary characters, contrary to industry expectations. The researchers attribute this shift to increased criticism and growing interest among women in gaming.
Researchers analyzed 571 games from 1983-2014 and found that female character sexualization peaked in the 1990s and declined after 2007. The study provides a comprehensive look at female characters in video games over time, challenging previous assumptions about stereotypical portrayals.
Researchers found that playing action video games for as little as 5 hours can improve essential visuomotor-control skills used for driving. Experienced players showed greater precision in steering a virtual vehicle down the lane, while those with no gaming experience improved their skills after training.
A new study uses a video game to teach abstract math concepts by making relevant arm movements. Researchers found that this approach can improve knowledge and retention of complex geometry theorems, promoting embodied cognition and learning through motion.
A recent study published in Developmental Psychology found that individuals who engage in problematic media, such as violent video games, gambling, or pornography, become more withdrawn over time. The research suggests that avoidant individuals are particularly at risk for negative outcomes, including depression and crime, when they co...
A new study from Johns Hopkins University suggests that exercising children's intuitive number sense can improve their math skills. Researchers created a five-minute computer game that trained the number sense of 40 kindergarteners, who then showed significant improvements in math performance.
A recent study published in Sleep found that gamers frequently sacrifice adequate sleep for gaming, with 67% of participants delaying bedtime by an average of 101 minutes. This behavior is considered a sign of addictive gaming habits.
A new study found that creating implementation intentions within goal-setting in Squires Quest! II increased veg consumption at dinner and fruit consumption at breakfast, lunch, and snacks among 4th-5th graders. The study suggests that serious video games can be a promising tool to improve fruit and vegetable intake in children.
A study of over 20,000 participants found that videogame addiction is associated with attention deficit/hyperactivity disorder and depression. Younger, single men are particularly at risk, using gaming as an escape from unpleasant feelings and restless bodies.
A University at Buffalo-led study finds that gamers become less responsive to guilt-inducing stimuli as they repeatedly play violent video games, leading to a loss of moral response over time.
A study found that gamers playing violent video games recalled 51% fewer corporate brand names than those playing the same game with nonviolent goals. The study also discovered that when players' goal is killing, they notice little else - including corporate brands.
A study by Columbia University found that high video game usage is associated with higher intellectual functioning and better overall school competence in children. No significant associations were found with mental health problems or relationship issues.
A video game-based cognitive rehabilitation program improved thalamic functional connectivity and boosted cognitive abilities in multiple sclerosis patients. The study found that increased connectivity reflected the brain's plasticity and promoted cognitive rehabilitation for people with neurological diseases.
Researchers at Saarland University have developed a system that enables players to interact with each other and the game using spoken language, despite speaking different languages. The Dialog Box uses AI-powered voice interactions to facilitate collaboration and problem-solving among team members.
Researchers found that motion-controlled video game players outperformed those with push-button controllers and no training in real-world putting, suggesting a potential for these games to enhance fine motor coordination. Further research is needed to explore the effects of motion-controlled games on larger-motor coordination skills.
A €400,000 EU-funded project at the University of Huddersfield aims to reduce levels of domestic violence through an interactive computer game. The game, designed to educate and influence attitude change among potential perpetrators, will be piloted in Caribbean countries and the UK.
A new study discourages a sweeping transformation of conventional education to replace traditional curricula with game-based instruction. Instead, researchers recommend adding promising features to games, such as explanatory feedback and pregame activities, to enhance learning outcomes. Game features that improve student performance in...
SourceSAGE·JournalPolicy Insights from the Behavioral and Brain Sciences·DateJan 12, 2016
Researchers found hyperconnectivity between brain networks in adolescent boys with Internet gaming disorder, which may help them respond to new information but also increase distractibility and poor impulse control. The study provides insights into the neural basis of compulsive video game play.
A study published in The Journal of Neuroscience found that playing 3D video games improved memory performance by 12% in non-gamer college students, while 2D gamers did not. This suggests that environmental enrichment through immersive gaming may be a viable route to stem cognitive aging.
A new visual authoring tool is being developed to enable both experts and novices to create digital story worlds. The tool guides users through three main steps: story world creation, character and object authoring, and event creation.
A study by psychologists at the University of York analyzed anonymized data from League of Legends to find correlations between user names and in-game behavior. Positive usernames were linked to positive personality traits, while anti-social expressions correlated with similar behavior. Age was also indicated by numbers in user names.
Researchers at the University of Maryland studied console and game sales data to understand how base proportions of console owners change over time. The study found that companies should weigh tradeoffs between early adopters and later adopters when releasing games, with optimal timing depending on console adoption patterns.
A team of researchers from MIT and QCRI developed a system that can automatically convert 2-D video of soccer games into 3-D. The system uses detailed 3-D maps stored in video games to create broadcast-quality 3-D video, achieving real-time processing without visual artifacts.
The Bootstrap curriculum is a 10-week classroom module that helps students learn algebra by creating their own video games using key concepts like variables, functions, and the Pythagorean theorem. The $1.5 million grant from NSF will support research and workshops to train 600 additional teachers.
The Disney Research app uses augmented reality to turn coloring books into a 3D experience, increasing motivation and connection in children. The app accurately colors the 3D character based on the user's coloring, creating an illusion of real-time application.
Action video games have been shown to improve attention skills and cognitive functions, while 'brain games' lack equivalent impact on perception and cognition. Video game play predicts poorer attention in the classroom, but benefits can be positive or negative depending on content.
SourceSAGE·JournalPolicy Insights from the Behavioral and Brain Sciences·DateOct 1, 2015
Researchers discovered that players' performances in video games significantly impact their attitudes towards brands. Players who performed well in games exhibited better recall and more favorable attitudes toward the brand compared to those who experienced difficulties or crashes.
A Swedish study found that young women who play computer games for over an hour a day are more likely to develop overweight. The researchers calculated that this would result in an additional weight gain of 3.7 kilos, taking other risk factors into account.
A study found that 4- and 5-year-olds who played a video game after a two-day delay scored more than 20 percent higher than kids who re-played it later the same day. The researchers discovered 'delayed remembering,' a phenomenon where children can recall previously forgotten information days later.
A new UC San Francisco study reveals that video game warnings fall short in rating tobacco content, exposing adolescents to more tobacco imagery than thought. The researchers found that only 8% of games received tobacco warnings, despite 42% containing actual tobacco content.
A new AI system crowdsources plot points for interactive stories, allowing for more creative narratives and an easier method for interactive narrative generation. The system achieved near-human-level authoring in a test, with improvements over random generators.
A study of 109 clinicians found that older participants are more likely to believe playing video games leads to violent behavior, highlighting a generational effect. The researchers suggest that parents can help bridge this gap by engaging with their children and trying out the games themselves.
Despite claims by Susan Greenfield that intense internet use harms adolescent brains, experts warn that there is currently no evidence to support these claims. Research suggests that social networking sites can enhance friendships and relationships, while computer games do not lead to impulsiveness or aggression.
A recent study found that playing violent video games can temporarily reduce stress and improve mood. However, the same gamers who enjoyed violent games also became more aggressive in their perceptions of others. The researchers recommend seeking out nonviolent games for emotional release.
A new IU study found that many college students enjoy feeling scared while playing video games, with 44.1% of participants reporting they enjoyed the experience. The researchers also discovered that interactivity, darkness, and disfigured humans were common factors causing fear in gamers.
A study of 23,422 video games found that diverse teams with a mix of career backgrounds and working relationships led to groundbreaking innovations. The research suggests that embracing friction within teams can actually stimulate creativity, as long as there is sufficient social structure in place to facilitate collaboration.
A UT study found that active video games involving total body participation can provide moderate to vigorous intensity physical activity in children aged 5-8 years old. The study compared energy expenditure of active video gaming to unstructured outdoor play and showed a significant difference in accelerometer readings.
Researchers at Brown University are developing a new algorithm to assist robots in planning their actions in complex environments. The algorithm uses goal-based action priors, which can be learned by the robot through trial and error or supplied by an expert operator.
A new tool called Kahawai reduces data usage while delivering graphics and gameplay similar to conventional cloud-gaming setups. The approach uses collaborative rendering to lighten the load, allowing mobile devices to generate rough sketches of frames while remote servers fill in the gaps.
Researchers found that story details in games are critical to feelings of appreciation, while more meaningful games evoke heightened insights and enrichment. This study encourages game developers to invest in producing games with more interactive and poignant themes.
A new study suggests that non-violent video games with storytelling can have prosocial benefits, improving emotional intelligence and social skills. The research found that immersive gaming experiences foster theory of mind and empathy, which can be helpful in treating disorders like autism.
SourceSAGE·JournalSocial Psychological and Personality Science·DateApr 9, 2015
A recent study from Brown University suggests that video gamers excel in visual tasks, not just due to prior practice, but also because of enhanced learning abilities. Gamers outperformed non-gamers on two consecutive visual task learning exercises by an average of 15% and 11%, respectively.
A new study by University of Oxford researchers found that excessive video game time is associated with problem behavior in children, while the type of games played has no significant impact. The study suggests that parents should monitor their child's gaming time to minimize potential risks.
Researchers at Technical University of Munich develop methodology to speed up simulations of complex fluids, enabling more realistic medical diagnoses and spectacular effects in computer games. The approach leverages real-world observations to calculate fluid behavior, promising to accelerate calculations and improve various applications.
A clinical trial funded by Autism Speaks' DELSIA will test a cognitive video game designed to improve executive function skills in children and adolescents with autism. The study aims to assess the effectiveness of the game, Project: EVO, in improving brain function and motor skills.