A University of Missouri researcher found that media acceptance of video game violence increased as video game technology improved over time. As technology advanced, gamers became more comfortable with graphic violence, and journalists' concerns decreased. This trend mirrors the increased tolerance for violent media in popular culture.
A study found that increased parental monitoring of children's media use is associated with reduced screen time, resulting in better sleep, academic performance and behavior. The results also show a lower body mass index (BMI) and less exposure to violence on TV and video games.
Research suggests that high TV time is associated with poorer food choices and increased cardiovascular risk in middle schoolers. Kids who watched TV for two to six hours a day were more likely to eat high-fat foods like French fries and chips.
A new study suggests that playing as a black character in violent video games can lead to stronger explicit negative attitudes toward blacks and display stronger implicit attitudes linking blacks to weapons. White players who played as black avatars showed more aggressive behavior against partners, with 115% more hot sauce forced on them.
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Researchers found that individuals with dyslexia have difficulty shifting attention from visual to auditory stimuli, leading to slower response times. A new approach using action video games may improve literacy skills by training the brain to associate sounds with corresponding letters.
Researchers Jingjing Ma and Neal J. Roese found that individuals with a 'must have the best' mindset experience more regret and are less satisfied with purchases, leading to negative effects on psychological well-being.
A new video game called Stroke Hero has been found to improve children's understanding of stroke symptoms and the importance of calling 9-1-1. The game, designed for kids aged 9-10, teaches them how to recognize stroke symptoms and take action in an emergency.
The Tisch College of Citizenship and Public Service at Tufts University is developing Civic Seed, an interactive video game designed to better prepare college students to engage with the community. The game includes multiple levels that explore community collaboration, professional standards, sustainability, and leadership development.
Researchers James Alan Fox and Monica J. DeLateur analyzed data to debunk 11 common myths surrounding mass shootings, including the idea that more armed guards or background checks would decrease the rate of mass murders. Instead, they argue that only drastic measures can prevent extreme violence.
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Researchers at MIT develop WiTrack, a system that tracks movement through walls with high accuracy using low-power radio signals. The technology has potential applications in gaming, fall detection among the elderly, and other areas where accurate location tracking is required.
A review of research suggests that video game play can enhance cognitive skills such as spatial navigation and problem-solving. Playing video games is also found to promote relaxation, reduce anxiety and improve emotional resilience in children. Additionally, gaming communities provide opportunities for social interaction and cooperation.
Researchers found that playing computer games enhances facial muscle reactions and brainwave synchronization between players, particularly in competitive situations. This effect can aid in anticipating opponents' actions and compensate for a faltering social bond while competing.
A NYU and CUNY study reveals that math video games can enhance students' motivation to learn by adopting a mastery mindset, particularly when played with others. Students who played the game competitively or collaboratively reported stronger mastery goal orientations, indicating an optimal mindset for learning.
A study found that playing video games like Super Mario 64 increases grey matter in the brain's spatial orientation, memory formation, and strategic planning centers. This plasticity may prove therapeutic for patients with mental health issues, such as schizophrenia or post-traumatic stress disorder.
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A study published in Psychonomic Bulletin & Review found that spending time immersed as a virtual character in role-playing video games can numb people to realizing important body signals in real life. Participants who played immersive video games showed reduced sensitivity to pain and were more indifferent to others' displeasure.
A Michigan State University study found that advergames on food marketer websites often promote high-fat, high-sugar, and high-sodium products. These games can be engaging and fun for children, but they also contribute to unhealthy diets and a less-than-active lifestyle.
Usability testing in the foster care system diagnosed what worked and didn't work with a new intervention for families, encouraging problem-solving and collaboration. The testing identified challenges, such as logistics and family engagement, but also found that nearly every parent continued through several sessions of the intervention.
A new study from the University of Missouri identifies escapism, social interaction, and rewards as key risk factors for addictive video game use among adults. The research suggests that individuals who play games to escape daily life or to socialize with others are more likely to develop problematic gaming behaviors.
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A specially designed 3-D video game has been shown to improve cognitive performance in healthy older adults. The game, NeuroRacer, enhances cognitive control and reverses some of the negative effects of aging on the brain.
A new study published in Neurology found that over half of stroke patients have undiagnosed attention problems, which can be addressed with tailored computer games. The study identified three types of attention problems linked to specific brain regions affected by the stroke.
A study of 72 volunteers found that playing real-time strategy games like StarCraft improved cognitive flexibility and strategic thinking. The researchers suggest that these games can promote the ability to think on the fly and learn from past mistakes.
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A study published in Pediatrics found that school lunch and TV time are linked to childhood obesity, with girls who drank milk daily less likely to be obese and boys who played sports at a healthier weight. The research suggests that improving school lunches and decreasing screen time can help reduce the risk of obesity in children.
Researchers at Carnegie Mellon University and the University of California, Berkeley, simulated almost every important configuration of cloth after six months of computation. The team developed an iterative technique that continuously samples cloth motions, automatically detecting areas where data is lacking or where errors occur.
Psychological interventions often don't account for the placebo effect, which can lead to false claims of treatment effectiveness. Researchers found that even with active control groups, expectations for improvement can still be influenced by prior experiences with the training tasks.
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A study published in PLOS ONE found no correlation between playing violent video games and reduced prosocial behavior. In experiments, participants helped pick up pens at a rate of 40-60%, regardless of the game played.
Research at Duke University found that gamers excel in extracting information from visual scenes, recalling letters in a flash of light, and tracking multiple items. Gamers' brains appear to be trained for better decision-making with more available information, potentially due to improved visual sensitivity.
A new UConn study found that video game players are more likely to experience aggressive thoughts and words when battling human-like characters. The research suggests that exposure to violent games can lead to increased aggression, particularly when players perceive the opponents as human-like.
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A study of BitTorrent file-sharing found that digital game piracy is more prevalent than thought, with popular titles like Fallout: New Vegas and Call of Duty: Black Ops driving most sharing activity. The analysis contradicts common myths, showing that children's and family games are also pirated.
In a study of the I Love Bees game, researchers discovered that players formed teams and adopted a military-like leadership hierarchy, suggesting that game designers should not over-design leadership structures. The findings highlight the power of games to inspire collaboration and teamwork.
A research team led by Dr. Robert Hess used Tetris to train both eyes to work together, alleviating suppression of the weaker eye and increasing brain plasticity. The treatment showed dramatic improvements in vision and 3-D depth perception in adults with amblyopia.
A study found that children with autism spent significantly more time playing video games than typically developing peers, and were more likely to develop problematic gaming habits. Conversely, they spent less time on social media and more time watching TV and engaging in physical activities.
Researchers developed an immersive video game, CodeSpells, that teaches Java programming to students aged 10-12. The game's interactive nature and creative freedom help children learn coding skills in a fun and engaging way.
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Research found that playing action games improved capacity to track multiple objects, while hidden object and match three objects players showed improvement in visual search tasks. Video games improve specific skills, not overall mental abilities.
Researchers found that people who were frustrated in their attempts to cheat or steal are more likely to be attracted to violent video games. The study also showed that denying people the chance to commit forbidden behaviors can increase frustration, leading to a preference for violent entertainment.
A new study from North Carolina State University found that older adults who play video games experience better emotional well-being, with those who played reporting higher levels of happiness and life satisfaction. In contrast, non-gamers showed more negative emotions and a greater risk of depression.
Dyslexic children who played action video games for nine sessions showed significant improvements in reading speed and accuracy compared to non-action gamers. The study's findings suggest that visual attention deficits are at the root of dyslexia and that action video games can enhance visual attention, leading to better reading skills.
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A new study finds that certain blood-pumping video games can increase energy expenditures among inner-city children, meeting moderate to vigorous-intensity physical activity guidelines. The study suggests e-gaming might be a useful alternative to traditional physical education for younger school children.
A new study found that playing violent video games for three consecutive days led to increases in aggressive behavior and hostile expectations. In contrast, players of nonviolent games showed no significant changes. The study suggests a cumulative effect of repeated exposure to violent games on aggression.
A study from the University of Gothenburg found that World of Warcraft players require creative thinking and effective communication to maintain their virtual world. The research, published in Symbolic Interaction journal, challenges the assumption that immersive gameplay leads to a loss of contact with reality.
Researchers recommend that mobile phone operators record users' dates of birth and implement age-based content classifications to block access to adult sites. The study also suggests that the government should work with families and schools to promote awareness campaigns on proper mobile phone usage.
A new UTMB study reveals that high school and college students who play video games regularly outperform medical residents in surgical simulations. The study suggests that these skills may be transferable to real-world robotic surgeries, requiring a reevaluation of surgical training methods.
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A new video game with biofeedback is being studied to help children with anger issues. After playing the game, kids showed a clinically significant decrease in anger scores and improved emotional regulation.
Researchers use electroencephalography to analyze brain activity before training on Space Fortress, a cognitive research video game. The study found that subjects with more powerful alpha wave oscillations tend to learn faster and improve reaction time and working memory.
Active video gaming is linked to higher energy expenditure in children, increasing heart rate and oxygen uptake by up to 263%. This can contribute to improved physical activity levels and calorie burn.
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A Rutgers law professor is researching user-generated content in video games, which raises questions about copyright law and creative freedom. The study aims to understand how games enable or constrain player creativity and whether user-generated content complies with copyright law.
Researchers developed an Audiobased Environment Simulator to help blind users learn about a new space using only audio cues. Blind participants played the virtual reality game and showed improved navigation skills in real-world environments.
New research published by the American Psychological Association suggests that playing mature-rated, risk-glorifying video games can lead to increased rebelliousness and sensation seeking among adolescents. These traits are strongly associated with risky driving habits, automobile accidents, police stops, and a willingness to drink and...
Researchers found that college students who played violent video games cooperatively showed more cooperative behavior and less signs of aggression than those who played competitively. The studies suggest that the social aspect of modern video games can change how people react to violence.
A new study suggests that slowing down consumption of enjoyable products can lead to greater enjoyment and a longer experience. By pacing oneself, consumers can avoid satiation and savor the pleasure of their favorite items. This finding challenges common behaviors that prioritize immediate gratification over long-term satisfaction.
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The 2011 Ontario Student Drug Use and Health Survey reveals that psychological distress and suicidal ideation are concerns, especially among female students. Bullying and anti-social behaviour remain issues, with girls reporting being twice as likely to be cyber-bullied.
A new study by Rajesh Bagchi and Amar Cheema found that a red background color induces aggression in online auctions, leading to higher bids. Conversely, a blue background reduces willingness to pay when negotiating directly with a seller.
A new study published in Communication Research found that playing violent shooting video games improves firing accuracy and influences players to aim for the head when using a real gun. Players who played violent games hit targets 33% more often and shot at the head 99% more frequently.
Researchers found that children with mild CP can attain moderate levels of physical activity during video game play with full-body movements. The games encouraged repetitive movement and provided feedback through on-screen avatars and scores, promoting neuroplasticity and enjoyment.
A study by researchers at the University of Gothenburg found that cooperation is key to success in violent computer games. Successful gamers exhibit strategic and technical knowledge, as well as good timing, to outperform their opponents. The findings question the long-standing debate on the link between gaming and aggression.
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A recent MU study found that many newer-generation video games equate religion with violence in game narratives. The study analyzed five recent games, including Mass Effect 2 and Assassin's Creed, which closely tie religion to violent plotlines.
Research found that impulsive children with attention problems tend to play more video games. Children who spend lots of time gaming also develop impulsivity and attention difficulties. The study collected data from over 3,000 children in Singapore.
A study by McMaster University psychologist Daphne Maurer found that playing video games for just 40 hours can reverse visual processing deficiencies in adults. The researchers also discovered that babies and toddlers initially exhibit a form of synaesthesia, which gradually disappears as they develop.
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At TEI 2012 conference, Nicholas Graham's Liberi Live game allows two players to collaborate on game design, enhancing creativity. The Queen's Human Media Lab also showcases innovative technologies, including flexible TV screens and wearable sensors.
The new Distraction Dodger video game, developed by the University of Minnesota ITS Institute, aims to teach young adults about the risks of distracted driving. The game simulates real-life scenarios, offering players a reality check on their driving habits and encouraging them to stay focused on the road.
A study by Indiana University researchers found that playing violent video games for a week can lead to changes in the brain's frontal regions associated with emotion and aggressive behavior. The study, which followed 28 healthy adult males, showed reduced activation in these areas after one week of gameplay.