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.
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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.
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.
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A new video game aims to improve middle school students' computer science knowledge, addressing a shortage of skilled workers in the field. The project, funded by $1 million from NSF, incorporates engaging elements to attract girls and other underrepresented groups.
A study by Michigan State University found that video game playing boosts creativity in tasks like drawing and writing, but not other technology use. The researchers surveyed nearly 500 middle-school students and used the Torrance Test of Creativity-Figural to gauge their creative abilities.
Researcher Dr Nick Pearce warns that zombies in modern media represent a loss of control and powerlessness, mirroring societal issues like consumerism and government influence. The original zombie concept offers hope for resistance against controlling forces, making it a timely metaphor for today's society.
A new study found that playing video games, along with standard amblyopia treatment, can achieve significant vision gains in many older children. Nearly 30% of participants showed significant improvements after one year, while about 60% experienced at least some improvement.
A study by University of Bonn researchers found that heavy users of first-person shooter games exhibit decreased control over emotions when exposed to real-life negative images, as their brains become desensitized to such stimuli. This effect is not limited to virtual worlds, suggesting potential long-term consequences for gamers.
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Researchers at Johns Hopkins found that interactive video games safely enhance physical therapy for ICU patients, boosting their interest in therapy and motivation to do more. The study suggests that video game therapy activities can improve muscle weakness and balance in critically ill adults.
A FSU researcher suggests that video games may not boost cognition as claimed by previous studies. The researcher critiques the methodological flaws in these studies and argues that there is little solid evidence to support the benefits of video game play.
Early results suggest that virtual reality (VR) human-computer interfaces can improve arm function and daily activities in adult stroke patients compared to traditional therapy. VR training has been found to have positive effects on these outcomes, but more data is needed to assess the long-lasting benefits of this approach.
Research suggests that competitiveness in video games is a key factor in aggressive behavior, with highly competitive games leading to greater elevations in aggression. In contrast, less competitive games do not elevate aggressive behavior, regardless of violence content.
Researchers found that playing videogames allows people to try on different identities, reducing negative emotions and increasing motivation. The study suggests that games enable players to act as their ideal selves, leading to improved self-esteem and enjoyment.
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A new study examines children's use of multiple screens, finding they often watch TV while interacting with other devices. Children enjoy filling breaks during entertainment with phone calls or texts, and TV is used to provide background entertainment for other activities.
A new national study found that parents prefer media content ratings systems that provide detailed information on content type, rather than relying solely on age-based ratings. The study, led by Douglas Gentile, suggests that existing ratings do not cover all the areas parents want and are not completely accurate.
A new study by Ohio State University shows that relaxing video games can make people happier and more kind, while violent games lead to increased aggression. Players who played relaxing games chose to give their opponents more money and participated in pro-social behaviors.
Carnegie Mellon University researchers used a video game to study adult language learning, discovering that listeners quickly recognize word-like units. With just two hours of play, participants could reliably extract sound categories and apply them to advance through the game.
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A rigorous study found that video game playing leads to increased spontaneous food intake in male teens. The study measured energy expenditure and calorie consumption during a 1-h gaming session versus rest, revealing a net positive energy of 163 kcal when gaming was played.
A new study found COPD patients exercising at 60-70% of their maximum during Wii Fit workouts, comparable to low-intensity calisthenics. The lower extremity exercises approximated 70-80% of the pair's maximum, while upper extremity exercises were around 50-60%.
Researchers found that computer simulations and cutting-edge techniques used by the film industry can restore lost hand and arm function in stroke victims. The study showed significant improvements in patients who played Plasma Pong, Hammer Task, Virtual Piano, and Hummingbird Hunt games.
A new article by Douglas Gentile highlights the complexities of video game effects on children and adolescents, citing at least five dimensions: amount of play, content, game context, structure, and mechanics. The research suggests that games can have both positive and negative effects depending on these factors
Purdue University researchers introduce a new class of software called surrogate interaction, enabling designers to easily change complex object features. This approach also enhances video game experiences by allowing players to manipulate animated characters and objects simultaneously.
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A new study finds that depressed individuals perform better than non-depressed peers in sequential decision tasks, approximating an optimal strategy more closely. This discovery provides evidence that clinical depression may carry some benefits, which could help uncover its evolutionary roots and open avenues for treatment.
Cystic fibrosis patients who played video games that controlled their breath improved their ability to take deep breaths and increase breathing maneuvers. The study used spirometer games to encourage children to practice huffing techniques.
Three UH computer science teams won top honors in the National Microsoft Competition with projects addressing environmental sustainability issues. Team Big Impact Bear's 'Forest Gun' prevented and reversed deforestation, while Team AAMP's 'Operation Clean Sweep' raised awareness of water pollution.
A new study published in the Journal of the American Heart Association found that video game treatment can significantly improve upper-arm motor function in stroke survivors. Virtual reality games showed promise as a promising and potentially useful alternative to traditional physiotherapy.
Researchers have identified key characteristics that make a video game entertaining and credible. The study, conducted by José Luís González Sánchez and Francisco Luís Gutiérrez Vela, found that playability is an abstract concept describing a player's experience when playing with a specific game.
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A new analysis of over 25 years of research links exposure to risk-glorifying media with increased risk-taking behaviors and attitudes. Video games were found to be more likely to prompt dangerous behavior than passive media exposure such as watching films or listening to music.
Middle school-aged children who played interactive digital gaming activities experienced increased energy expenditure, consistent with current physical activity recommendations. Enjoyment of exergames was higher among at-risk children compared to those below the 85th percentile for BMI.
Research from Brigham Young University found that girls who played video games with a parent exhibited better behavior, stronger family connections, and improved mental health. The study suggests that co-playing can account for up to 20% of these outcomes.
A Boston College study found that Red Bull's brand identity affects consumers' behavior in video games, with some players speeding up and others crashing. The 'Red Bull effect' shows how non-conscious brand priming can shape consumer performance.
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A two-year longitudinal study of Singapore youths found approximately 9% of gamers to be pathological players, associated with depression, anxiety, and social phobias. The study concludes that video game addiction is a serious behavioral problem separate from other afflictions.
Researchers used brain imaging techniques to analyze patterns of brain activity in the basal ganglia, predicting individual learning success in a complex task. The method showed powerful predictive power, connecting brain patterns to performance differences among participants.
Ingmar Riedel-Kruse's lab group developed video games where players influence the behavior of living microorganisms in real-time. These biotic games aim to educate people about basic biological processes and promote interest in biology, with potential applications in crowd-sourced research.
A new study published in Journal of Youth and Adolescence found no link between violent video games and serious acts of youth aggression or violence. Instead, depression was identified as a strong predictor of youth violence and aggression.
Researchers found that two behavior change video games effectively lowered children's diet risks by increasing fruit and vegetable consumption. However, the games did not significantly impact water intake or physical activity levels.
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Researchers track how brains navigate and remember settings using video game-inspired technologies. Studies show that speed of exploration alters memories, while exercise in virtual environments improves stroke patients' arm function.
A study found that playing Tetris after viewing traumatic images reduced memory flashbacks in healthy volunteers. However, playing a word-based quiz game increased flashbacks. The researchers suggest that Tetris competes with the brain's perceptual information channel, reducing traumatic memories.
Researchers found that video game training improves employee knowledge by 11%, skill-based knowledge by 14% and retention rate by 9%. Games work best when engaging users and provide flexible access.
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A University of Wisconsin-Madison doctor has won a $2 million grant to develop video games that uncover and neutralize implicit biases against women, minorities, and people with disabilities. The project aims to change attitudes, beliefs, and behaviors in academic institutions, ultimately increasing diversity in STEM fields.
Researchers found that interactive gaming devices are associated with higher rates of injuries, particularly among younger children and bystanders. The study highlights the need for supervision when playing video games, especially interactive ones.
Researchers found that experienced gamers showed increased activity in the prefrontal cortex, a region involved in complex tasks. The study suggests that video games can reorganize brain networks, offering hope for future research into Alzheimer's and other cognitive disorders.
A new study by University of Maryland and Georgetown University researchers found that suggesting consumers will use a product frequently can reduce their interest in buying it. The study suggests that ads or customer reviews highlighting low usage frequency can backfire if consumers believe they won't be able to keep up with others.
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Researchers found that video game players develop a heightened sensitivity to their surroundings, improving skills like multitasking and driving. They were up to 25% faster at making quick decisions than non-gamers.
Research shows that action video game players outperform non-gamers in making quick and accurate decisions based on evidence. The transfer of learning from action games to other tasks is notable for its broad improvements.
A study at University of Michigan and University of Wisconsin-Madison found that 98% of medical students are interested in using technology, including video games and virtual reality, to enhance their education. The survey also showed a significant gender disparity, with male students more likely to play video games.
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Norwegian nursing students will be given a specially developed computer game to aid in passing a critical exam. The project aims to improve learning through visual and fun methods, addressing students' struggles with mathematics and science.
Children who exceeded two hours of recommended screen time were 1.5 to 2 times more likely to have attention problems. The study found that both TV viewing and video games contribute to increased attention problems in youths.
The Iowa State researcher's 3D imaging technology has been used by Rock stars like U2 and featured in Radiohead's music video. The technology requires less data and memory than current tools, making it practical for the entertainment industry.
A study using 'Guitar Hero III' found that sleep improves performance accuracy on the game by 3-5 percentage points, compared to daytime wakefulness. The results suggest a significant correlation between sleep duration and motor learning consolidation.
A study found that playing a video game before bedtime had only a small impact on the sleep of older male teens, with no significant differences in sleep latency or physiologic arousal. However, playing the game led to a slight increase in cognitive alertness and reduced subjective sleepiness.
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A study found that owning a video game system can impede reading and writing development in young boys. The study, conducted by Robert Weis and Brittany C. Cerankosky, involved families with boys aged 6-9 who received either an immediate or delayed video game system.
Research suggests that video games can optimize learning by providing information in a timely manner and creating an environment of 'pleasantly frustrating' challenges. This approach is known as 'situated learning,' where students are immersed in real-world problems to develop deep understanding and critical thinking skills.
Morgan McGuire and Dr. David Luebke developed a new method for computerized lighting and light sources that can improve video game graphics to film-like quality in faster time. The algorithm reverses the process of producing light effects, pulling it onto the world and pushing it into the image, resulting in a faster processing speed.
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Researchers from Oklahoma State University outline a teaching method that uses rapid computer game creation to bridge the digital divide. This approach circumvents traditional barriers to computing, such as prior knowledge of programming, and fosters critical and creative thinking skills.
A study found that nearly a quarter of the variability in achievement among video gamers can be predicted by measuring specific brain structures. Players with larger nucleus accumbens, caudate nucleus, and putamen performed better in training periods.
Regular gamers outperform non-gamers in visual processing tasks, including mental rotation, spatial memory and divided attention. Training with video games enhances these skills, potentially reducing gender differences and age-related cognitive decline.
Research suggests that environment plays a significant role in women's interest in computer science, with stereotypical settings evoking a masculine image. Women tend to prefer non-stereotypical environments, such as those without Star Trek posters or junk food, and feel less of a sense of belonging in stereotypical settings.
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