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Risk-glorifying video games may lead teens to drive recklessly, new research shows

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...

SourceAmerican Psychological Association·JournalPsychology of Popular Media Culture·DateSep 11, 2012

Don't burn out: Enjoy your favorite products more by consuming them less frequently

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.

SourceUniversity of Chicago Press Journals·JournalJournal of Consumer Research·DateAug 14, 2012

Violent video games turning gamers into deadly shooters

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.

SourceSAGE·JournalCommunication Research·DateMay 21, 2012

Researchers questioning the link between violent computer games and aggressiveness

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.

SourceUniversity of Gothenburg·JournalInternational Journal of Computer-Supported Collaborative Learning·DateApr 2, 2012

Video game playing tied to creativity

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.

SourceMichigan State University·JournalComputers in Human Behavior·DateNov 2, 2011

UK brains are under threat

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.

Violent games emotionally desensitizing

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.

SourceUniversity of Bonn·JournalBiological Psychology·DateOct 12, 2011

Virtual reality may help adults recover from stroke

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.

SourceWiley·JournalCochrane Database of Systematic Reviews·DateSep 6, 2011

TV time: Why children watch multi-screens

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.

SourceBMC (BioMed Central)·JournalInternational Journal of Behavioral Nutrition and Physical Activity·DateAug 2, 2011

Positive effects of depression

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.

SourceClarkson University·JournalJournal of Abnormal Psychology·DateMay 4, 2011

Violent games not to blame for youth aggression

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.

SourceSpringer·JournalJournal of Youth and Adolescence·DateDec 14, 2010

Tetris flashback reduction effect 'not common to all games'

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.

SourcePLOS·JournalPLOS ONE·DateNov 10, 2010

Video gaming prepares brain for bigger tasks

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.

SourceElsevier·JournalCortex·DateSep 24, 2010

Learning how consumers value products

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.

SourceUniversity of Chicago Press Journals·JournalJournal of Consumer Research·DateSep 20, 2010