首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 31 毫秒
1.
Meta-analytic studies have concluded that although training improves spatial cognition in both sexes, the male advantage generally persists. However, because some studies run counter to this pattern, a closer examination of the anomaly is warranted. The authors investigated the acquisition of a basic skill (spatial selective attention) using a matched-pair two-wave longitudinal design. Participants were screened with the use of an attentional visual field task, with the objective of selecting and matching 10 male–female pairs, over a wide range (30% to 57% correct). Subsequently, 20 participants 17–23 years of age (selected from 43 screened) were trained for 10 hr (distributed over several sessions) by playing a first-person shooter video game. This genre is known to be highly effective in enhancing spatial skills. All 20 participants improved, with matched members of the male–female pairs achieving very similar gains, independent of starting level. This is consistent with the hypothesis that the learning trajectory of women is not inferior to that of men when acquiring a basic spatial skill. Training methods that develop basic spatial skills may be essential to achieve gender parity in both basic and complex spatial tasks. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

2.
Objective: This study is the first to our knowledge to isolate the effect of video game violence and competitiveness on aggressive behavior. Method: In Pilot Study 1, a violent and nonviolent video game were matched on competitiveness, difficulty, and pace of action, and the effect of each game on aggressive behavior was then compared using an unambiguous measure of aggressive behavior (i.e., the Hot Sauce Paradigm) in Experiment 1. In Pilot Study 2, competitiveness was isolated by matching games on difficulty and pace of action, and systematically controlling for violence. The effect of video game competition on aggressive behavior was then examined in Experiment 2. Results: We found that video game violence was not sufficient to elevate aggressive behavior compared with a nonviolent video game, and that more competitive games produced greater levels of aggressive behavior, irrespective of the amount of violence in the games. Conclusion: It appears that competition, not violence, may be the video game characteristic that has the greatest influence on aggressive behavior. Future research is needed to explore the mechanisms through which video game competitiveness influences aggressive behavior, as well as whether this relation holds in the long-term. (PsycINFO Database Record (c) 2011 APA, all rights reserved)  相似文献   

3.
Previous research has documented that playing violent video games has various negative effects on social behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior. In contrast, there has been much less evidence on the effects of prosocial video games. In the present research, 4 experiments examined the hypothesis that playing a prosocial (relative to a neutral) video game increases helping behavior. In fact, participants who had played a prosocial video game were more likely to help after a mishap, were more willing (and devoted more time) to assist in further experiments, and intervened more often in a harassment situation. Results further showed that exposure to prosocial video games activated the accessibility of prosocial thoughts, which in turn promoted prosocial behavior. Thus, depending on the content of the video game, playing video games not only has negative effects on social behavior but has positive effects as well. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

4.
The author presents an overview of an emerging field that looks at the impact of video games on civic engagement. Some video games have explicit civics-related content and engage players in simulations of civically related projects, but most others do not. However, research has shown that video game playing engages players in civically oriented experiences that previous research has found to promote civic outcomes in classroom-based programs. These include helping and guiding others; learning about problems in society; exploring social, moral, or ethical issues; organizing groups; and making decisions about how a community, city, or nation should be run. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

5.
Violent video games have been a source of controversy in the United States and elsewhere for several decades. Considerable concern has been raised in the public and scientific communities about the alleged deleterious effects of violent games. These concerns may coincide with periodic moral panics about media's influence, particularly on youth. This paper argues that the negative effects of violent games have been exaggerated by some elements of the scientific community, fitting with past cycles of media-focused moral panics. By contrast, potential positive effects of violent video game play have been ignored in the debate on violent games. The current paper considers research in several areas, including aggression, but also the nascent research fields of visuospatial cognition, social networking, and use as educational tools. It is argued that the debate on video game violence should be broadened to include both potential negative and positive effects. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

6.
A theoretical analysis of the development of numerical representations indicated that playing linear number board games should enhance preschoolers’ numerical knowledge and ability to acquire new numerical knowledge. The effect on knowledge of numerical magnitudes was predicted to be larger when the game was played with a linear board than with a circular board because of a more direct mapping between the linear board and the desired mental representation. As predicted, playing the linear board game for roughly 1 hr increased low-income preschoolers’ proficiency on the 2 tasks that directly measured understanding of numerical magnitudes—numerical magnitude comparison and number line estimation—more than playing the game with a circular board or engaging in other numerical activities. Also as predicted, children who had played the linear number board game generated more correct answers and better quality errors in response to subsequent training on arithmetic problems, a task hypothesized to be influenced by knowledge of numerical magnitudes. Thus, playing linear number board games not only increases preschoolers’ numerical knowledge but also helps them learn from future numerical experiences. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

7.
Two studies examined violent video game effects on aggression-related variables. Study 1 found that real-life violent video game play was positively related to aggressive behavior and delinquency. The relation was stronger for individuals who are characteristically aggressive and for men. Academic achievement was negatively related to overall amount of time spent playing video games. In Study 2, laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. In both studies, men had a more hostile view of the world than did women. The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term (e.g., laboratory aggression) and the long term (e.g., delinquency). (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

8.
More Americans now play video games than go to the movies (NPD Group, 2009). The meteoric rise in popularity of video games highlights the need for research approaches that can deepen our scientific understanding of video game engagement. This article advances a theory-based motivational model for examining and evaluating the ways by which video game engagement shapes psychological processes and influences well-being. Rooted in self-determination theory (Deci & Ryan, 2000; Ryan & Deci, 2000a), our approach suggests that both the appeal and well-being effects of video games are based in their potential to satisfy basic psychological needs for competence, autonomy, and relatedness. We review recent empirical evidence applying this perspective to a number of topics including need satisfaction in games and short-term well-being, the motivational appeal of violent game content, motivational sources of postplay aggression, the antecedents and consequences of disordered patterns of game engagement, and the determinants and effects of immersion. Implications of this model for the future study of game motivation and the use of video games in interventions are discussed. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

9.
Research has consistently shown that aggressive video console and PC games elicit aggressive cognitions, affect, and behaviors. Despite the increasing popularity of racing (driving) games, nothing is known about the psychological impact of this genre. This study investigated whether playing racing games affects cognitions, affect, and behaviors that can promote risk taking in actual road traffic situations. In Study 1, the authors found that the frequency of playing racing games was positively associated with competitive driving, obtrusive driving, and car accidents; a negative association with cautious driving was observed. To determine cause and effect, in Study 2, the authors manipulated whether participants played 1 of 3 racing games or 1 of 3 neutral games. Participants who played a racing game subsequently reported a higher accessibility of cognitions and affect positively associated with risk taking than did participants who played a neutral game. Finally, on a more behavioral level, in Study 3, the authors found that men who played a racing game subsequently took higher risks in computer-simulated critical road traffic situations than did men who played a neutral game. Theoretical and practical implications are discussed. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

10.
Video games in psychotherapy.   总被引:1,自引:0,他引:1  
Video games have found their way into the clinical care of youth in most medical fields, and academic interest in their use is increasing steadily. The popularity of video games among youth may qualify them as a useful tool in psychotherapy for children and adolescents. Limited literature on use of video games in mental health care suggests that they can help young patients become more cooperative and enthusiastic about psychotherapy. Recent experience suggests that video games may facilitate therapeutic relationships, complement the psychological assessment of youth by evaluating cognitive skills, and elaborate and clarify conflicts during the therapy process. Concerns about video game content, perceived effects on youth, and lack of familiarity with this medium may form a barrier in their use in therapy offices. Further research on the benefits of video game use in psychotherapy, including patient characteristics that may moderate outcomes, is needed. Finally, future collaborations between clinicians and video game developers may produce specific games to be used in psychotherapy. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

11.
Past research provided abundant evidence that exposure to violent video games increases aggressive tendencies and decreases prosocial tendencies. In contrast, research on the effects of exposure to prosocial video games has been relatively sparse. The present research found support for the hypothesis that exposure to prosocial video games is positively related to prosocial affect and negatively related to antisocial affect. More specifically, two studies revealed that playing a prosocial (relative to a neutral) video game increased interpersonal empathy and decreased reported pleasure at another's misfortune (i.e., schadenfreude). These results lend further credence to the predictive validity of the General Learning Model (Buckley & Anderson, 2006) for the effects of media exposure on social tendencies. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

12.
Four experiments examined interference in human spatial memory. The first two tested for retroactive interference by varying the similarity between the interpolated task and the task that was learned originally. Retroactive interference was observed during relearning of a radial stylus maze and during relearning of the locations of pairs of playing cards in a concentration game. In the third and fourth experiments, proactive interference was tested during the relearning of the locations of pairs in a concentration game. Some proactive interference was observed when the number of proactive games was varied (Experiment 3), and substantial proactive interference was found when the similarity between the proactive and target tasks was the independent variable (Experiment 4). Although extensive evidence indicates that spatial memory differs from other types of memory, spatial memory is subject to interference effects, as are verbal memory, motor memory, visual discriminative memory in animals, and animal spatial memory. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

13.
Although a great deal of media attention has been given to the negative effects of playing video games, relatively less attention has been paid to the positive effects of engaging in this activity. Video games in health care provide ample examples of innovative ways to use existing commercial games for health improvement or surgical training. Tailor-made games help patients be more adherent to treatment regimens and train doctors how to manage patients in different clinical situations. In this review, examples in the scientific literature of commercially available and tailor-made games used for education and training with patients and medical students and doctors are summarized. There is a history of using video games with patients from the early days of gaming in the 1980s, and this has evolved into a focus on making tailor-made games for different disease groups, which have been evaluated in scientific trials more recently. Commercial video games have been of interest regarding their impact on surgical skill. More recently, some basic computer games have been developed and evaluated that train doctors in clinical skills. The studies presented in this article represent a body of work outlining positive effects of playing video games in the area of health care. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

14.
This paper describes a study of the usefulness of academic gaming in nurse education. The research has been carried out over the course of 3 years and represents an attempt by a nurse tutor to carry out a study on research lines, during the course of normal working and with a minimum of interference to the normal working of a nurse education department. The study involved psychiatric nurse learners at Winterton Hospital, Sedgefield, Durham and attempted to assess the usefulness of academic gaming by evaluating one academic game which has been designed for nurse learners. This game aims to teach various aspects of the digestive system and digestive processes. The questions which required answers were, can nurse learners learn from academic games? Do they like this method of learning? How does this method compare with other learning methods? Eighty-six learners participated in a test/game/test situation and completed a questionnaire after playing the game. Results suggest that learners can increase their knowledge of the subject by playing the game but it may be most useful as a consolidation method. Learners most often stated that they enjoyed the game and when ranked according to preference, gaming was preferred to film, reading and discussion methods but equally preferred to the lecture method.  相似文献   

15.
Bupropion has been used in the treatment of patients with substance dependence based on its weak inhibition of dopamine and norepinephrine reuptake. We hypothesized that 6 weeks of bupropion sustained release (SR) treatment would decrease craving for Internet game play as well as video game cue-induced brain activity in patients with Internet video game addiction (IAG). Eleven subjects who met criteria for IAG, playing StarCraft (>30 hr/week), and eight healthy comparison subjects (HC) who had experience playing StarCraft (  相似文献   

16.
We investigated the effects of an intellectual task on posthyperventilation (PHV) breathing by using a video game. Eight normal subjects were placed in a supine positions. The game task by itself led to increase ventilation compared with the control tasks via an increase in the average inspiratory flow rate (P < 0.01) and the respiratory frequency (P < 0.001). After hypocapnic voluntary hyperventilation (VHV), the task led to a decrease in the 1-min PHV breathing level compared with the control tasks after VHV [after VHV, first 60 s average minute ventilation while watching television and while playing a video game are 5.54 +/- 2.91 (SD) and 2.05 +/- 1.40 l/min, respectively; P < 0.01]. Only one subject showed PHV apnea for at least 10 s during the control protocol, whereas seven of the same eight subjects showed PHV apnea while performing the task. After isocapnic VHV, the task still led to a decrease in PHV breathing compared with the control tasks. However, this decrease was smaller than in the hypocapnic studies and was only significant during the first 15 s of recovery. These results suggest that increased activity in the higher centers of the central nervous system has an inhibitory effect on PHV breathing at a time when the effects of short-term potentiation after VHV, hypocapnia, and perhaps other mechanisms would be expected to be acting on breathing.  相似文献   

17.
The effect of 3 intervention board games (linear number, linear color, and nonlinear number) on young children's (mean age = 3.8 years) counting abilities, number naming, magnitude comprehension, accuracy in number-to-position estimation tasks, and best-fit numerical magnitude representations was examined. Pre- and posttest performance was compared following four 25-min intervention sessions. The linear number board game significantly improved children's performance in all posttest measures and facilitated a shift from a logarithmic to a linear representation of numerical magnitude, emphasizing the importance of spatial cues in estimation. Exposure to the number card games involving nonsymbolic magnitude judgments and association of symbolic and nonsymbolic quantities, but without any linear spatial cues, improved some aspects of children's basic number skills but not numerical estimation precision. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

18.
This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N=112) were randomly assigned to play a realistic or fantasy violent or nonviolent video game. Next, they competed with an ostensible partner on a reaction time task in which the winner could blast the loser with loud noise through headphones (the aggression measure). Participants were told that high noise levels could cause permanent hearing damage. Habitual video game exposure, trait aggressiveness, and sensation seeking were controlled for. As expected, the most aggressive participants were those who played a violent game and wished they were like a violent character in the game. These participants used noise levels loud enough to cause permanent hearing damage to their partners, even though their partners had not provoked them. These results show that identifying with violent video game characters makes players more aggressive. Players were especially likely to identify with violent characters in realistic games and with games they felt immersed in. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

19.
Two studies were conducted to investigate the use of cognitive/attentional distraction (via commercially available video games) to control conditioned nausea in pediatric cancer patients receiving chemotherapy. The first study compared the nausea severity in children who played video games during chemotherapy-related procedures with that of control-group children who did not play video games. The second study used a combined ABAB withdrawal and repeated measures analysis of variance design that incorporated baseline and intervention assessments within a single session. In both studies, video game-playing resulted in significantly less nausea. The introduction and withdrawal of the opportunity to play video games produced significant changes (reduction and exacerbation, respectively) in nausea. Although video games also reduced self-reported anxiety, the effects were weaker than those for nausea. Pulse rate and systolic/diastolic blood pressure were not consistently affected. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

20.
Previously, utilizing a series of genome-wide association, brain imaging, and gene expression studies we implicated the KIBRA gene and the RhoA/ROCK pathway in hippocampal-mediated human memory. Here we show that peripheral administration of the ROCK inhibitor hydroxyfasudil improves spatial learning and working memory in the rodent model. This study supports the action of ROCK on learning and memory, suggests the potential value of ROCK inhibition for the promotion of cognition in humans, and highlights the powerful potential of unbiased genome-wide association studies to inform potential novel uses for existing pharmaceuticals. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号