Cognition

New entry in the Digiplay Games Research Bibliography:

Lieberman, D.A. (2006)
Playing Video Games: Motives, Responses and Consequences.

Image of booksThis book chapter is an overview of recent research on interactive games and learning and it describes the learning outcomes that have been identified in studies of interactive games. The outcomes are grouped into nine areas: Motivation to learn, Perception and coordination, Thinking and problem solving, Knowledge, Skills and behaviors, Self-regulation and therapy, Self-concepts, Social relationships, and Attitudes and values. The chapter concludes by pointing to processes of learning and skill development that can occur in well designed interactive games and some of the game design strategies that can enhance game-based learning. Read more...

New entry in the Digiplay Games Research Bibliography:

Rudra, T.; Bossomaier, T. (2007)
IEEE Region 10 Annual International Conference, Proceedings/TENCON

Image of booksThis paper falls into the category of Human Computer Interaction. Here the focus lies in injecting emotions into the non-player characters (NPC) in reaction to the emotion of the player in computer games. The idea of injecting emotion into games has been a popular topic for discussion in the Games industry today. The paper reviews the emotional side of games from both the game side and the human player side, considering speech style and content, facial expressions and gestures. The emotional content is encapsulated within an XML and an associated finite state automaton. Read more...

New entry in the Digiplay Games Research Bibliography:

Amory, A. (2007)
Educational Technology Research and Development

Image of booksComplex computer and video games may provide a vehicle, based on appropriate theoretical concepts, to transform the educational landscape. Building on the original game object model (GOM) a new more detailed model is developed to support concepts that educational computer games should: be relevant, explorative, emotive, engaging, and include complex challenges; support authentic learning activities that are designed as narrative social spaces where learners are transformed through exploration of multiple representation, and reflection; be gender-inclusive, include non-confrontational outcomes, and provide appropriate role models; develop democracy, and social capital through dialogue that is supported by means of computer mediated-communication tools; and include challenges, puzzles or quests, which form the core of the learning process, where access to explicit knowledge. conversations, and reflection results in the construction of tacit knowledge. It is argued that the GOM version 11 can be used not only to support the development of educational computer games but to provide a mechanism to evaluate the use of computer games in the classroom. Read more...

New entry in the Digiplay Games Research Bibliography:

Yatim, Maizatul H M; Nacke, Lennart; Masuch, Maic (2006)

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New entry in the Digiplay Games Research Bibliography:

Van Mierlo, J.; Van den Bulck, J. (2004)
Journal of Adolescence

Image of booksThis study found significant relationships between first- and second-order cultivation measures and TV viewing, but found a relationship with video game play for only two variables in a sample of 322 Flemish 3rd and 6th year secondary school children. This suggests that the absence of a relationship with video game play is not the result of the absence of cultivation effects in Flanders. On the other hand it shows that the relationship between TV viewing and cultivation measures is not an artifact of systematic over reporting. The study concludes that cultivation measures typical of the "television world" are not related to playing video games. To study video game cultivation measures must be sought which reflect the mainstream of (particular genres of) video games. The role of selectivity needs to be studied more closely. As gainers play an active role in the violence of the games the possibility that self-protecting strategies are employed in processing video game contents must be taken into consideration. Existing process theories explaining what happens in television cultivation may be challenged by research into the cultivation effects of video games. Read more...

New entry in the Digiplay Games Research Bibliography:

Mulligan,Desmond E; Dobson,Michael W; McCracken,Janet (2005)
DiGRA 2005 Conference: Changing Views--Worlds in Play

Image of booksThis paper describes a framework for investigating and manipulating the attentional components of video game play in order to affect learning transfer across different task environments. Several groups of video game players (VGP) and non video game players – both hockey and non-hockey groups (NVGPH, NVGP) will be tested at baseline on several aspects of visual processing skill. The NVGP and NVGPH groups will then train for one week in an action video game playing environment. They will then be re-tested for attentional efficiency. The hockey group will also be tested before and after training on a pattern and cue recognition sport video test. We intend to show that, not only does video game play alter basic components of visual attentional resources, but that it can also enhance perceptual learning transfer across unrelated task domains. Read more...

New entry in the Digiplay Games Research Bibliography:

Kirsh, S J (2003)
Aggression and Violent Behavior

Image of booksRecent acts of extreme violence involving teens and associated links to violent video games have led to an increased interest in video game violence. Research suggests that violent video games influence aggressive behavior, aggressive affect, aggressive cognition, and physiological arousal. Anderson and Bushman have posited a General Aggression Model (GAM) to explain the mechanism behind the link between violent video games and aggressive behavior. However, the influence of violent video games as a function of developmental changes across adolescence has yet to be addressed. The purpose of this review is to integrate the GAM with developmental changes that occur across adolescence. Read more...

New entry in the Digiplay Games Research Bibliography:

Jimison, H.; Pavel, M.; McKanna, J.; Pavel, J. (2004)
IEEE Transactions on Information Technology in Biomedicine

Image of booksThe U.S. has experienced a rapid growth in the use of computers by elders. E-mail, Web browsing, and computer games are among the most common routine activities for this group of users. In this paper, we describe techniques for unobtrusively monitoring naturally occurring computer interactions to detect sustained changes in cognitive performance. Researchers have demonstrated the importance of the early detection of cognitive decline. Users over the age of 75 are at risk for medically related cognitive problems and confusion, and early detection allows for more effective clinical intervention. In this paper, we present algorithms for inferring a user's cognitive performance using monitoring data from computer games and psychomotor measurements associated with keyboard entry and mouse movement. The inferences are then used to classify significant performance changes, and additionally, to adapt computer interfaces with tailored hints and assistance when needed. These methods were tested in a group of elders in a residential facility. Read more...

New entry in the Digiplay Games Research Bibliography:

Farrar, K M; Krcmar, M; Nowak, K L (2006)
Journal of Communication

Image of booksThis experiment employed a 2 (third vs. first person) x 2 (blood on/off) x 2 (sex) design in order to examine the effects of two internal video game manipulations: the presence of blood and point of view on participants' perceptions of the game. Overall, when the blood manipulation was on, participants perceived greater gore. Players were significantly more focused when they played in the third-person point of view than when they played in first person. Males were more involved in the game overall regardless of point of view, but females were more focused and involved when they played in third, not first, person. In addition, we wanted to see if game manipulations and perceptions of the game affected aggressive outcomes. Those who played the game in the blood-on condition had more physically aggressive intentions, and when players were more involved and immersed in the game, they reported greater hostility and physically aggressive intentions. Findings are discussed as they relate to mental models Of media violence. Read more...

New entry in the Digiplay Games Research Bibliography:

Bushman, B. J.; Anderson, C.A. (2002)
Personality and Social Psychology Bulletin

Image of booksResearch conducted over several decades has shown that violent media increase aggression. It is now time to move beyond the question of whether violent media increase aggression to answering the question why violent media increase aggression. The present research tested whether violent video games produce a hostile expectation bias-the tendency to expect others to react to potential conflicts with aggression. Participants (N = 224) played either a violent or nonviolent video game. Next, they read ambiguous story stems about potential interpersonal conflicts. They were asked what the main character will do, say, think, and feel as the story continues. People who played a violent video game described the main character as behaving more aggressively, thinking more aggressive thoughts, and feeling more angry than did people who played a nonviolent video game. These results are consistent with the General Aggression Model. Read more...

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