Prosocial Video Game Content, Empathy and Cognitive Ability in a Large Sample of Youth

Author(s):  
Sarah Garcia ◽  
Christopher J. Ferguson ◽  
C. K. John Wang
2008 ◽  
Vol 23 (1) ◽  
pp. 55-75 ◽  
Author(s):  
Cheryl K. Olson ◽  
Lawrence A. Kutner ◽  
Dorothy E. Warner

2020 ◽  
Vol 5 (2) ◽  
pp. 71-97
Author(s):  
Saerom Lee ◽  
Felipe A. Csaszar

This paper studies how cognitive and structural antecedents affect adaptation to disruptive innovations. We do so by analyzing how video game firms adapted to the free-to-play business model around the period of disruption (2012–2015). Our data set (which contains 461 firms, collectively employing 83,157 individuals) allows us to characterize each firm’s organizational structure and each employee’s experience profile; it also captures the performance of firms under the existing and new technological regimes (that is, firms that do and do not adopt the disruptive innovation). We show that adoption, implementation under the existing regime, and implementation under the new regime are affected by cognitive and structural antecedents in different and often opposite ways. We also point out conditions under which cognitive and structural antecedents can compensate for each other. Overall, our study contributes to a better understanding of how firms should organize to face disruptive innovations.


2012 ◽  
Author(s):  
Amber M. Sprenger ◽  
Sharona M. Atkins ◽  
Gregory J. H. Colflesh ◽  
Timothy L. Briner ◽  
Jacob B. Buchanan ◽  
...  
Keyword(s):  

Author(s):  
Angelica B. Ortiz de Gortari ◽  
Karin Aronsson ◽  
Mark Griffiths

Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what is described as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or player actions. To investigate this further, a total of 42 frequent video game players aged between 15 and 21 years old were interviewed. Thematic analysis showed that many players experienced GTP, where players appeared to integrate elements of video game playing into their real lives. These GTP were then classified as either intentional or automatic experiences. Results also showed that players used video games for interacting with others as a form of amusement, modeling or mimicking video game content, and daydreaming about video games. Furthermore, the findings demonstrate how video games triggered intrusive thoughts, sensations, impulses, reflexes, optical illusions, and dissociations.


2021 ◽  
Vol 3 (102) ◽  
pp. 143-153
Author(s):  
OLGA V. EPSHTEIN

The article examines the problems of translation adaptation when localizing high-budget AAA-class video games. The author considers the chosen specialized field as a new discursive genre, identifies verbal components of video game content, and classifies denotative, linguistic and pragmatic violations in the translation of the studied video game projects. Based on the results of the study, the solution to the problem of making an error-free translation is seen in an individual approach; the ways to improve the translation localization of the final product of gaming industry are proposed.


2019 ◽  
Author(s):  
Stuart James Ritchie ◽  
Erin Burke Quinlan ◽  
Tobias Banaschewski ◽  
Arun L.W. Bokde ◽  
Sylvane Desrivieres ◽  
...  

Adolescence is marked by changes in cognitive abilities and in several MRI-based measures of brain structure. This study took an individual-differences approach to help understand adolescent cognitive development in a large-sample longitudinal cohort, the IMAGEN study (initial n = 2,316). We used a latent change score model to assess the associations between levels and changes in the brain’s grey-matter regions and latent general cognitive ability between ages 14 and 19 years. As expected, higher cognitive ability was correlated with higher cortical volume and larger surface area, with more ambiguous results for cortical thickness. Higher-ability participants at age 14 tended to have accelerated subsequent cortical thinning, as well as cortical volume loss. There was no statistically significant link between changes in cognitive ability and changes in the brain measures we used. We also attempted to predict levels and changes in the brain and in cognitive ability using a polygenic score for genetic variants linked to educational attainment: the score was modestly associated with the baseline measures, but did not predict the trajectory of change in any measure to a statistically significant degree. Age-14 cortical volume and surface area—though not cortical thickness—mediated a portion (9-10%) of the association between the polygenic score and age-19 cognitive ability. These findings demonstrate how large-sample data can shed light on the links between brain and cognitive ability in this important phase of the lifespan.


2020 ◽  
Vol 3 (2) ◽  
pp. 121-130
Author(s):  
Anna-Lisa Tie

Video game content has grown increasingly popular on internet service providers such as YouTube and Twitch. This genre of uploaded material includes the gameplay of internet users, in the form of pre-recorded ‘Let's Play’ videos, as well as livestreamed playthroughs. However, the application of current copyright law principles to these kinds of content is still a grey area. This legal uncertainty can be attributed to the absence of binding judicial precedent on whether video game Let's Plays and livestreams constitute copyright infringement or fair use. More recent legislative provisions intended to update copyright law for current digital technology provide little assistance, as their implementation by internet platforms has perpetuated a practice of favouring the interests of game developers over users who produce Let's Plays and livestreams. This article discusses the problems of applying existing copyright law to video game playthroughs uploaded online, as well as the drawbacks of the automated tools YouTube and Twitch have developed to manage these types of content in their systems. In order to address these issues, suggestions for copyright law reform will be explored. However, in the absence of imminent legislative amendments, I conclude that compulsory licensing arrangements, and making modifications to YouTube's and Twitch's content scanning tools are the most viable means of achieving a better balance between the interests of game developers, the internet platforms, and Let's Play creators and game streamers.


2018 ◽  
Vol 5 (5) ◽  
pp. 66-76
Author(s):  
Aditi Srivastav ◽  
Samuel Christmus ◽  
Jessica Rath ◽  
Elizabeth Hair ◽  
Jennifer Cantrell ◽  
...  

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