Does training novices on laparoscopic simulators have predictive validity or are we just playing video games?

2008 ◽  
Vol 65 (1) ◽  
pp. 20
Author(s):  
W.D. Widmann ◽  
N. Hogle ◽  
D.L. Fowler ◽  
A. Ude ◽  
M.A. Hardy
2008 ◽  
Vol 65 (6) ◽  
pp. 431-435 ◽  
Author(s):  
Nancy J. Hogle ◽  
Warren D. Widmann ◽  
Aku O. Ude ◽  
Mark A. Hardy ◽  
Dennis L. Fowler

2009 ◽  
Vol 42 (19) ◽  
pp. 13
Author(s):  
LISA J. MERLO
Keyword(s):  

1974 ◽  
Vol 7 (1) ◽  
pp. 46-50 ◽  
Author(s):  
Bruce W. Hall ◽  
T. Salvatore Tocco ◽  
Larry S. Schwartz

2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


2008 ◽  
Vol 67 (1) ◽  
pp. 41-50 ◽  
Author(s):  
Frithjof Staude-Müller ◽  
Thomas Bliesener ◽  
Stefanie Luthman

This study tests whether playing violent video games leads to desensitization and increased cardiovascular responding. In a laboratory experiment, 42 men spent 20 min playing either a high- or low-violence version of a “first-person shooter” game. Arousal (heart rate, respiration rate) was measured continuously. After playing the game, emotional responses to aversive and aggressive stimuli - pictures from Lang, Bradley, and Cuthbert’s (1999) International Affective Picture System - were assessed with self-ratings and physiological measurement (skin conductance). Results showed no differences in the judgments of emotional responses to the stimuli. However, different effects of game violence emerged in the physiological reactions to the different types of stimulus material. Participants in the high-violence condition showed significantly weaker reactions (desensitization) to aversive stimuli and reacted significantly more strongly (sensitization) to aggressive cues. No support was found for the arousal hypothesis. Post-hoc analyses are used to discuss possible moderating influences of gaming experience and player’s trait aggressiveness in terms of the General Aggression Model ( Anderson & Bushman, 2001 ) and the Downward Spiral Model ( Slater, Henry, Swaim, & Anderson, 2003 ).


GeroPsych ◽  
2018 ◽  
Vol 31 (4) ◽  
pp. 205-213 ◽  
Author(s):  
Kathryn L. Ossenfort ◽  
Derek M. Isaacowitz

Abstract. Research on age differences in media usage has shown that older adults are more likely than younger adults to select positive emotional content. Research on emotional aging has examined whether older adults also seek out positivity in the everyday situations they choose, resulting so far in mixed results. We investigated the emotional choices of different age groups using video games as a more interactive type of affect-laden stimuli. Participants made multiple selections from a group of positive and negative games. Results showed that older adults selected the more positive games, but also reported feeling worse after playing them. Results supplement the literature on positivity in situation selection as well as on older adults’ interactive media preferences.


Author(s):  
Martin Bettschart ◽  
Marcel Herrmann ◽  
Benjamin M. Wolf ◽  
Veronika Brandstätter

Abstract. Explicit motives are well-studied in the field of personality and motivation psychology. However, the statistical overlap of different explicit motive measures is only moderate. As a consequence, the Unified Motive Scales (UMS; Schönbrodt & Gerstenberg, 2012 ) were developed to improve the measurement of explicit motives. The present longitudinal field study examined the predictive validity of the UMS achievement motive subscale. Applicants of a police department ( n = 168, Mage = 25.11, 53 females and 115 males) completed the UMS and their performance in the selection process was assessed. As expected, UMS achievement predicted success in the selection process. The findings provide first evidence for the predictive validity of UMS achievement in an applied setting.


2018 ◽  
Vol 17 (3) ◽  
pp. 155-160 ◽  
Author(s):  
Daniel Dürr ◽  
Ute-Christine Klehe

Abstract. Faking has been a concern in selection research for many years. Many studies have examined faking in questionnaires while far less is known about faking in selection exercises with higher fidelity. This study applies the theory of planned behavior (TPB; Ajzen, 1991 ) to low- (interviews) and high-fidelity (role play, group discussion) exercises, testing whether the TPB predicts reported faking behavior. Data from a mock selection procedure suggests that candidates do report to fake in low- and high-fidelity exercises. Additionally, the TPB showed good predictive validity for faking in a low-fidelity exercise, yet not for faking in high-fidelity exercises.


2013 ◽  
Vol 3 (1) ◽  
pp. 19-27 ◽  
Author(s):  
Yvonne Pecena ◽  
Doris Keye ◽  
Kristin Conzelmann ◽  
Dietrich Grasshoff ◽  
Peter Maschke ◽  
...  

The job of an air traffic controller (ATCO) is very specific and demanding. The assessment of potential suitable candidates requires a customized and efficient selection procedure. The German Aerospace Center DLR conducts a highly selective, multiple-stage selection procedure for ab initio ATCO applicants for the German Air Navigation Service Provider DFS. Successful applicants start their training with a training phase at the DFS Academy and then continue with a unit training phase in live traffic. ATCO validity studies are scarcely reported in the international scientific literature and have mainly been conducted in a military context with only small and male samples. This validation study encompasses the data from 430 DFS ATCO trainees, starting with candidate selection and extending to the completion of their training. Validity analyses involved the prediction of training success and several training performance criteria derived from initial training. The final training success rate of about 79% was highly satisfactory and higher than that of other countries. The findings demonstrated that all stages of the selection procedure showed predictive validity toward training performance. Among the best predictors were scores measuring attention and multitasking ability, and ratings on general motivation from the interview.


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