Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.

2000 ◽  
Vol 78 (4) ◽  
pp. 772-790 ◽  
Author(s):  
Craig A. Anderson ◽  
Karen E. Dill
Keyword(s):  
Sensors ◽  
2021 ◽  
Vol 21 (4) ◽  
pp. 1266
Author(s):  
Carina S. González-González ◽  
Nazaret Gómez del Río ◽  
Pedro A. Toledo-Delgado ◽  
Francisco José García-Peñalvo

Obesity is one of the biggest health problems globally that, together with sedentarism, requires solutions that increase the enthusiasm towards physical activity. Therefore, this paper describes two solutions based on active games using the Kinect sensor and biometric sensors, designed for the outpatient treatment of childhood obesity. The solutions were applied in an intervention program based on active video games and motor games, developed with children in treatment for childhood obesity. An ad hoc questionnaire was used to assess the level of satisfaction, fun, learning, and behavior changes in the children of the experimental group that developed the intervention. The results showed a high index of satisfaction with the intervention program, as well as with the games developed. It is concluded that active video games and group games are highly motivating and can promote behavior change towards healthier life habits in children.


Author(s):  
Craig A. Anderson ◽  
Nicholas L. Carnagey ◽  
Mindy Flanagan ◽  
Arlin J. Benjamin ◽  
Janie Eubanks ◽  
...  

Author(s):  
Dedy Prasetya Kristiadi ◽  
Muhaimin Hasanudin ◽  
Sutrisno Sutrisno ◽  
Suwarto Suwarto

The gaming world development and applications in information and communication technology are increasing in the digital era nowadays. Activities in video games can be a hobby or to fill your spare time. Games can be media education that contain learning orientation, skills and cooperation. Video games can also affect the behavior of special players and the environment in general. One type of video games that provides it, is adventure video games which are the result of combining survival methods for specific purposes that contain knowledge of the surrounding environment and skills in exploiting opportunities. The main player character is often presented in video games in the form of problem solving and thinking ability in complete the adventure or the game itself based on the character for the purpose of learning about characters that are strengthened with certain skills. Video games with the main character elements in them can reflect the discovery of new ideas, approval of ideas, completion of skills or reconfiguring ideas, so playing an adventure video game can lead to positive values that influence players' thought also motivate them to complete adventure challenges. In this study, we want to know the effect of adventure video games on the development of student’s character and behavior.  From the calculation of the Wilcoxon test it can be concluded that; (1) adventure video games influence the development of student character (2) Adventure video games influence the development of student behavior.


Author(s):  
Jeanne Pitre Soileau

Children’s play is adaptive and the electronic age offers an exciting range of new possibilities. Along with radio television, and IPods, children now play on YouTube, Facebook, Smartphones, Xboxes, Video games, and much more. Children blog, create their own videos, and send instant photos of each other to friends. This chapter covers electronic play, computer play, YouTube and video creation play, interest in Anime, and “flash mobs.” Electronic media are now, for many young people, the closest thing to a mentor. Television viewing and YouTube dictate modes of dress, attitude, morals, and behavior. The electronic world has enfolded the young of South Louisiana, like the young worldwide, into its eerie, flickering light.


2021 ◽  
Vol 13 (3) ◽  
pp. 401-415
Author(s):  
Daniela Smirni ◽  
Elide Garufo ◽  
Luca Di Falco ◽  
Gioacchino Lavanco

A growing number of children and adolescents play video games (VGs) for long amounts of time. The current outbreak of the Coronavirus pandemic has significantly reduced outdoor activities and direct interpersonal relationships. Therefore, a higher use of VGs can become the response to stress and fear of illness. VGs and their practical, academic, vocational and educational implications have become an issue of increasing interest for scholars, parents, teachers, pediatricians and youth public policy makers. The current systematic review aims to identify, in recent literature, the most relevant problems of the complex issue of playing VGs in children and adolescents in order to provide suggestions for the correct management of VG practice. The method used searches through standardized search operators using keywords related to video games and the link with cognition, cognitive control and behaviors adopted during the pandemic. Ninety-nine studies were reviewed and included, whereas twelve studies were excluded because they were educationally irrelevant. Any debate on the effectiveness of VGs cannot refer to a dichotomous approach, according to which VGs are rigidly ‘good’ or ‘bad’. VGs should be approached in terms of complexity and differentiated by multiple dimensions interacting with each other.


2018 ◽  
Vol 7 (1) ◽  
pp. 40-52
Author(s):  
Rifaldi Zulkarnaen ◽  
Sri Hendarsih ◽  
Eko Suryani

By the development of the time, video games technology increasingly popular in the society starting from children to adults. The video games effect can disturb the growth and development of the children. Parents must give more concern and attitude for video games users. This concern and attitude must in the way how parent’s communication pattern. The effective communication can controled video games users. Children with the good communication pattern can give good or bad estimation if the childrens addiction from video games. This is too give the children bad attitude like estimation from parents.Purpose. The purpose of the research is to discribe the parents communication patterns and behavior of children user video games in SMP N 3 Gamping, Sleman. Methods. The method used is discriptive research. The study conducted in marc 2015. The research locatioan in SMP N 3 Gamping Sleman Yogyakarta. the subjects were child early teens video games users as many 49 users. The research used questionnaire about parents comunication pattern and behavior of child video game users. Last the analysis used distribution frequency.Results. The research shows 44,9% of parents using authoritaive communication pattern, 18,4 % parents used permissive communication pattern and 36,7 % parents used authotarian communication pattern. While the behavior of the children’s video game users are good is 81,6 % and 18,4 % are bad.Conclusion. Majority, parents used authoritative communication patterns to chlid of video games users and users have good behavior.


2014 ◽  
Vol 19 (1) ◽  
pp. 60-67 ◽  
Author(s):  
Wayne Warburton

In this comment on Elson and Ferguson (2013) , areas of agreement are noted in terms of the need to thoroughly and scientifically document the boundary conditions under which violent video games most impact players. However it is argued, in contrast to Elson and Ferguson, that violent media generally (and violent video games specifically) can and do increase the likelihood of aggressive behavior and desensitization to violence, and are linked to increases in aggressive attitudes and beliefs. It is also argued that research findings demonstrating these violent video game effects must be considered in terms of both the known impacts of other types of media on human thoughts and behavior, and well-documented psychological processes that have been empirically demonstrated to underlie the acquisition of all types of social behavior, not just aggression. To this end, evidence is provided that other types of media such as advertising are shown to clearly impact human psychology, and psychological mechanisms that potentially underlie media violence effects are discussed. It is further noted that there are no clearly evident reasons as to why violent video games should impact thoughts and behavior less than other media or be subject to different psychological processes. When the research evidence is considered in these contexts, it is concluded that the above-mentioned impacts of violent media exposure on human thought and behavior (including those of violent digital games) are demonstrated to two levels of proof – on the balance of probabilities and beyond reasonable doubt.


Author(s):  
Germán Mauricio Mejía ◽  
Felipe César Londoño ◽  
Paula Andrea Escandón

Colombia is a country that is growing in technological and economical areas, but cultural diversity, armed conflict, and everyday violence are forces that lessen the progress. The Ministry of Education proposed in 2004 standards for citizenship competencies that intend to teach children and youths abilities to live peacefully and respect the others. These standards have encouraged multiple initiatives and innovation to achieve goal in social and citizenship competencies. A research group of Universidad de Caldas created and evaluated a serious virtual game to support this policy. The game is a multiuser virtual game called Civia that shows a metaphor of collective challenge. Peaceful interaction, participation and respect are values required for survival in the game. Players can take individual decisions that affect positively or negatively the collective status, but an overall positive balance is needed to maintain collective resources. It was expected that collective auto regulation led to the learning of patterns and competencies to live peacefully together. Currently, there is no consensus in the research community about what and how video games can take learning outcomes and behavioral effects. An evaluation of the game shows positive results; however, some concerns about the complexity of everyday life about social interaction and learning transferability arise. The authors discuss findings according to proposed theories and models about effects of video games in education and behavior.


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