The effect of excessive violence in sports video games on aggressive affect, cognition, and behavior

2006 ◽  
Author(s):  
Nicholas L. Carnagey ◽  
Jessica R. Mugge ◽  
Craig A. Anderson
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.


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