So you think you know football? Effects of individual differences on video game performance

2011 ◽  
Author(s):  
Matthew D. Marraffino ◽  
C. Lum Heather ◽  
Valerie K. Sims ◽  
Matthew G. Chin ◽  
Shane E. Halse ◽  
...  
Author(s):  
M. D. Marraffino ◽  
H. C. Lum ◽  
V. K. Sims ◽  
M. G. Chin ◽  
S. E. Halse ◽  
...  

2008 ◽  
Author(s):  
Richard J. Tafalla ◽  
Sarah Wood ◽  
Sarah Albers ◽  
Stephanie Irwin ◽  
Eric Mann

2001 ◽  
Vol 45 (3) ◽  
pp. 216-222 ◽  
Author(s):  
Fran C. Blumberg ◽  
Brocha Hollander ◽  
Julia I. Genovese

2011 ◽  
Vol 23 (12) ◽  
pp. 3983-3997 ◽  
Author(s):  
John R. Anderson ◽  
Daniel Bothell ◽  
Jon M. Fincham ◽  
Abraham R. Anderson ◽  
Ben Poole ◽  
...  

Part- and whole-task conditions were created by manipulating the presence of certain components of the Space Fortress video game. A cognitive model was created for two-part games that could be combined into a model that performed the whole game. The model generated predictions both for behavioral patterns and activation patterns in various brain regions. The activation predictions concerned both tonic activation that was constant in these regions during performance of the game and phasic activation that occurred when there was resource competition. The model's predictions were confirmed about how tonic and phasic activation in different regions would vary with condition. These results support the Decomposition Hypothesis that the execution of a complex task can be decomposed into a set of information-processing components and that these components combine unchanged in different task conditions. In addition, individual differences in learning gains were predicted by individual differences in phasic activation in those regions that displayed highest tonic activity. This individual difference pattern suggests that the rate of learning of a complex skill is determined by capacity limits.


Author(s):  
Alexandra B. Proaps ◽  
Shelby K. Long ◽  
Magan Cowan ◽  
Hilary M. Sandberg

2008 ◽  
Vol 17 (3) ◽  
pp. 256-268 ◽  
Author(s):  
Kristine L. Nowak ◽  
Marina Krcmar ◽  
Kirstie M. Farrar

The level of presence is likely to influence the effect of media violence. This project examines the causes and consequences of presence in the context of violent video game play. In a between subjects design, 227 participants were randomly assigned to play either a violent or a nonviolent video game. The results are consistent with what would be predicted by social learning theory and are consistent with previous presence research. Causal modeling analyses reveal two separate paths to presence: from individual differences and condition. The first path reveals that individual differences (previous game use and gender) predict presence. Those who frequently play video games reported higher levels of presence than those who play video games less frequently. Males play more games but felt less presence than women. The second path is related to perceived violence: those who perceived the game to be more violent felt more presence than those who perceived less violence in the game. Both of these paths were influenced by frustration with the game, which reduced presence. Those who felt more presence felt more hostility and were more verbally aggressive than those who felt lower levels of presence. Higher levels of presence led to increased physically aggressive intentions. Theoretical and practical implications are discussed.


2019 ◽  
Vol 51 (1) ◽  
pp. 55-86
Author(s):  
Diana R. Sanchez ◽  
Markus Langer

Background. Recent research on game-based assessment and training demonstrates growing interest in how individual differences affect game-based outcomes. However, there is still a lack of clarity about the variables that affect important game-based outcomes and issues with measurement approaches regarding these variables (e.g., no validation of scales). This study develops a model where video game pursuit (VGPu) is measured as an antecedent to entering the gaming cycle. We propose that VGPu-related antecedents lead to a feedback loop where engaging in the game cycle affects game-related outcomes which again affect the antecedents of re-entering the game cycle. Moreover, we validate a measure of VGPu and provide construct as well as criterion validity evidence. Methods. Within three studies ( N = 716) we develop and validate the VGPu scale - a psychometrically sound measure of intentions to pursue video games. Using Amazon’s MTurk (Studies 1, 2), participants responded to the VGPu items and we conducted exploratory and confirmatory factor analyses showing that VGPu consists of a general latent VGPu factor with four subfactors (Intentional Game Play, Generalized Game Self-Efficacy, Enjoyment of Games, Prone to Game Immersion). In Study 3, students responded to the VGPu items, to items examining construct validity, and played three video games from different genres to assess criterion-related validity of game performance and game reactions. Results. Results demonstrate construct and criterion-related validity showing that VGPu correlates with other game-related scales and predicts game performance and game reactions. Discussion. The findings demonstrate the value of the VGPu scale for research and practice because pursuing video games seems to be an important variable for predicting how individuals perform and react to game-based activities. Finally, we discuss implications for future research and practice in the realm of game-based assessment and training.


2021 ◽  
Vol 21 (7) ◽  
pp. 10
Author(s):  
Aline F. Cretenoud ◽  
Arthur Barakat ◽  
Alain Milliet ◽  
Oh-Hyeon Choung ◽  
Marco Bertamini ◽  
...  

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