Exposure to Video Games and Decision Making

Author(s):  
Giuseppe Curcio ◽  
Sara Peracchia

In the last years, it is ever more frequent to read popular press stories about the effects of video and/or computer games on the brain and on the behavior. In some cases, we can read something claiming that video games “damage the brain,” while in others these activities can “boost brain power,” and such conflicting proclamation create confusion about the real or potential effects of this activity on human beings. Thus, it is very interesting to deeply understand the effect that exposure to video games (VGs) can have on cognitive processes, with particular attention to decision making. Only a few studies have been carried out on this issue: the main aim of this contribution is to clarify these aspects, critically reviewing the existing scientific literature. Particular attention has been dedicated to normal and pathological players, different types of VGs, and moral aspects of decision making vulnerable to VGs. It has been concluded that research in this area is still in its early days, and this short review aims at discussing several issues and challenges that should be addressed to forward this research field.

Author(s):  
Giuseppe Curcio ◽  
Sara Peracchia

In the last years, it is ever more frequent to read on popular press stories about the effects of video and/or computer games on the brain and on the behaviour. In some cases we can read something claiming that video games “damage the brain”, while in other that these activities can “boost brain power”, and such conflicting proclamation create confusion about the real or potential effects of this activity on human beings. Thus, it is very interesting to deeply understand the effect that exposure to video games (VGs) can have on cognitive processes, with particular attention to decision making. Only a few studies have been carried out on this issue: the main aim of this contribution is to clarify these aspects, critically reviewing the existing scientific literature. Particular attention has been dedicated to normal and pathological players, different types of VGs, and moral aspects of decision making vulnerable to VGs. It has been concluded that research in this area is still in its early days, and this short review aims at discussing several issues and challenges that should be addressed to forward this research field.


Author(s):  
Ebrahim Oshni Alvandi

One way to evaluate cognitive processes in living or nonliving systems is by using the notion of “information processing”. Emotions as cognitive processes orient human beings to recognize, express and display themselves or their wellbeing through dynamical and adaptive form of information processing. In addition, humans behave or act emotionally in an embodied environment. The brain embeds symbols, meaning and purposes for emotions as well. So any model of natural or autonomous emotional agents/systems needs to consider the embodied features of emotions that are processed in an informational channel of the brain or a processing system. This analytical and explanatory study described in this chapter uses the pragmatic notion of information to develop a theoretical model for emotions that attempts to synthesize some essential aspects of human emotional processing. The model holds context-sensitive and purpose-based features of emotional pattering in the brain. The role of memory is discussed and an idea of control parameters that have roles in processing environmental variables in emotional patterning is introduced.


Author(s):  
Jay Schulkin

The allure of afflictions and appetites gone awry are endless in the modern era. They range from the endless junk food we eat, to the computer games that lock our children to distraction, compulsion, and fixation on a screen. A sense of compulsion pervades addiction. For both appetite and addiction, incentives are mediated by diverse information molecules, which include CRF and dopamine. Chapter 8 explains how CRF is tied both to the ingestion of diverse drugs and to withdrawal. This process, however, is little understood. Indeed, one of the most important discoveries in the addiction research field was that for all addictive drugs that have been tested, this dual phenomenon on ingestion and withdrawal has been expressed; this included cocaine, heroin, alcohol, and cannabis, for example. The brain is active in all stages of addiction (preoccupation/anticipation, binge/intoxication, withdrawal/negative affect, and psychic pain), and is differentially regulated.


2018 ◽  
Vol 2018 ◽  
pp. 1-9
Author(s):  
Priscilla Haring ◽  
Harald Warmelink ◽  
Marilla Valente ◽  
Christian Roth

Most of the scientific literature on computer games aimed at offering or aiding in psychotherapy provides little information on the relationship between the game’s design and the player’s cognitive processes. This article investigates the use of Bloom’s taxonomy in describing a psychotherapeutic game in terms of knowledge level and cognitive processing. It introduces the Revised Bloom Taxonomy and applies this to five psychotherapeutic games (Personal Investigator, Treasure Hunt, Ricky and the Spider, Moodbot, and SuperBetter) in a two-round procedure. In the first round consensus was reached on the Player Actions with Learning Objectives (PALOs) in each game. The second round sought to determine what level of knowledge and cognitive processing can be attributed to the PALOs by placing them in the taxonomy. Our low intercoder reliability in the second round indicates that Bloom’s Revised Taxonomy is not suitable to compare and contrast content between games.


2016 ◽  
pp. 1348-1367
Author(s):  
Ebrahim Oshni Alvandi

One way to evaluate cognitive processes in living or nonliving systems is by using the notion of “information processing”. Emotions as cognitive processes orient human beings to recognize, express and display themselves or their wellbeing through dynamical and adaptive form of information processing. In addition, humans behave or act emotionally in an embodied environment. The brain embeds symbols, meaning and purposes for emotions as well. So any model of natural or autonomous emotional agents/systems needs to consider the embodied features of emotions that are processed in an informational channel of the brain or a processing system. This analytical and explanatory study described in this chapter uses the pragmatic notion of information to develop a theoretical model for emotions that attempts to synthesize some essential aspects of human emotional processing. The model holds context-sensitive and purpose-based features of emotional pattering in the brain. The role of memory is discussed and an idea of control parameters that have roles in processing environmental variables in emotional patterning is introduced.


2020 ◽  
Vol 9 (2) ◽  
pp. 1-3
Author(s):  
Ashima Arya ◽  
Sapna Juneja ◽  
Meenakshi Aggarwal ◽  
Abhinav Juneja

Computer games are part of our modern way of life. However, sure classes of human beings are excluded from this shape of leisure and social interaction because they're not able to use the interface of video games. The cause for this may be deficits in motor manage, vision or listening to. By the use of automated speech popularity structures (ASR), voice pushed instructions may be used to control the game, which may for that reason open up the opportunity for people with motor system trouble to be blanketed in- game communities. The aim of this paper is to discover a preferred way of using voice instructions in games which makes use of a speech popularity gadget within the backend and that can be universally applied for designing inclusive games.


2011 ◽  
Vol 10 (2) ◽  
pp. 238-246
Author(s):  
Julio d’Escriván ◽  
Nick Collins

Musical computer games and their reward structures are transforming solitary and participative music making. Visuals in musical games tend to assume the role of music in video games as they become incidental to the gameplay or provide graphical aid for musical decision making. Constrained manifestations of musical skill in game software simulations point towards the development of real world musical skills. Yet, arguably, no video game so far developed requires the kind of sophisticated expression that a musician hones by training. The time-scale for mastery is an order of magnitude greater in traditional musical instruments and teaching, but we may be at the dawn of a new audiovisual musical learning paradigm.


Neuromarketing is a relatively new discipline that studies of how the brain processes economically relevant decision-making, directed not at medical professionals, but rather at marketers. Following this, Neuroeconomy emerged as an independent field as a result to the increased interest in investigating how the decision-making process actually takes place. The goal of this chapter is to study the influence of Neuroeconomy in Neuroscience, allowing researchers to study the processes on a large scale, discovering the brain reactions that determine complex cognitive processes. Using the Neuroeconomic framework combined with the knowledge of the neuroscientists, some models have been drawn, which correlate neuroscience concepts (decision making, memory or emotion) with marketing ones (positioning, reaction to brand advertisements or brand loyalty).


2004 ◽  
Vol 359 (1451) ◽  
pp. 1727-1736 ◽  
Author(s):  
S. Zeki ◽  
O. R. Goodenough ◽  
Terrence Chorvat ◽  
Kevin McCabe

Much has been written about how law as an institution has developed to solve many problems that human societies face. Inherent in all of these explanations are models of how humans make decisions. This article discusses what current neuroscience research tells us about the mechanisms of human decision making of particular relevance to law. This research indicates that humans are both more capable of solving many problems than standard economic models predict, but also limited in ways those models ignore. This article discusses how law is both shaped by our cognitive processes and also shapes them. The article considers some of the implications of this research for improving our understanding of how our current legal regimes operate and how the law can be structured to take advantage of our neural mechanisms to improve social welfare.


2019 ◽  
Vol 10 (4) ◽  
Author(s):  
Irina Kyshtymova ◽  
Semen Timofeyev

The paper presents a critical and analytical review of national and foreign scientific works on transformational effects of video games. It focuses the attention on contradictions in the data presented by scientists on the impact of the gaming activity on psychological changes among gamers. It carries out a comparison of the results of the research, presented in the scientific literature, on the impact of computer games on gamers with aggressive and violent content. The article shows the differences in the results of investigating the impact of video games on attention deficit among players, their anxiety and depression, and poor progress at school. It indicates the tendency to unreasonable stereotyping of ideas about the negative effect of the gaming activity. It shows that the differences in the results obtained are caused not only by the subjectivity of the researchers and the ambiguous research methodology, but also by the fact that the game is not differentiated, without isolating its formal and substantive components, which alone or in systemic interaction with other components of the game can explain the transformational effect.


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