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2022 ◽  
Vol 128 ◽  
pp. 107130
L. Javier Cabeza-Ramírez ◽  
Sandra M. Sánchez-Cañizares ◽  
Fernando J. Fuentes-García ◽  
Luna M. Santos-Roldán

2022 ◽  
Guillaume Pech ◽  
Emilie A. Caspar

A critical scientific and societal challenge consists in developing and evaluating interventions that reduce prejudice towards outgroups. Video games appear to be a promising method but a number of falls in the current scientific literature prevents to fully understand the potential sizeable impact of video games on reducing prejudice. The present study investigated to what extent a video game designed to reduce prejudice towards minorities in a fictional society has the potential to reduce prejudice towards non-fictional minorities. Participants played either a recently developed game (Horns of Justice, HoJ) designed to reduce prejudice towards non-fictional minorities or a control game. After playing at home, participants performed two tasks in a lab context. We observed an overall positive effect of playing HoJ compared to the control game on attenuating prejudice towards an outgroup individual. We indeed observed that players of the control game had more midfrontal theta activity, reflecting more cognitive conflict, when they acted prosociality towards the outgroup participant and a lower neural response to the pain of the outgroup participant compared to the ingroup participant. These effects were attenuated for players of HoJ. We also observed that players of HoJ had a higher sense of agency when they decided to help the outgroup participant compared to when they did not help the outgroup participant, an effect not observable in players of the control game. These results are promising as they support evidence that using fictional characters in video game may induce positive changes on non-fictional individuals.

2022 ◽  
pp. 073563312110538
Léa Martinez ◽  
Manuel Gimenes ◽  
Eric Lambert

Entertainment video games are very popular among young audiences. Nevertheless, despite their potential to improve cognitive functioning, they are still studied rarely as a tool for digital game-based learning. To better understand video gaming practices’ value in the classroom, this article provides a systematic review of literature on the effect of entertainment video games on academic learning. Our literature search yielded 49 relevant intervention studies published between 2005 and 2019 that integrated entertainment video games into academic curricula from preschool to college. Our review revealed that entertainment video games can be an effective educational tool and are beneficial in almost all academic disciplines, particularly in foreign language and science. However, research on entertainment video gaming’s effects on academic learning is still not extensive enough and remains mostly qualitative. Future studies need to provide a quantitative approach to complete and confirm already-existing literature, particularly in the environmental and social sciences, physical education, and programming. Given entertainment video games’ popularity and benefits on cognition and learning, it seems essential to investigate their practical value further in the education sector and to determine the mechanisms that mediate their effects on academic learning.

2022 ◽  
Lukáš Kolek ◽  
Ivan Ropovik ◽  
Vit Sisler ◽  
Herre van Oostendorp ◽  
Cyril Brom

Despite extensive research on attitudes and a rapid growth of the video game market, there is currently no meta-analysis mapping the link between narrative video games and attitude change. Here, we present such meta-analysis. The findings suggest that narrative video games affect players’ attitudes towards the topics depicted in games. This effect was present in studies focused on changes in both implicit (g = 0.36, k = 18) and explicit attitudes (g = 0.24, k = 101), with longer intervention duration and game mechanics such as stereotyping and meaningful feedback resulting in larger implicit attitude change. Regarding the robustness of the underlying evidence, half of the included studies were judged to be at high risk of bias. On the other hand, the impact of publication bias in this literature was found to be negligible. Altogether, this meta-analysis provides evidence that video games shape how we think about events they represent.

Mengxin He ◽  
Lin-Xuan Xu ◽  
Chiang-shan R. Li ◽  
Zihan Liu ◽  
Jiaqi Hu ◽  

Objective Do real-time strategy (RTS) video gamers have better attentional control? To examine this issue, we tested experienced versus inexperienced RTS video gamers on multi-object tracking tasks (MOT) and dual-MOT tasks with visual or auditory secondary tasks (dMOT). We employed a street-crossing task with a visual working memory task as a secondary task in a virtual reality (VR) environment to examine any generalized attentional advantage. Background Similar to action video games, RTS video games require players to switch attention between multiple visual objects and views. However, whether the attentional control advantage is limited by sensory modalities or generalizes to real-life tasks remains unclear. Method In study 1, 25 RTS video game players (SVGP) and 25 non-video game players (NVGP) completed the MOT task and two dMOT tasks. In study 2, a different sample with 25 SVGP and 25 NVGP completed a simulated street-crossing task with the visual dual task in a VR environment. Results After controlling the effects of the speed-accuracy trade-off, SVGP showed better performance than NVGP in the MOT task and the visual dMOT task, but SVGP did not perform better in either the auditory dMOT task or the street-crossing task. Conclusion RTS video gamers had better attentional control in visual computer tasks, but not in the auditory tasks and the VR tasks. Attentional control benefits associated with RTS video game experience may be limited by sensory modalities, and may not translate to performance benefits in real-life tasks.

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2022 ◽  
Vol 14 (24) ◽  
pp. 122-133
Kelli Dunlap ◽  
Rachel Kowert

There is a wealth of research on the depiction and impact of mental health representations in traditional media; however, less is known about video games. As the dominant form of media in the 21st century, video games uniquely portray mental illness in traditional ways as well as in ways unique to video games, such as in-game mechanics (e.g., sanity meters) and player-driven decision making. This paper outlines the importance of cultural messages relating to mental illness as conveyed through video games in terms of content and influence and presents a multi-dimensional model of analysis for the representation of mental illness in digital games. The aim of this paper is to provide a foundation for understanding how mental illness is represented in digital games, provide a new perspective for thinking critically about representation of mental illness in games, and overview a new framework for assessing video game content in this area.

2022 ◽  
Vol 12 (1) ◽  
Niklas Johannes ◽  
Tobias Dienlin ◽  
Hasan Bakhshi ◽  
Andrew K. Przybylski

AbstractIt is often assumed that traditional forms of media such as books enhance well-being, whereas new media do not. However, we lack evidence for such claims and media research is mainly focused on how much time people spend with a medium, but not whether someone used a medium or not. We explored the effect of media use during one week on well-being at the end of the week, differentiating time spent with a medium and use versus nonuse, over a wide range of different media types: music, TV, films, video games, (e-)books, (digital) magazines, and audiobooks. Results from a six-week longitudinal study representative of the UK population 16 years and older (N = 2159) showed that effects were generally small; between-person relations but rarely within-person effects; mostly for use versus nonuse and not time spent with a medium; and on affective well-being, not life satisfaction.

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