video game playing
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2021 ◽  
Vol 4 (2) ◽  
pp. 62-66
Author(s):  
Maniah Maniah ◽  
Yaya Heryadi ◽  
Agung Trisetyarso ◽  
Bachtiar Saleh Abbas ◽  
Wayan Suparta ◽  
...  

The issue on the effect of violent video game to aggressive behavior has gained wide interest from various communities. This paper presents some results of predicting quantitative measure of aggressive behavior from variables that measure violent video game playing. Experiment results showed that Decision Tree Regression (DTR) and Adaptive Boosting Tree Regression (AB-DTR) models predicted aggressive behavior intentions with high accuracy. For predicting Hostile variable: DTR’s training and testing RMSE (0.0, 0.0); AB-DTR’s training and testing RMSE (0.08, 1.08). For predicting Instru variable: DTR’s training and testing RMSE (0.0, 2.18); AB-DTR’s training and testing RMSE (0.0, 3.30) respectively.


Author(s):  
Rajesh Kumar Ojha ◽  
S Janardhana Rao ◽  
Pankaj Goel ◽  
Sandeep Srivastava ◽  
K. Hareesh Kumar ◽  
...  

Author(s):  
Luiza Chagas Brandão ◽  
Zila M. Sanchez ◽  
Patricia P. de O. Galvão ◽  
Márcia Helena da Silva Melo

Life ◽  
2021 ◽  
Vol 11 (8) ◽  
pp. 775
Author(s):  
Barbara Carpita ◽  
Dario Muti ◽  
Benedetta Nardi ◽  
Francesca Benedetti ◽  
Andrea Cappelli ◽  
...  

In the last few decades, video game playing progressively became a widespread activity for many people, in childhood as well in adulthood. An increasing amount of literature has focused on pathological and non-pathological correlates of video game playing, with specific attention towards Internet Gaming Disorder (IGD). While many neurobiological studies in this field were based on neuroimaging, highlighting structural and functional brain changes among video game users, only a limited number of studies investigated the presence of biochemical correlates of video gaming. The present work aims to summarize and review the available literature about biochemical changes linked to video game use in IGD patients as well as non-pathological users, and the differences in between. Results may shed light on risks and benefits of video games, providing directions for further research on IGD treatment and, on other hand, on the potential role of video games in therapeutic or preventive protocols for specific conditions.


Author(s):  
S. Songül Yalçın ◽  
Nilgün Çaylan ◽  
Meryem Erat Nergiz ◽  
Ayşe Oflu ◽  
Deniz Yıldız ◽  
...  

Author(s):  
Boyu Qiu ◽  
Yanrong Chen ◽  
Xu He ◽  
Ting Liu ◽  
Sixian Wang ◽  
...  

There is mixed evidence regarding whether video games affect executive function. The inconsistent results in this area may have to do with researchers’ conceptualizations of executive function as a unified construct or as a set of independent skills. In the current study, 120 university students were randomly assigned to play a video game or to watch a screen record of the video game. They then completed a series of behavioral tasks to assess the shifting, updating and inhibiting subcomponents of executive function. Scores on these tasks were also used as indicators of a component-general latent variable. Results based on analysis of covariance showed that, as predicted, the inhibition subcomponent, but not the updating or the shifting subcomponent, was significantly enhanced after gaming. The component-general executive function was not enhanced after gaming once the results were controlled for other subcomponents. The results were unrelated to participants’ self-reported positive and negative affect. The findings add key evidence to the literature on executive function and potentially contribute to the therapeutic use of video games to maintain executive function in the aged population.


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