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Showing 1 to 16 of 16 for “"Video game players"”.

  1. Brain Drain Or Brain Gain? Cognitive Skill Training With Novice Video Game Players With Casual Video Games

    <p>Video game playing (vgp) has become a popular and widespread form of entertainment over the past two decades. This form of media is now popular with children, adolescents, and adults alike. While most early research on the effects of vgp focused on the relation of violence in video games and …

    mississippi Repository record for Brain Drain Or Brain Gain? Cognitive Skill Training With Novice Video Game Players With Casual Video Games (opens in a new tab)

  2. Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship

    Video game researchers have recently begun to explore qualitative techniques to understand video games and their audiences. Yet many questions remain concerning the significance of gaming media and how video game research should be conducted. This research addresses the changing focus of video game …

    byu Repository record for Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship (opens in a new tab)

  3. Effects of action video game training on spatial attention

    Studies suggest that action video game play improves top-down attentional control. A current learning to learn theory proposes that probabilistic inference, the ability to identify statistical patterns and create task-relevant perceptual templates to efficiently orient endogenous attention, …

    laurentian Repository record for Effects of action video game training on spatial attention (opens in a new tab)

  4. Minionate : The collectible card game

    Video game players experience opposing motivations to cooperate and compete in multiplayer games. The most pervasive multiplayer games today-massively multiplayer role playing and team-based competitive games-rely on a common compromise: they stratify players by their skill and in-game resources. …

    mit Repository record for Minionate : The collectible card game (opens in a new tab)

  5. Player-character identification by personality matching, perceived personalization and positive/negative in-game experience

    Player-character identification is that video-game players adopt the perspective of a game character during gameplay as a part of their own identity. Player-character identification can be established through several psychological mechanisms, including perspective taking, presence, idealization, …

    uiuc Repository record for Player-character identification by personality matching, perceived personalization and positive/negative in-game experience (opens in a new tab)

  6. The Cost of Playing the Game: Modeling In-Game Purchase Intention and Investigating Purchase Behavior of Mobile Gamers

    <p>Free-to-play games typically have a monetization model that relies on players to purchase in-game items or virtual goods to generate revenue (Nguyen, 2015). There have been several empirical efforts to investigate purchase intention of virtual goods in video games with some focusing on …

    embry-riddle Repository record for The Cost of Playing the Game: Modeling In-Game Purchase Intention and Investigating Purchase Behavior of Mobile Gamers (opens in a new tab)

  7. Look who's pulling the trigger now : a study of girls'/women's relationship with video games

    Video Games are rich social and cultural texts, often dismissed by academics as children's toys not worth much study. However, they are starting to be taken seriously for several reasons. First, they account for a fast increasing share of children's leisure time, especially that of boys. Secondly, …

    concordia Repository record for Look who's pulling the trigger now : a study of girls'/women's relationship with video games (opens in a new tab)

  8. The Influence of Media Violence on the Neural Correlates of Empathic Emotional Response

    … prosocial behavior, and decreased empathy. Video games, which contain some of the most graphic, realistic, justified, and rewarded aggression have been shown to increase aggressive behavior and decrease prosocial behavior. Researchers suggest that emotional face processing and inhibitory …

    loyola-thes Repository record for The Influence of Media Violence on the Neural Correlates of Empathic Emotional Response (opens in a new tab)

  9. Video games and Moloch patterns: Monetization strategies within pay-to-play video games and their impact on long-term player retention

    … player satisfaction and long-term retention in video games. As a simplified definition, Moloch patterns in business appear when short term monetary gain is practiced at the potential expense of long-term sustainability. While extensive research has been conducted on financial performance and …

    bifrost Repository record for Video games and Moloch patterns: Monetization strategies within pay-to-play video games and their impact on long-term player retention (opens in a new tab)

  10. Cognitive Effects And Academic Consequences Of Video Game Playing

    Introduction: prior video game playing (vgp) research has generated mixed empirical findings. Recent studies suggested positive effects vgp may have on cognitive skills, particularly improvements in visuospatial skills, processing speed, working memory, multitasking, and problem solving skills. By …

    mississippi Repository record for Cognitive Effects And Academic Consequences Of Video Game Playing (opens in a new tab)

  11. Exploiting physiological changes during the flow experience for assessing virtual-reality game design.

    … are considered the principal attraction of video games. Achieving a healthy balance between the game's demands and the user's skills is a particularly challenging goal. However, it is a coveted outcome, as it gives rise to the flow experience – a mental state of deep concentration and game …

    bournemouth Repository record for Exploiting physiological changes during the flow experience for assessing virtual-reality game design. (opens in a new tab)

  12. Variation in Visual Search Abilities and Performance

    … including radiologists and avid action video game players. Behavioral markers of search processes are used to elucidate causes of enhanced search performance. To assess differences associated with direct practice, laypersons perform a visual search task over five consecutive days, and …

    duke Repository record for Variation in Visual Search Abilities and Performance (opens in a new tab)

  13. The effect of violent video game playing on gamer's views of victims of crime

    … to explore the relationship between violent video game play and attitudes towards victims. As the violent genre of games become more popular and as the graphics and content becomes even more realistic and immersive, there has been concern that this media form offers a different perspective on …

    nott-trent Repository record for The effect of violent video game playing on gamer's views of victims of crime (opens in a new tab)

  14. Playing with Power: An Autoethnographic Study of "The Last of Us" as a Black Gamer

    … concerns the types of meaning making that video game players and audiences can derive as active participants in the realm of digital media culture. This dissertation argues that embodied play as viewers and audiences has the potential to relieve the alienation caused by capitalism and its …

    claremont Repository record for Playing with Power: An Autoethnographic Study of "The Last of Us" as a Black Gamer (opens in a new tab)

  15. The Proteus Effect and Gaming: The Impact of Digital Actors and Race in a Virtual Environment

    … An example of this favoritism resides within video game design, where over 50% of player-controlled game characters are White, and less than 40% are Black (Leonard, 2007). Leonard also wrote that Black game characters are more likely to conform to Black stereotypes (e.g. play sports, or …

    embry-riddle Repository record for The Proteus Effect and Gaming: The Impact of Digital Actors and Race in a Virtual Environment (opens in a new tab)