526
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Weaver JB, Mays D, Sargent Weaver S, Kannenberg W, Hopkins GL, Eroğlu D, Bernhardt JM. Health-risk correlates of video-game playing among adults. Am J Prev Med 2009; 37:299-305. [PMID: 19765501 DOI: 10.1016/j.amepre.2009.06.014] [Citation(s) in RCA: 58] [Impact Index Per Article: 3.9] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/21/2009] [Revised: 04/03/2009] [Accepted: 06/01/2009] [Indexed: 11/19/2022]
Abstract
BACKGROUND Although considerable research suggests that health-risk factors vary as a function of video-game playing among young people, direct evidence of such linkages among adults is lacking. PURPOSE The goal of this study was to distinguish adult video-game players from nonplayers on the basis of personal and environmental factors. It was hypothesized that adults who play video games, compared to nonplayers, would evidence poorer perceptions of their health, greater reliance on Internet-facilitated social support, more extensive media use, and higher BMI. It was further hypothesized that different patterns of linkages between video-game playing and health-risk factors would emerge by gender. METHODS A cross-sectional, Internet-based survey was conducted in 2006 with a sample of adults from the Seattle-Tacoma area (n=562), examining health risks; media use behaviors and perceptions, including those related to video-game playing; and demographics. Statistical analyses conducted in 2008 to compare video-game players and nonplayers included bivariate descriptive statistics, stepwise discriminant analysis, and ANOVA. RESULTS A total of 45.1% of respondents reported playing video games. Female video-game players reported greater depression (M=1.57) and poorer health status (M=3.90) than female nonplayers (depression, M=1.13; health status, M=3.57). Male video-game players reported higher BMI (M=5.31) and more Internet use time (M=2.55) than male nonplayers (BMI, M=5.19; Internet use, M=2.36). The only determinant common to female and male video-game players was greater reliance on the Internet for social support. CONCLUSIONS A number of determinants distinguished video-game players from nonplayers, and these factors differed substantially between men and women. The data illustrate the need for further research among adults to clarify how to use digital opportunities more effectively to promote health and prevent disease.
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527
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Primack BA. Video games: play or "playlike activity"? Am J Prev Med 2009; 37:379-80. [PMID: 19765513 DOI: 10.1016/j.amepre.2009.07.001] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/06/2009] [Revised: 07/06/2009] [Accepted: 07/06/2009] [Indexed: 11/17/2022]
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528
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Whitton M, Weatherly JN. The effect of near-miss rate and card control when American Indians and non-indians gamble in a laboratory situation: the influence of alcohol. AMERICAN INDIAN AND ALASKA NATIVE MENTAL HEALTH RESEARCH 2009; 16:28-42. [PMID: 19639544 DOI: 10.5820/aian.1602.2009.28] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
Abstract
Twelve American Indian (AI) and 12 non-AI participants gambled on a slot-machine simulation and on video poker. Prior to the gambling sessions, half of the participants consumed alcohol while the other half consumed a placebo beverage. They then played the slot-machine simulation three times, with the percentage of programmed "near misses" varying across sessions. They also played video poker three times, with the control the players had over holding and discarding cards varying across sessions. Results showed that AI participants played significantly fewer poker hands than did non-AIs and that participants played most when they had the least control over what cards were played. No significant effect of alcohol consumption was observed. Likewise, results failed to show a significant effect of the percentage of near misses when participants played the slot-machine simulation. The present results lend support for the idea that the differences in gambling problems between AI and non-AI reported in the literature are not a function of ethnicity per se. They may also suggest that providing video poker players with accurate information may have the unintended effect of increasing the rate at which they gamble.
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529
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Yip P, Middleton P, Cyna AM, Carlyle AV. Non-pharmacological interventions for assisting the induction of anaesthesia in children. Cochrane Database Syst Rev 2009:CD006447. [PMID: 19588390 DOI: 10.1002/14651858.cd006447.pub2] [Citation(s) in RCA: 52] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
BACKGROUND Induction of general anaesthesia can be distressing for children. Non-pharmacological methods for reducing anxiety and improving co-operation may avoid the adverse effects of preoperative sedation. OBJECTIVES To assess the effects of non-pharmacological interventions in assisting induction of anaesthesia in children by reducing their anxiety, distress or increasing their co-operation. SEARCH STRATEGY We searched CENTRAL (The Cochrane Library 2009, Issue 1). We searched the following databases from inception to 14th December 2008: MEDLINE, PsycINFO, CINAHL, DISSERTATION ABSTRACTS, Web of Science and EMBASE. SELECTION CRITERIA We included randomized controlled trials of a non-pharmacological intervention implemented on the day of surgery or anaesthesia. DATA COLLECTION AND ANALYSIS Two authors independently extracted data and assessed risk of bias in trials. MAIN RESULTS We included 17 trials, all from developed countries, involving 1796 children, their parents or both. Eight trials assessed parental presence. None showed significant differences in anxiety or co-operation of children during induction, except for one where parental presence was significantly less effective than midazolam in reducing children's anxiety at induction. Six trials assessed interventions for children. Preparation with a computer package improved co-operation compared with parental presence (one trial). Children playing hand-held video games before induction were significantly less anxious than controls or premedicated children (one trial). Compared with controls, clown doctors reduced anxiety in children (modified Yale Preoperative Anxiety Scale (mYPAS): mean difference (MD) 30.75 95% CI 15.14 to 46.36; one trial). In children undergoing hypnosis, there was a nonsignificant trend towards reduced anxiety during induction (mYPAS < 24: risk ratio (RR) 0.59 95% CI 0.33 to 1.04 - 39% versus 68%: one trial) compared with midazolam. A low sensory environment improved children's co-operation at induction (RR 0.66, 95% CI 0.45 to 0.95; one trial) and no effect on children's anxiety was found for music therapy (one trial).Parental interventions were assessed in three trials. Children of parents having acupuncture compared with parental sham-acupuncture were less anxious during induction (mYPAS MD 17, 95% CI 3.49 to 30.51) and more children were co-operative (RR 0.63, 95% CI 0.4 to 0.99). Parental anxiety was also significantly reduced in this trial. In two trials, a video viewed preoperatively did not show effects on child or parental outcomes. AUTHORS' CONCLUSIONS This review shows that the presence of parents during induction of general anaesthesia does not reduce their child's anxiety. Promising non-pharmacological interventions such as parental acupuncture; clown doctors; hypnotherapy; low sensory stimulation; and hand-held video games needs to be investigated further.
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530
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Straker LM, Abbott RA, Piek JP, Pollock CM, Davies PS, Smith AJ. Rationale, design and methods for a randomised and controlled trial to investigate whether home access to electronic games decreases children's physical activity. BMC Public Health 2009; 9:212. [PMID: 19563680 PMCID: PMC2709623 DOI: 10.1186/1471-2458-9-212] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/10/2009] [Accepted: 06/29/2009] [Indexed: 11/29/2022] Open
Abstract
BACKGROUND Many children are reported to have insufficient physical activity (PA) placing them at greater risk of poor health outcomes. Participating in sedentary activities such as playing electronic games is widely believed to contribute to less PA. However there is no experimental evidence that playing electronic games reduces PA. There is also no evidence regarding the effect of different types of electronic games (traditional sedentary electronic games versus new active input electronic games) on PA. Further, there is a poor understanding about how characteristics of children may moderate the impact of electronic game access on PA and about what leisure activities are displaced when children play electronic games. Given that many children play electronic games, a better understanding of the effect of electronic game use on PA is critical to inform child health policy and intervention. METHODS This randomised and controlled trial will examine whether PA is decreased by access to electronic games and whether any effect is dependent on the type of game input or the child's characteristics. Children aged 10-12 years (N = 72, 36 females) will be recruited and randomised to a balanced ordering of 'no electronic games', 'traditional' electronic games and 'active' electronic games. Each child will participate in each condition for 8 weeks, and be assessed prior to participation and at the end of each condition. The primary outcome is PA, assessed by Actical accelerometers worn for 7 days on the wrist and hip. Energy expenditure will be assessed by the doubly labelled water technique and motor coordination, adiposity, self-confidence, attitudes to technology and PA and leisure activities will also be assessed. A sample of 72 will provide a power of > 0.9 for detecting a 15 mins difference in PA (sd = 30 mins). DISCUSSION This is the first such trial and will provide critical information to understand whether access to electronic games affects children's PA. Given the vital importance of adequate PA to a healthy start to life and establishing patterns which may track into adulthood, this project can inform interventions which could have a profound impact on the long term health of children. TRIAL REGISTRATION This trial is registered in the Australia and New Zealand Clinical Trials Registry (ACTRN 12609000279224).
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531
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Ivarsson M, Anderson M, Akerstedt T, Lindblad F. Playing a violent television game does not affect saliva cortisol. Acta Paediatr 2009; 98:1052-3. [PMID: 19397536 DOI: 10.1111/j.1651-2227.2009.01271.x] [Citation(s) in RCA: 11] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
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532
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533
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Barlett C, Branch O, Rodeheffer C, Harris R. How long do the short-term violent video game effects last? Aggress Behav 2009; 35:225-36. [PMID: 19206102 DOI: 10.1002/ab.20301] [Citation(s) in RCA: 49] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/07/2022]
Abstract
How long do the effects of the initial short-term increase in aggression and physiological arousal last after violent video game play? Study 1 (N=91) had participants complete pre- and postvideo game measures of aggressive thoughts, aggressive feelings, and heart rate. Then, participants completed Time 3 measures after 4 min or 9 min of delay. Study 2 employed a similar procedure, but had participants (N=91) complete the hot sauce paradigm to assess aggressive behavior after a 0, 5, or 10 min delay. First, results indicated that aggressive feelings, aggressive thoughts, aggressive behavior, and heart rate initially increased after violent video game play. Second, results of the delay condition revealed that the increase in aggressive feelings and aggressive thoughts lasted less than 4 min, whereas heart rate and aggressive behavior lasted 4-9 min.
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534
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Stora M. [Addiction to video games or how to hold the world in one's closed fist]. Soins Psychiatr 2009:22-25. [PMID: 19579482] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [MESH Headings] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 05/28/2023]
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535
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Russoniello CV, O'Brien K, Parks JM. EEG, HRV and Psychological Correlates while Playing Bejeweled II: A Randomized Controlled Study. Stud Health Technol Inform 2009; 144:189-192. [PMID: 19592761] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 05/28/2023]
Abstract
Stress related medical disorders such as cardiovascular disease, diabetes, depression, and anxiety are serious medical issues that can cause disability and death. Interventions to prevent their development and exacerbation are needed. Casual video games (CVGs) are fun, easy to play, spontaneous and tremendously popular. People report that they play these games because they decrease their stress and improve their mood. This study tested this theory by comparing people playing Bejeweled II a popular CVG with control subjects measured under similar conditions. Electroencephalographic (EEG) changes after playing Bejeweled II were consistent with increased mood and corroborated with similar findings on psychological reports. Moreover, heart rate variability (HRV) changes consistent with autonomic nervous system relaxation or decreased physical stress were also recorded. It is concluded, therefore, that playing a CVG like Bejeweled II can increase mood and decrease stress. These finding have broad implications and include the potential development of prescriptive interventions using Bejeweled II to prevent and treat stress related medical disorders. Finally, these findings demonstrate a method using EEG, HRV and psychological correlates to understand the psychophysiological or cybernetic interconnection between participant and video game.
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536
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Arriaga P, Esteves F, Carneiro P, Monteiro MB. Are the effects of Unreal violent video games pronounced when playing with a virtual reality system? Aggress Behav 2008; 34:521-38. [PMID: 18506677 DOI: 10.1002/ab.20272] [Citation(s) in RCA: 25] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/10/2022]
Abstract
This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants--148 undergraduate students--were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression.
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537
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538
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Skiba DJ. Games for health. Nurs Educ Perspect 2008; 29:230-232. [PMID: 18770953] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [MESH Headings] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 05/26/2023]
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539
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Yalon-Chamovitz S, Weiss PLT. Virtual reality as a leisure activity for young adults with physical and intellectual disabilities. RESEARCH IN DEVELOPMENTAL DISABILITIES 2008; 29:273-87. [PMID: 17590313 DOI: 10.1016/j.ridd.2007.05.004] [Citation(s) in RCA: 53] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 03/27/2007] [Revised: 05/12/2007] [Accepted: 05/16/2007] [Indexed: 05/16/2023]
Abstract
Participation in leisure activities is a fundamental human right and an important factor of quality of life. Adults with intellectual disabilities (ID) and physical disabilities often experience limited opportunities to participate in leisure activities, virtual reality (VR) technologies may serve to broaden their repertoire of accessible leisure activities. Although the use of VR in rehabilitation has grown over the past decade, few applications have been reported for people with ID. Thirty-three men and women with moderate ID and severe cerebral palsy participated in the study. Each participant in the experimental group (n=17) took part in VR activity two to three times weekly for 12 weeks. Virtual games were provided via GestureTek's Gesture Xtreme video capture VR system. The VR-based activities were perceived by the participants to be enjoyable and successful. Moreover, participants demonstrated clear preferences, initiation and learning. They performed consistently and maintained a high level of interest throughout the intervention period. VR appears to provide varied and motivating opportunities for leisure activities among young adults with intellectual and physical disabilities. Its ease of use and adaptability make it a feasible option for this population.
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540
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Skiba DJ. Nursing education 2.0: games as pedagogical platforms. Nurs Educ Perspect 2008; 29:174-175. [PMID: 18575242] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [MESH Headings] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 05/26/2023]
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541
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Polman H, de Castro BO, van Aken MAG. Experimental study of the differential effects of playing versus watching violent video games on children's aggressive behavior. Aggress Behav 2008; 34:256-64. [PMID: 18161877 DOI: 10.1002/ab.20245] [Citation(s) in RCA: 33] [Impact Index Per Article: 2.1] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
There is great concern about the effects of playing violent video games on aggressive behavior. The present experimental study was aimed at investigating the differential effects of actively playing vs. passively watching the same violent video game on subsequent aggressive behavior. Fifty-seven children aged 10-13 either played a violent video game (active violent condition), watched the same violent video game (passive violent condition), or played a non-violent video game (active non-violent condition). Aggression was measured through peer nominations of real-life aggressive incidents during a free play session at school. After the active participation of actually playing the violent video game, boys behaved more aggressively than did the boys in the passive game condition. For girls, game condition was not related to aggression. These findings indicate that, specifically for boys, playing a violent video game should lead to more aggression than watching television violence.
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542
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Lin CH, Yu SF. Adolescent Internet usage in Taiwan: exploring gender differences. ADOLESCENCE 2008; 43:317-331. [PMID: 18689104] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Subscribe] [Scholar Register] [Indexed: 05/26/2023]
Abstract
The purpose of this study was to explore gender differences in adolescent Internet accessibility, motives for use, and online activities in Taiwan; 629 5th and 6th graders were surveyed. Findings revealed that the gap in gender differences with regard to Internet use has decreased in this generation. Even though the Internet is the most recent form of major media in the world, it has become the second most important medium as perceived by boys and girls. No gender difference was found in adolescents' motives for using the Internet. The ranking of relative importance of motives for adolescents going online was searching for information, followed by socializing, and boredom avoidance for both boys and girls. However, a gender difference in online activities seems to persist. Searching for homework information and playing games were the most popular online activities for all adolescents. However, while girls tended to view the Internet more as a means of searching for information and e-mailing friends, boys tended to use it more for playing games and down-loading software.
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543
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Reijntjes A, Dekovic M, Telch MJ. Support for the predictive validity of the SASC-R: linkages with reactions to an in vivo peer evaluation manipulation. J Anxiety Disord 2007; 21:903-17. [PMID: 17276032 DOI: 10.1016/j.janxdis.2006.10.007] [Citation(s) in RCA: 26] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/20/2006] [Revised: 09/15/2006] [Accepted: 10/20/2006] [Indexed: 11/17/2022]
Abstract
The present study examined the predictive validity of the Social Anxiety Scale for Children-Revised (SASC-R) by investigating associations between children's social anxiety symptoms and their cognitive and behavioral reactions in response to an in vivo peer evaluation manipulation. Participants (N=115) ages 10-13, played a computer game based on the television show Survivor and were randomized to either a peer rejection (i.e., receiving the lowest total 'likeability' score from a group of peer-judges), a peer success (i.e., receiving the highest score), or a neutral peer feedback condition. Children reporting higher levels of social anxiety displayed more negative game-relevant performance expectations as well as more negative cognitive evaluations of both success and failure feedback. Moreover, regardless of feedback valence, children scoring higher on social anxiety reported greater reluctance to engage in game-related social activities. These findings provide support for the predictive validity of the SASC-R.
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544
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Feng J, Spence I, Pratt J. Playing an action video game reduces gender differences in spatial cognition. Psychol Sci 2007; 18:850-5. [PMID: 17894600 DOI: 10.1111/j.1467-9280.2007.01990.x] [Citation(s) in RCA: 409] [Impact Index Per Article: 24.1] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/27/2022] Open
Abstract
We demonstrate a previously unknown gender difference in the distribution of spatial attention, a basic capacity that supports higher-level spatial cognition. More remarkably, we found that playing an action video game can virtually eliminate this gender difference in spatial attention and simultaneously decrease the gender disparity in mental rotation ability, a higher-level process in spatial cognition. After only 10 hr of training with an action video game, subjects realized substantial gains in both spatial attention and mental rotation, with women benefiting more than men. Control subjects who played a non-action game showed no improvement. Given that superior spatial skills are important in the mathematical and engineering sciences, these findings have practical implications for attracting men and women to these fields.
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545
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Rezaiyan A, Mohammadi E, Fallah PA. Effect of computer game intervention on the attention capacity of mentally retarded children. Int J Nurs Pract 2007; 13:284-8. [PMID: 17883714 DOI: 10.1111/j.1440-172x.2007.00639.x] [Citation(s) in RCA: 21] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
Abstract
The low rate of understanding and the limited domain of attention are two important and distinctive characteristics of mental retardation. One of the important strategies to provide effective education for these subjects is to lessen the backgrounds and impacts of these affective factors. The aim of this research was to find the effect of computer games program on the amount of mentally retarded persons' attention. Sixty educable male mentally retarded subjects were selected from two 24-h care centres in Tehran. The Toulouse-Pieron Scale was used to determinate the subjects' attention at pre-post test. Members of the experimental group were subjected to 35 sets of computer games. After use of the sets of computer games, the attention scores of the subjects were assessed immediately after the intervention and 5 weeks later. The results showed that exactly after the intervention the average attention scores of the experimental group were significantly higher than those of the control group. But, 5 weeks after the intervention, there was actually no significant difference.
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546
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Ferguson CJ. The good, the bad and the ugly: a meta-analytic review of positive and negative effects of violent video games. Psychiatr Q 2007; 78:309-16. [PMID: 17914672 DOI: 10.1007/s11126-007-9056-9] [Citation(s) in RCA: 111] [Impact Index Per Article: 6.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/24/2022]
Abstract
OBJECTIVE Video game violence has become a highly politicized issue for scientists and the general public. There is continuing concern that playing violent video games may increase the risk of aggression in players. Less often discussed is the possibility that playing violent video games may promote certain positive developments, particularly related to visuospatial cognition. The objective of the current article was to conduct a meta-analytic review of studies that examine the impact of violent video games on both aggressive behavior and visuospatial cognition in order to understand the full impact of such games. METHODS A detailed literature search was used to identify peer-reviewed articles addressing violent video game effects. Effect sizes r (a common measure of effect size based on the correlational coefficient) were calculated for all included studies. Effect sizes were adjusted for observed publication bias. RESULTS Results indicated that publication bias was a problem for studies of both aggressive behavior and visuospatial cognition. Once corrected for publication bias, studies of video game violence provided no support for the hypothesis that violent video game playing is associated with higher aggression. However playing violent video games remained related to higher visuospatial cognition (r (x) = 0.36). CONCLUSIONS Results from the current analysis did not support the conclusion that violent video game playing leads to aggressive behavior. However, violent video game playing was associated with higher visuospatial cognition. It may be advisable to reframe the violent video game debate in reference to potential costs and benefits of this medium.
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547
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Barlett CP, Harris RJ, Baldassaro R. Longer you play, the more hostile you feel: examination of first person shooter video games and aggression during video game play. Aggress Behav 2007; 33:486-97. [PMID: 17694539 DOI: 10.1002/ab.20227] [Citation(s) in RCA: 66] [Impact Index Per Article: 3.9] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/06/2022]
Abstract
This study investigated the effects of video game play on aggression. Using the General Aggression Model, as applied to video games by Anderson and Bushman, [2002] this study measured physiological arousal, state hostility, and how aggressively participants would respond to three hypothetical scenarios. In addition, this study measured each of these variables multiple times to gauge how aggression would change with increased video game play. Results showed a significant increase from baseline in hostility and aggression (based on two of the three story stems), which is consistent with the General Aggression Model. This study adds to the existing literature on video games and aggression by showing that increased play of a violent first person shooter video game can significantly increase aggression from baseline.
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548
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Meterissian S, Liberman M, McLeod P. Games as teaching tools in a surgical residency. MEDICAL TEACHER 2007; 29:e258-e260. [PMID: 18158649 DOI: 10.1080/01421590701663295] [Citation(s) in RCA: 12] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/25/2023]
Abstract
BACKGROUND Didactic lectures have been the mainstay of core teaching in the surgical residency program at our school. Our concerns about the educational impact of these passive activities led us to consider more interactive teaching approaches. METHODS We developed an interactive games-based approach to learning. One set of games was labeled "Who wants to be a Surgeon" (WS) and the other was called "Senior Face-off" (SF). We evaluated the impact of this innovation using an end-of-year questionnaire. RESULTS Enjoyment, teaching quality and preference over lectures were high for both games. However, the WS sparked interest significantly more in junior residents (4.3 +/- 0.21 vs 3.3 +/- 0.31, p = 0.015) and senior residents found both games more stressful than did junior residents (WS: 2.88 +/- 0.32 vs 2.00 +/- 0.21, p = 0.038, and SF: 3.54 +/- 0.29 vs 1.80 +/- 0.33, p = 0.001). CONCLUSIONS This innovative teaching technique promoted learner interest and was regarded as a worthwhile educational activity. Games with a competitive emphasis may unduly stress senior residents.
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549
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Meenan AL. Internet gaming: a hidden addiction. Am Fam Physician 2007; 76:1116-1117. [PMID: 17992771] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [MESH Headings] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 05/25/2023]
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550
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