Dissertations / Theses on the topic 'Video game psychology'
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Works, Z., B. Massey, J. McPeek, Andrea D. Clements, and Joseph Barnet. "Exploring the Relationship Between Religiousness and Video Game Addiction." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/etsu-works/7630.
Full textBarnet, Joseph. "Exploring the Relationship Between Religiousness and Video Game Addiction." Digital Commons @ East Tennessee State University, 2019. https://dc.etsu.edu/etd/3641.
Full textSosa, Giovanni W. "The Impact of a Video Game Intervention on the Cognitive Functioning, Self-Efficacy, Self-Esteem, and Video Game Attitudes of Older Adults." Scholarship @ Claremont, 2012. http://scholarship.claremont.edu/cgu_etd/19.
Full textSutterfield, Curtis T. "The relationship between video game user and character." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337637.
Full textDepartment of Telecommunications
Chapman, Gillentine Lacey Mencken Frederick Carson. "Do modern video games impact the cultural perceptions and acceptance of racial stereotypes? a qualitative assessment of video game usage /." Waco, Tex. : Baylor University, 2007. http://hdl.handle.net/2104/5053.
Full textEvanson, Michele Desiree. "Examining Female Gamers’ Perceptions and Attitudes of Behaviors in the Gaming Community." Marietta College / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=marietta1494336910328406.
Full textArchibald, Audon G. "Implicit and Explicit Racial Attitude Responses to Casts of Video Game Characters." Thesis, University of North Texas, 2020. https://digital.library.unt.edu/ark:/67531/metadc1707312/.
Full textTang, Wai Yen. "Lose your Self-Control to Video Game Violence: The Dual Impact of Ego Depletion and Violent Video Game Play on Aggression." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1338307763.
Full textCamarata, Joseph. "Video Game Engagement, Gender, and Age: Examining Similarities and Differences in Motivation Between Those Who May or May Not Play Video Games." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etd/3260.
Full textMcBroom, Evan S. "An Examination of Correlates of Video Game and Internet Addiction." University of Toledo / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1365086721.
Full textCollie, Christin N., and Meredith K. Ginley. "What Are You Really Asking? Readability of Video Game Addiction Measures." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/etsu-works/8898.
Full textGupta, Rina. "The relationship between video game playing and gambling behavior in children and adolescents." Thesis, McGill University, 1994. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=26274.
Full textWarden, James. "Senses, Perception, and Video Gaming: Design of a College for Video Game Design and Production." Cincinnati, Ohio : University of Cincinnati, 2005. http://www.ohiolink.edu/etd/view.cgi?acc%5Fnum=ucin1116113863.
Full textAlhidari, Abdullah. "Co-Creating Value in Video Games: The Impact of Gender Identity and Motivations on Video Game Engagement and Purchase Intentions." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc799485/.
Full textWarm, Anna. "The role of video game violence in hostile affect, cognitions and attributional style among adolescent players." Thesis, University of Central Lancashire, 1999. http://clok.uclan.ac.uk/19055/.
Full textSuarez, Juan M. "Emotional Intelligence and its Link to Aggressive Cognition and Aggressive Affect Generated by Violent Video Game Use of Male Undergraduates." Xavier University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=xavier1452010918.
Full textDevenny, Jean M. "Does Personality Moderate the Relationship Between Video Gaming and Quality of Life?" Antioch University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1534976597585047.
Full textStark, Jessica. "A Day in the Life of a Sim: Making Meaning of Video Game Avatars and Behaviors." Antioch University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1497718914530561.
Full textMolinos, Martin. "The relationship between video game use, Internet use, addiction, and subjective well-being." Thesis, California State University, Long Beach, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10150586.
Full textThis quantitative study investigates the relationship between video game usage, video game addiction, compulsive Internet use, and subjective well-being. The key variables were measured using three different scales: The Game Addiction Scale; the Compulsive Internet Use Scale; and the Flourishing scale. 121 participants over the age of 18 partook in the study. The empirical results demonstrate a statistically significant, negative correlation between addictive video game usage and well-being. Video game addiction and compulsive Internet use were both found to be negatively correlated with subjective well-being.
Zagal, José Pablo. "Supporting learning about games." Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24814.
Full textCommittee Chair: Bruckman, Amy; Committee Member: Guzdial, Mark; Committee Member: Juul, Jesper; Committee Member: Kolodner, Janet; Committee Member: Mateas, Michael.
Zagal, José Pablo. "Supporting learning about games." Diss., Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24814.
Full textCheung, Mei Fung Meily. "The role of video game in the cultivation of literacy : a medium perspective." HKBU Institutional Repository, 2009. http://repository.hkbu.edu.hk/etd_ra/1053.
Full textBlacker, Kara J. "The Effects of Action Video Game Training on Visual Short-term Memory." Diss., Temple University Libraries, 2013. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/225466.
Full textPh.D.
The ability to hold visual information in mind over a brief delay is critical for acquiring information and navigating a complex visual world. Despite the ubiquitous nature of visual short-term memory (VSTM) in our everyday lives, this system is fundamentally limited in capacity. Therefore, the potential to improve VSTM through training is a growing area of research. An emerging body of literature suggests that extensive experience playing action video games yields a myriad of perceptual and attentional benefits. Several lines of converging work provide evidence that action video game play influences VSTM as well. The current study utilized a training paradigm to examine whether action video games cause improvements to the quantity and/or the quality of information stored in VSTM and whether these VSTM advantages extend visual working memory (VWM). The results suggest that VSTM capacity is increased after action video game training, as compared to training on a control game, and that some limited improvement to VSTM precision occurs with action game training as well. The VSTM improvements seen in individuals trained on an action video game are not better accounted for by differences in motivation or engagement, differential expectations, or baseline differences in demographics as compared to the control group used. However, these findings do not appear to extend to measures of VWM, nor to verbal working memory. In sum, action video game training represents a potentially unique and engaging platform by which this severely capacity-limited VSTM system might be enhanced.
Temple University--Theses
Blazer, Erin C., Keleigh B. Engle, Shelby L. McKinley, Thalia P. Sullivan, and Meredith K. Ginley. "An Investigation Into the Relation Between Problems From Video Gaming and Frequency of Cannabis Use." Digital Commons @ East Tennessee State University, 2021. https://dc.etsu.edu/etsu-works/8891.
Full textRoan, Robert. "Depth and Digital in Conversation| Practicing Marriage and Family Therapy Directly With Video Game Avatars." Thesis, Pacifica Graduate Institute, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10261875.
Full textSome psychotherapy clients have created video game avatars whose lives in virtual worlds include imaginal material and therefore invite depth psychological consideration. Using hermeneutic, alchemical hermeneutic, and artistic-creative methodologies, this thesis expands the conception of the therapeutic container to include these worlds and characters. The research explores how depth psychology can help Licensed Marriage and Family Therapists integrate their clients’ virtual lives into therapy. A literature review examines the ways computer simulations are different from other activities and describes a postmodern realm where identity is an experiment in a multiplicity of simulations that are both rich and ideological. A multicultural approach is taken in order to treat clients’ avatars and their worlds with dignity and involves an attempt to understand the cultures of technology, digital systems, and video worlds. The author proposes both an overall attitude toward and specific interventions for incorporating the virtual realm into psychotherapy.
O'Neill, Kevin John. "Induction and Transferral of Flow in the Game Tetris." Wright State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=wright1607267523632825.
Full textChen, Renee Chia-Lei. "Autoethnographic Research through Storytelling in Animation and Video Games." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461270639.
Full textMacGregor, Scott A. "Extension and Validation of an Adult Gaming Addiction Scale." Antioch University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1418231740.
Full textFent, Andrew Thomas. "The Effect of Action Video Game Play on the Distribution and Resolution of Visuospatial Attention." Wright State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=wright1503943019166304.
Full textMoyer, Valerie S. "The Role of User Motivations in Moderating the Relation Between Video Game Playing and Children's Adjustment." Bowling Green State University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1210548781.
Full textPowell, Cecil Lamonte. "College men's psychological and physiological responses associated with violent video game play." unrestricted, 2008. http://etd.gsu.edu/theses/available/etd-04212008-155443/.
Full textTitle from file title page. Dominic Parrott, committee chair; Tracie Stewart, Cynthia Hoffner, Heather Kleider, Eric Vanman, committee members. Electronic text (94 p. : ill.) : digital, PDF file. Description based on contents viewed July 2, 2008. Includes bibliographical references (p. 81-88).
Stanisic, Biljana. "Fantasy versus Reality: How video game and book genres associate with creative thinking." Thesis, Linnéuniversitetet, Institutionen för psykologi (PSY), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-85441.
Full textAnne-Marie, Hébert. "Collaborative problem-solving, collaboration formats and creativity: a field study of video game design by professionals." Phd thesis, Ecole nationale supérieure des telecommunications - ENST, 2012. http://tel.archives-ouvertes.fr/tel-00770994.
Full textLevy, Laura M. "The effects of background music on video game play performance, behavior and experience in extraverts and introverts." Thesis, Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/54462.
Full textKuznetcova, Irina. "Video Games as Deweyan Worlds: A Desktop/Mobile VR Game-based Intervention to Improve Visuospatial Self-efficacy in Middle School Students." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1588244345618764.
Full textNorman, Fredrik. "English acquisition playing Mass Effect : a study in video games, cognitive psychology and the Swedish upper secondary school curriculum." Thesis, Uppsala universitet, Institutionen för utbildning, kultur och medier, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-148309.
Full textKryszak, Elizabeth M. "Assessing the Effects of Observing Non-Performance-Based Aggression during Online Violent Video Game Play on Aggressive Behavior." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1382984679.
Full textPark, Byungho. "Video game play and motivation variation in appetitive and aversive motivational system activation as a function of virtual threat level /." [Bloomington, Ind.] : Indiana University, 2006. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3223045.
Full text"Title from dissertation home page (viewed June 26, 2007)." Source: Dissertation Abstracts International, Volume: 67-06, Section: A, page: 1963. Adviser: Annie Lang.
Rzicznek, Zachary J. "Competitive and explicit video game content: Frustration as a premeditative factor in aggressive feelings, communication, and action." Bowling Green State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1624261234278133.
Full textTeal, Keaton A. "Playing Fortnite for a Fortnight? Partner Perceptions of Video Game Use and Its Association with Relationship Satisfaction and Attachment." University of Dayton / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1564492399587435.
Full textWhynott, Elizabeth M. "Video Game Play: The Effects of Exploratory Representational Play and Constructive Play on Divergent Thinking and Problem-Solving." Miami University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=miami1524133931554959.
Full textWeissman, Dustin R. "Impacts of Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) on Individuals’ Subjective Sense of Feeling Connected with Others." Antioch University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1496166839644501.
Full textAlexander, Joseph R. "An Interpretive Phenomenological Inquiry Into Fulfillment Of Choice Theory's Four Basic Psychological Needs Through Console Video Game Engagement." Kent State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=kent1425243488.
Full textCipollone, Maria. "Motivation to Mine: An Analysis of the Motivation for Extended Video Game Play among Preadolescents in a Physical Learning Environment." Diss., Temple University Libraries, 2015. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/352314.
Full textPh.D.
The relationship between video games and learning is a topic of interest for academic fields. But how can a voluntary activity, like playing video games, motivate students to be academically productive? This dissertation used the popular video game, Minecraft, to measure the intrinsic motivation of 7th and 8th grade students in mathematics class, using a Self-Determination Theory (SDT) framework. The results demonstrated that intrinsic motivation remained at high levels, as long as students are competent in game controls and were relatively free to do what they wanted within the general guidelines in the video game environment. Second, the role of social presence contributed to immersion in the video game environment and played a role in the continued motivation to play. Third, although there was no impact on rote measures of learning, such as memorizing vocabulary definitions, the Minecraft video game environment affected students’ ability to problem solve, as was evidenced by pre- and post-tests of rote and conceptual learning.
Temple University--Theses
Bogajewski, Sébastien. "Le jeu vidéo dans ses rapports à la psychologie clinique : Une approche psychanalytique." Thesis, Sorbonne Paris Cité, 2015. http://www.theses.fr/2015USPCD112/document.
Full textVideo games interrogate more and more the clinical psychology since early 2000's. They are in the center of numerous controversies about its uses and its alleged misdeeds. Despite this, some videogame practices tend to trivialize today. However, the discourse of addictologists, media, parents and educators, players themselves or of psychoanalysis, often convey a truth obscured by the language that continues to question us. Notably, it raises the issue of the origins, history, and the effects of this truth on the subject that interests us. Say that play "maybe like drugs" is very eloquent about the representations we make, as a society, relating to the game, as the video game. But it's very eloquent, too, about some discontent about new technologies and youth in general. It is this discontent, we think carefully collect in certain demands, and in some symptomatic clinical manifestations, even in some "synthomatical" manifestations. This thesis attempts to question the history and characteristics of the video game as a playful object, before presenting the reports of the video game to the clinic, to finally conclude with a reflection on the discourse about the videogame and their possible effects in the clinic
Ossege, Jennifer M. "Violent Video Games and Aggression." Xavier University / OhioLINK, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=xavier1382971482.
Full textMeyers, Kelly Stephen. "Video games, aggression, and the new ESRB ratings system." Scholarly Commons, 1997. https://scholarlycommons.pacific.edu/uop_etds/2631.
Full textHamidi, Bijan Alexander. "An Analysis of Virtual Economics in Video Games." Thesis, California State University, Fullerton, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10808086.
Full textBijan Hamidi explores economic systems in video games and expands on the definition of virtual economics to include economic behavior. Gamers commonly look to gain advantages over their opposition during game play. This thesis performs an analysis of how those decisions are constructed and provides insight on where economic principles are found in game play.
This body of work is based upon preexisting virtual economic works from Edward Castronova, Zachary Simpson, and Richard Bartle. However, this work does not focus purely on economic markets, but extends to study economic behavior exhibited during play.
Cicchirillo, Vincent J. "The effects of priming racial stereotypes through violent video games." Columbus, Ohio : Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view.cgi?acc%5Fnum=osu1243867231.
Full textRamsay, Philip Scott. "Can Selection Tests Administered via Video Games Reduce Faking?" Scholar Commons, 2017. http://scholarcommons.usf.edu/etd/6750.
Full text