Academic literature on the topic 'Video games – Psychological aspects – Testing'

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Journal articles on the topic "Video games – Psychological aspects – Testing"

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Tichon, Jennifer G., and Timothy Mavin. "Experiencing Resilience via Video Games." Social Science Computer Review 35, no. 5 (August 18, 2016): 666–75. http://dx.doi.org/10.1177/0894439316664507.

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The purpose of this study was to investigate the influence of games, where characters must overcome adversity, on player’s perceptions of their psychological resilience. Located on the PlayStation blog (blog.us.playstation.com ), the online PlayStation Network (PSN) community group focuses on video gamers unique stories and experiences. Using a qualitative and exploratory design, blogs posted between March 2012 and January 2013 were analyzed for content describing experiences via gameplay that members reported made them feel more resilient. Both social and emotional aspects of resilience were discussed with players reporting game experiences had helped them feel more confident in their abilities. Many also associated themselves with the same resilient traits as their characters display in games. A range of popular off-the-shelf video games were reported as helpful in providing players with the opportunity to feel confident under pressure and, importantly, some players reported transferring these positive psychological effects to their real-world lives.
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Bogacheva, N. V., and A. E. Voiskounsky. "Computer games and creativity: the positive aspects and negative trends." Современная зарубежная психология 6, no. 4 (2017): 29–40. http://dx.doi.org/10.17759/jmfp.2017060403.

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The article is aimed at analysis of current studies of the link between video games experience and creativity. The impact of video game playing on the psychological specificity of gamers has repeatedly become a subject of many studies, though higher-level cognitive abilities, such as creativity, were rarely the subject of interest, remaining unexplored in the context of video games. Contrary to the earlier predictions that the increased amount of «readymade» visual information will reduce the imaginative ability, most of the current works show positive links between some types of creativity (in particular — visual) and playing video games. The latter becomes not only a source of inspiration but also a platform for creative realization. Many authors draw attention to possible negative aspects of creativity, in particular, the possibility of its antisocial applications. In this regard, the importance of studying the aggressiveness and empathy of computer players is increasing but the research data in this area is particularly contradictory.
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Carr, A. C., R. T. Woods, and B. J. Moore. "Developing a Microcomputer Based Automated Testing System for use with Psychogeriatric Patients." Bulletin of the Royal College of Psychiatrists 10, no. 11 (November 1986): 309–12. http://dx.doi.org/10.1192/pb.10.11.309.

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Microcomputers are increasingly being used in psychiatry for a variety of purposes. When used in computer-patient ‘interviews’ they have generally proved acceptable—indeed popular—with psychiatric patients. Automated psychological assessment is one form of computer-patient interview that is attracting much interest. Some of the early applications were with elderly patients. Kendrick has expressed doubts regarding this application with the current generation of elderly people, suggesting that their relative unfamiliarity with computers and video games might cause difficulties.
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Ortiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (September 25, 2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.

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This work presents trends and comparisons that show a change in the consumption and production of video games in times of confinement due to the health emergency. The video game industry has modified its philosophy and adapted its products to the new requirements and trends of consumers who see in this activity a way to appease the psychological and social impact due to quarantine and isolation. There is evidence of a 65% increase in the use of online video games, which has broken a world record. Products that have new aspects and considerations never before proposed by this great industry have been developed and offered, such as thematic games related to the COVID-19 pandemic. Keywords: Video game, pandemic, online games, confinement. References [1]M. Olff, Screening for consequences of trauma–an update on the global collaboration on traumatic stress.European Journal of Psychotraumatology, 2020. [2]Z. Li, China’s Digital Content Publishing Industry: The 2019 Annual Report on Investment Insights and Market Trends. Publishing Research Quarterly, 2020. [3]R. Agis, An event-driven behavior trees extension to facilitate non-player multi-agent coordination in video games, Expert Systems with Applications, 2020. [4]O. Wulansari, Video games and their correlation to empathy: How to teach and experience empathic emotion. Advances in Intelligent Systems and Computing, 2020. [5]C. Bachen, Simulating real lives: Promoting Global Empathy and Interest in Learning Through SimulationGames. Sage Journal, 2012. [6]S. Fowler, Intercultural simulation games: A review (of the united states and beyond). Sage Journals, 2010. [7]G. Chursin, Learning game development with Unity3D engine and Arduino microcontroller. Journal ofPhysics: Conference Series, 2019. [8]K. Hewett, The Acquisition of 21st-Century Skills Through Video Games: Minecraft Design Process Modelsand Their Web of Class Roles. Sage Journal, 2020. [9]R. Bayeck, Exploring video games and learning in South Africa: An integrative review. Educational TechnologyResearch and Development, 2020. [10]K. Hewett, The 21st-Century Classroom Gamer. Games and Culture, 2021.
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Wulf, Tim, Diana Rieger, Anna Sophie Kümpel, and Leonard Reinecke. "Harder, Better, Faster, Stronger? The Relationship between Cognitive Task Demands in Video Games and Recovery Experiences." Media and Communication 7, no. 4 (December 20, 2019): 166–75. http://dx.doi.org/10.17645/mac.v7i4.2297.

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Research has repeatedly demonstrated that the use of interactive media is associated with recovery experiences, suggesting that engaging with media can help people to alleviate stress and restore mental and physical resources. Video games, in particular, have been shown to fulfil various aspects of recovery, not least due to their ability to elicit feelings of mastery and control. However, little is known about the role of cognitive task demand (i.e., the amount of cognitive effort a task requires) in that process. Toward this end, our study aimed to investigate how cognitive task demand during gameplay affects users’ recovery experiences. Results of a laboratory experiment suggest that different dimensions of the recovery experiences seem to respond to different levels of cognitive task demand. While control experiences were highest under low cognitive task demand, there was no difference between groups regarding experiences of mastery and psychological detachment. Nevertheless, both gaming conditions outperformed the control condition regarding experiences of mastery and psychological detachment. Controlling for personal gaming experiences, relaxation was higher in the low cognitive task demand condition compared to the control condition. Findings are discussed in terms of their implications for research on the multilayered recovery effects of interactive media.
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Pianzola, Federico. "Presence, flow, and narrative absorption questionnaires: a scoping review." Open Research Europe 1 (March 24, 2021): 11. http://dx.doi.org/10.12688/openreseurope.13277.1.

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Background: This is a review and analysis of the questionnaires most used in empirical research on psychological phenomena labelled as “presence,” “flow,” and “narrative absorption,” mostly for experiences mediated by technology (printed books, screens for games and films, and virtual reality). Overlapping concepts have been formulated in different fields according to specific disciplinary interests and based on knowledge within each field. Objectives: This review focuses on how language is actually used in questionnaire items, rather than on how concepts are formulated top-down and arbitrarily associated with corresponding linguistic expressions that become items of a questionnaire. The goal is to highlight similarities and overlaps in order to show the core aspects of the psychological states elicited by mediated experiences. Eligibility criteria: Questionnaires developed or used for research about VR, video games, films, or books have been selected for analysis. They should be available in English and used in empirical research since the year 2000. Sources of evidence: A search has been performed through Google Scholar and two other disciplinary bibliographies edited by international learned societies. Charting methods: The items of each questionnaire are categorized based on their wordings, and thus independently from the conceptual models within which they have been developed. Based on this categorization, various domains to which the items can be ascribed are identified (e.g. space, realism, agency, etc.) and psychological phenomena are linked to them (e.g. presence, social presence, narrative absorption, etc.). Results: 308 items in 23 questionnaires have been found to have overlapping of wordings. Conclusions: A list of the core aspects of presence, social presence, flow, and narrative absorption is presented, together with a critical selection of items suitable to measure each construct.
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Bányai, Fanni, Ágnes Zsila, Zsolt Demetrovics, and Orsolya Király. "A problémás videojáték-használat újabb elméleti és gyakorlati megközelítései." Információs Társadalom 18, no. 1 (April 6, 2018): 93. http://dx.doi.org/10.22503/inftars.xviii.2018.1.6.

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Napjainkban a videojátékokkal való időtöltés az egyik legnépszerűbb szabadidős tevékenység a fiatalok körében. Ennek elterjedésével párhuzamosan nőtt a tudományos érdeklődés a játékok káros hatásai, illetve azok problémás használata iránt, mely jelenség a köznyelvben csak “játékfüggőségként” ismert. A kutatások rámutattak arra, hogy a játékosok kis része jelentős pszichológiai ártalmaktól szenved számos életterületen (például családi, társas, munkahelyi/tanulmányi). Tanulmányunk célja áttekintést nyújtani a problémás játékhasználat újabb elméleti megközelítéseiről, diagnosztikai kritériumairól és méréséről. A definíciót és a kritériumokat övező tudományos viták mellett bemutatjuk a kezelési eljárásokat és programokat, valamint felvázoljuk a jövőbeli kutatási irányzatok lehetőségeit is. --- Problematic video gaming: Novel approaches in theory and practice These days spending time playing video games is one of the most popular leisure-time activities among young people. With the growth of interest in video games research has begun to focus on the negative effects of usage in addition to problematic use, which is commonly known as "game addiction". Research has pointed out that a small number of gamers suffer from severe functional and psychological harm in several aspects of their lives (for instance, family, social, work/study). The aim of our study is to provide an overview of the novel theoretical approaches, diagnostic criteria and assessment of problematic gaming. Besides describing the scientific debates concerning the definition and criteria, we present the treatment methods and programs, and draw a picture of the possibilities for future directions in research. Keywords: problematic gaming, gaming disorder, addiction, Internet Gaming Disorder (IGD), interactive media
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Carran, Margaret, and Mark Griffiths. "Gambling and social gambling: An exploratory study of young people's perceptions and behaviour." Aloma: Revista de Psicologia, Ciències de l'Educació i de l'Esport 33, no. 1 (May 5, 2015): 101–13. http://dx.doi.org/10.51698/aloma.2015.33.1.101-113.

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Background and aims: Gambling-type games that do not involve the spending of money (e.g., social and ‘demo’ [demonstration] gambling games, gambling-like activities within video games) have been accused in both the legal and psychological literature of increasing minors’ propensity towards prohibited forms of gambling thus prompting calls for gambling regulation to capture address such games and subject them to age restrictions. However, there is still a shortage of empirical data that considers how young people experience monetary and non-monetary gambling, and whether they are sufficiently aware of the differences. Methods: Data was collected from 23 qualitative focus groups carried out with 200 young people aged between 14 and 19 years old in schools based in London and Kent. As the study was exploratory in nature, thematic analysis was adopted in order to capture how pupils categorise, construct, and react to gambling-like activities in comparison to monetary forms of gambling without the constrains of a predetermined theoretical framework. Results: Despite many similarities, substantial differences between monetary and non-monetary forms of gambling were revealed in terms of pupils’ engagement, motivating factors, strengths, intensity, and associated emotions. Pupils made clear differentiation between non-monetary and monetary forms of gambling and no inherent transition of interest from one to the other was observed among participants. Only limited evidence emerged of ‘demo’ games being used as a practice ground for future gambling. Conclusion: For the present sample, non-monetary forms of gambling presented a different proposition to the real-money gambling with no inherent overlap between the two. For some the ‘softer’ form minimised the temptation to try other forms of gambling that they were not legally allowed to engage in, but ‘demo’ games may attract those who already want to gamble. Policy implications: Regulators must recognise and balance these two conflicting aspects.
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Tikhonova, Ju A. "Digital education: Using electronic resources in psychological support of the educational process." Informatics and education, no. 3 (May 13, 2020): 55–61. http://dx.doi.org/10.32517/0234-0453-2020-35-3-55-61.

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The article discusses the development trends of the modern preschool education system in the aspect of the activity of the teacherpsychologist of the preschool educational organization. The experience of using 1C software products in the practical work of the psychological service of kindergarten 318 of the city of Perm in the aspects of psychological monitoring of children’s readiness to study at school and correctional and developmental work with preschool children is presented. The components of the child’s psychological readiness for school are described. On practical examples, diagnostic methods for determining the level of readiness of children for schooling are analyzed. The data of testing kindergarten pupils at the beginning of the 2019/2020 school year on the parameters allowing to identify urgent problems and determine the direction of the necessary correctional development work are presented. Features of the practical application of the software product 1C:Preschool Psychodiagnostics in the process of psychological support of preparing children for school are considered. Methods are described, the scope of which is aimed not only at the study of personality traits, but also at its development. The possibilities of using games of the 1C:Educational Collection in the correctional and developmental work are disclosed. The description of game collections is given, options for their use are presented.
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Grishina, A. V., and E. N. Volkova. "Analysis of individualality and personality factors of computer games addiction." Vestnik of Minin University 7, no. 4 (December 19, 2019): 12. http://dx.doi.org/10.26795/2307-1281-2019-7-4-12.

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Introduction. The problem of informational violence in modern society permeates all spheres of human activity and affects all its structural aspects. Information violence, expressed in imposing false ideals and meanings of human life, neuro-linguistic programming, in public debauchery and pseudo information, has a negative impact on the evolution of human consciousness. A special form of informational violence is computer gaming addiction, which in foreign and domestic psychology is no longer new, but due to serious negative consequences, it does not only lose its relevance, but also becomes more acute due to an increase in number of addicted computer players.Materials and methods. The study used theoretical (analysis of psychological, pedagogical and philosophical literature) and empirical methods (questioning, pedagogical observation, testing, stating experiment, forming experiment, quantitative and qualitative analysis) of the study.Results. As a result of the study, factors of individual and personal development were identified that contribute to the formation of computer gaming addiction with younger adolescence peculiarities of development of subjectivity were revealed with balanced and unbalanced development of parameters of subjectivity). The survey sample included 146 students aged 10 to 11 (younger adolescence). A comparative analysis of the results of the study of individual personality factors of adolescents with high and low levels of computer gaming addiction showed significant differences (p <0.001).Discussion and conclusions. According to the results of the study, it was revealed that computer games, being an element of the information environment of modern society, have a significant impact on the development of the mental characteristics of a younger teenager. With children having high rates of ICD, there are low cognitive abilities; low indicators on the following parameters of a subjectivity: awareness of the ability to reflect; awareness of freedom of choice and responsibility for it; understanding and acceptance of another, awareness of self-development.
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Dissertations / Theses on the topic "Video games – Psychological aspects – Testing"

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Chan, Holing Sarah, and 陳可苓. "The associations between video gaming, sleep, and neuropsychological functioning in Hong Kong children." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2014. http://hdl.handle.net/10722/209534.

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This study examined the associations between video gaming, sleep, and neuropsychological functioning. A total of 143 mother-children dyads were included in the study. The children’s neurocognitive functions were measured using the Wechsler Intelligence Scale for Children– Fourth Edition (Hong Kong), the Test of Everyday Attention for Children (TEA-Ch), and the Grooved Pegboard Test. Sleep quality was measured by the Children's Sleep Habits Questionnaire (CSHQ) and the Pittsburgh Sleep Quality Index (PSQI). Problematic behaviors were measured using the Child Behavior Checklist (CBCL). It was found that (1) more video gaming was associated with poorer subjective sleep quality and shorter total bed time, but not any actual reported sleep time or any domains of problematic sleep in children, (2) playing video games before bed was not associated with more sleep problems in children, (3) children with more sleep problems were perceived to have more internalizing and externalizing behaviors, (4) sleep problem was negatively associated with tests of perceptual reasoning abilities, and had a moderating effect on the relationship between video-gaming and a hand-eye coordination task. Results implied video gaming might not be predominantly bad for children, and the use of it as a training tool must target specific cognitive skills in order to be effective. Children’s sleep problems should be part of a clinical computation and adequately addressed.
published_or_final_version
Clinical Psychology
Master
Master of Social Sciences
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Kim, Jung K. "The influence of flow experience on video games and agression." Virtual Press, 2007. http://liblink.bsu.edu/uhtbin/catkey/1371467.

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The relationships between violent content and aggression have not been fully understood and explained in video game research literature. This study sought to determine if video game players" flow experience--a psychological absorption—explains the aggression that can follow video game playing. Employing a survey, this project sought to determine if relationships existed among degrees of violence portrayed in video games, degrees of flow experience, and subsequent aggressive attitudes after gaming. In this study, it was determined that a player's flow experience is more strongly correlated with aggression than is the violent content of video games. Moreover, contradicting the common belief that the video game companies make more profit by increasing the quantity of violent content, there is actually no significant relationship between violence and purchase of video games. However, along the same lines of Hoffman and Novak (1977), this study discovered an increase in purchasing intent related to flow experiences in video games.
Department of Telecommunications
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Sutterfield, Curtis T. "The relationship between video game user and character." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337637.

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This thesis identifies and explores the types of communication modes that exist in video games. Different types of communication are identified and discussed based on Frye's audience centered theory of modes. The inferior communication mode, the mimetic communication mode, the leader-centered communication mode, the romantic communication mode, and the mythical communication mode are all explained. A convenience sample of six video game players were interviewed about video games. An analysis of their self-identification statements revealed that players seek a high level of romantic communication when playing video games. The romantic communication mode makes the video game world an idealized place where the players are able to manipulate their circumstances or show more intelligence than the user in reality. Uses of the communication modes are also explained.
Department of Telecommunications
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Behrenshausen, Bryan G. "Touching is Good: An Eidetic Phenomenology of Interface, Interobjectivity, and Interaction in Nintendo's "Animal Crossing: Wild World"." Fogler Library, University of Maine, 2007. http://www.library.umaine.edu/theses/pdf/BehrenshausenBG2007.pdf.

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Cheung, 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.

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Dapra, Charles. "Action Video Game Skill Level Predicts Performance on Target Detection and Identification in a Simulated Combat Environment." Honors in the Major Thesis, University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1214.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.
Bachelors
Sciences
Psychology
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McMahan, Timothy. "Real Time Assessment of a Video Game Player's State of Mind Using Off-the-Shelf Electroencephalography." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc955121/.

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The focus of this research is on the development of a real time application that uses a low cost EEG headset to measure a player's state of mind while they play a video game. Using data collected using the Emotiv EPOC headset, various EEG processing techniques are tested to find ways of measuring a person's engagement and arousal levels. The ability to measure a person's engagement and arousal levels provide an opportunity to develop a model that monitor a person's flow while playing video games. Identifying when certain events occur, like when the player dies, will make it easier to identify when a player has left a state of flow. The real time application Brainwave captures data from the wireless Emotiv EPOC headset. Brainwave converts the raw EEG data into more meaningful brainwave band frequencies. Utilizing the brainwave frequencies the program trains multiple machine learning algorithms with data designed to identify when the player dies. Brainwave runs while the player plays through a video gaming monitoring their engagement and arousal levels for changes that cause the player to leave a state of flow. Brainwave reports to researchers and developers when the player dies along with the identification of the players exit of the state of flow.
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Wang, Jing Jing. "The effect of a health videogame with story immersion for childhood obesity prevention among Hong Kong Chinese children." HKBU Institutional Repository, 2015. https://repository.hkbu.edu.hk/etd_oa/177.

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Introduction: Video game is an emerging technology with potential to overcome many of the current barriers to behavior change. Video game playing is now woven into the fabric of children’s life and has been developed to educate individuals in health-related areas. Story immersion refers to the experience of being fully absorbed within a story in the game and is a key factor that contributes to the mechanism of behavior change. “Escape from Diab (Diab)is a health videogame designed to lower the risk of obesity and type 2 diabetes through behavior change components that were integrated into activities within the game storyline. This thesis was designed to investigate the effect of Diab for childhood obesity prevention among Hong Kong Chinese children. Methods: A literature review was conducted. Subsequently, study one conducted the validation of the Physical Activity Questionnaire for Older Children (PAQ-C) with 469 Hong Kong Chinese children. Study two was a cross-sectional study to explore the associations of self-efficacy, motivation, preference with both self-reported and objective physical activity (PA) in 301 children. Study three consisted of two phases. Phase one conducted individual interviews with 34 Hong Kong Chinese children to gather their perceptions of Diab and to assess Diab’s acceptability and applicability. Phase two examined the effect of playing nine episodes of Diab on children’s health outcomes (i.e., motivation, self-efficacy, preference for diet and PA, and PA behavior) through a non-randomized intervention. Results: The review demonstrated the effects of interventions by using health videogames on the psychological correlates. However, limited evidence is available to draw conclusions on the games’ behavioral modification efficacy. In study one, good internal consistency and test-retest reliability suggest that the PAQ-C is an adequately reliable instrument for use among Chinese children. The significant moderate correlation between the PAQ-C score and accelerometer measured moderate-to-vigorous PA support the PAQ-C’s acceptable validity. Study two revealed the important effects of self-efficacy and autonomous motivation in predicting PA. Differences were found between the prediction of self-reported PA and objective PA, which is likely due to self-reported error variance common to the PAQ-C and psychological correlates but not common to acclerometry. Study three indicated that Diab was perceived to be an immersive game by most of participating Hong Kong Chinese children. Four themes emerged from the interviews indicated that story immersion was a perceptible component and that Diab, developed for American children, was acceptable to the Hong Kong Chinese children. The pilot intervention study found short-term benefits after completing the game. However, the effects were not sustained at follow-up testing 8-10 weeks later. Conclusion: The current thesis demonstrated the validity of PAQ-C and the important effects of self-efficacy and autonomous motivation in predicting PA, which could inform the development of efficacious interventions. Diab, a Health videogames with appealing characters and immersive stories, partially motivated children to improve their motivation, self-efficacy, and preference for diet and PA behaviors immediately after completing nine episodes of the game, however, the lasting effectiveness and mechanisms of change require more thorough investigation.
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Alhidari, 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/.

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When games were first developed for in-home use, they were primarily targeted almost exclusively at children and males. However, today’s marketplace manifests a more diverse population plays Internet-enabled games that can be played virtually anywhere. The average gamer is now 30 years old. Many gamers, obviously, are much older. Yet more strikingly, and more germane to this study’s purpose, 47% of the U.S. gamer population is female, as compared to 40% in 2010. Despite these trends the gaming industry remains a male-dominated culture. The marketer’s job is to facilitate game engagement and to motivate gamers to play. The notion of “engagement” is not new in business. The term was developed in the last decade. Many studies were devoted to understand, explain, and define the term. It suggests that within interactive, dynamic business environments, consumer engagement (CE) represents a strategic position that companies can use to enhance their sales growth, competitive advantage, and profitability. Moreover, there are three levels of engagement in any experiential consumption (i.e., playing video game): presence, flow, and psychological absorption. The findings of this study affirm that consumer engagement, including presence, flow and psychological absorption are explanatory factors that impact gamer’s purchase intentions. Our results show that consumers experience different mental engagement in an interactive environment (i.e., playing video games) compared to passive environments (i.e., visiting a website). These findings change our understanding of consumers’ engagement and flow state. We also found that male and female gamers experience different engagement level. However, we did not find a significant result that masculinity and femininity traits impact gamers’ engagement or intention. We argue that macroeconomic factors results in sales fluctuation may have resulted in reject in this hypothesis. Thus, marketers shed a light into the consumer’s interactive environment and flow states in that environments. Consumers not only determine the value in using a product as Vargo and Lusch suggested, but they also create that value. Also, consumer experience is an ongoing process that does not have a specific point to start, making the value creation a temporally accumulative process that includes past, present, and future experience. Therefore, the value created by consumers is not created while physically interacting with a device to play, but it may include imagined and indirect interaction with the product. Therefore, consumers (i.e., gamers) need to maintain a balance between presence and psychological absorption (i.e., flow) to get the best experience in play video gaming. Empirical evidence suggest that consumers’ flow state engagement is the most important variable in determining their ensuing purchase intention for video games, regardless of game genre.
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Ask, Alexander A. "To kill or not to kill : competition, aggression, and videogames, in adolescents /." Title page, contents and abstract only, 1999. http://web4.library.adelaide.edu.au/theses/09PH/09pha834.pdf.

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Books on the topic "Video games – Psychological aspects – Testing"

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Parks, Peggy J. Video games. San Diego, CA: ReferencePoint Press, 2008.

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Video games. Detroit: Greenhaven Press, 2010.

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Pervez, Mohammad. Video-games in Pakistan: A psychological perspective. Islamabad, Pakistan: National Institute of Psychology, Centre of Excellence, Quaid-e-Azam University, 1985.

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Gackenbach, Jayne. Video game play and consciousness. Hauppauge, N.Y: Nova Science Publishers, 2011.

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Good video games and good learning: Collected essays on video games, learning, and literacy. New York: P. Lang, 2007.

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Knoll, Joachim H. Gewalt und Spiele: Gewalt und Videospiel im Widerstreit der Meinungen. Düsseldorf: Livonia, 1993.

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M, Ryan Richard, ed. Glued to games: How video games draw us in and hold us spellbound. Santa Barbara, Calif: ABC-CLIO, 2011.

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God in the machine: Video games as spiritual pursuit. West Conshohocken, PA: Templeton Press, 2013.

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Gentile, Douglas A. The impact of video games on children and youth. Arlington, Va: Educational Research Service, 2001.

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Gentile, Douglas A. The impact of video games on children and youth. Arlington, Va: Educational Research Service, 2001.

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Book chapters on the topic "Video games – Psychological aspects – Testing"

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Lee, Chien-Sing, Pei-Yee Tan, and Hong-Wei Wong. "Design and Development of Fun Lean Augmented and Virtual Reality Prototypes for Hand and Upper Limb Rehabilitation." In Knowledge Innovation Through Intelligent Software Methodologies, Tools and Techniques. IOS Press, 2020. http://dx.doi.org/10.3233/faia200569.

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Lack of motivation to carry out rehabilitation exercise from a hand injury or stroke is one of the most challenging aspects faced by Occupational Therapy (OT) and Certified Occupational Therapy Assistants (COTA). Some patients refuse to exercise due to behavioral, psychological, or cognitive reasons. We hypothesize that recovery to their former activity level and strength can be quickened if we develop Augmented Reality (AR)/Virtual Reality (VR) games which add fun into rehabilitative hand exercises. A physical card game for hand rehabilitation, which contains puzzle pieces and rehabilitative exercise instructions, is designed and developed to trigger the display of an Augmented Reality virtual reward upon completion of the puzzle. User testing results are promising. Users find it easy to use, supportive, efficient, exciting and interesting; suitable for either individual or collaborative play. Being object-oriented, it is also scalable, extensible and easily portable. An extended Leap-Motion-enhanced AR environment for limb rehabilitation is being developed. We hope that both will improve physical, mental and socio-cognitive health.
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Conference papers on the topic "Video games – Psychological aspects – Testing"

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Bordegoni, Monica, Marina Carulli, and Yuan Shi. "Investigating the Use of Smell in Vehicle-Driver Interaction." In ASME 2016 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/detc2016-60541.

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Every year approximately more than one million people die on world’s road. Human factors are the largest contributing factors to the traffic crashes and fatality, and recent researches have identified drivers’ cognitive aspect as the major cause of human errors in 80% of crash events. Thus, the development of countermeasures to manage drivers’ cognitive aspect is an important challenge to address. Driver-Assistance Systems have been developed and integrated into vehicles to acquire data about the environment and the driver, and to communicate information to the driver, usually via the senses of vision and hearing. Unfortunately, these senses are already subjected to high demands, and the visual and auditory stimuli can be underestimate or considered as annoying. However, other sensory channels could be used to elicit the drivers’ cognitive aspect. In particular, smell can impact on various aspects of humans’ psychological state, such as people’s attention level, and can induce activation states in people. The research presented in this paper aims at investigating whether olfactory stimuli, instead of auditory ones, can be used to influence the cognitive aspect of the drivers. For this purpose, an experimental framework has been set up and experimental testing sessions have been performed. The experimental framework is a multisensory environment consisting of an active stereo-projector and a screen used for displaying a video that reproduces a very monotonous car trip, a seating-buck for simulating the car environment, a wearable Olfactory Display, in-ear earphones and the BioGraph Infiniti system for acquiring the subjects’ physiological data. The analysis of the data collected in the testing sessions shows that, in comparison to the relaxation state, olfactory stimuli are effective in increasing subjects’ attention level more than the auditory ones.
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