On the latest episode of BBC Weekend, psychologist and Stanford University professor Phillip Zimbardo, discusses his new book, Man (Dis)connected. In his book (co-authored with Nikita D. Coulombe), Zimbardo posits that the excessive use of videogames, online porn, and a lifestyle of isolation are contributing to a "crisis of masculinity." This in turn contributes to erectile dysfunction, boredom at school, little or no interest in human contact, or in participating in society, he claims.
New research from Texas Tech University published this month in the journal Communication Research suggests that cooperative gaming can lead to pro-social behavior after the game is over.
The research comes from two studies spearheaded by John Velez, an assistant professor of journalism and electronic media in the College of Media & Communication (with contributions from Tobias Greitemeyer of University of Innsbruck, Jodi Whitaker of University of Arizona, and David Ewoldsen and Brad Bushman from Ohio State University).
Market research firm HCD Research has opened a video game market research division to be led by video game industry veteran Josh Drescher. The new division "will combine neuroscience tools with traditional research methods to provide a view of both respondents' subconscious and cognitive response to video game concepts," according to the company's announcement.
A new University of Missouri study may be the beginning of disproving the idea that people with autism spectrum disorders who play violent video games are more likely to commit acts of real-world violence. This assertion gained some traction in the media after the December 2012 mass shooting in Newtown, Connecticut. In the aftermath of the December 2012 shooting at the Sandy Hook Elementary School in Newtown, Connecticut, the national media focused on shooter Adam Lanza's emotional issues related to suffering from Autism and his exposure to violent video games.
Video games may provide elderly patients in nursing homes with mental stimulation and some physical benefits, but those gains don't occur without extensive support from care givers, according to new research coming out of Canada. The research is the result of a study called "Long-Term Use of Motion-Based Video Games in Care Home Settings" conducted by University of Lincoln researcher Kathrin Gerling, which took place over a three-month period at two nursing home facilities in Canada.
It's not what you kinds of games you play, it's how long you play them, according to new research from Oxford University. The study found that children (in the UK) who play video games for more than three hours a day are more likely to be hyperactive and get involved in fights than those who don't play games at all or for less than three hours a day. Researchers also revealed that they could find no link between playing violent games and real-life aggression.
A new report from UK-based market research firm Childwise claims that screen time among children has dramatically increased over the last twenty years. Details from the research, "The Connected Kids," were revealed today in a detailed BBC report. This biggest takeaway is that children in the UK spend at least six hours a day in front of a screen.
Ubisoft Montreal is developing a video game that can help people who suffer from "lazy eye," or Amblyopia. Around three percent of Canadians and three percent of Americans suffer from Amblyopia, according to Prevent Blindness. Amblyopia is a condition where one eye is stronger than the other.
The studio, better known for developing the Assassin's Creed and Far Cry series, is working with Simon Clavagnier, a researcher from McGill University, and U.S.-based medical software company Amblyotech.
Three professors from the Open University of Catalonia, UOC, (Barcelona, Spain) argue that video games have value as education tools and as a positive means of communication in a new study. The study, "A report on media literacy in the digital game Experts in Europe," analyzes 18 European videogame applications in education.
World of Tanks maker Wargaming.net has partnered with Full Sail University to launch the new on-campus Full Sail User Experience Lab. The collaborative effort promises to bring "state-of-the-art UX testing to over 5,000 play testers annually, and will include Full Sail students and graduates, as well as external members of the community." The Full Sail User Experience Lab plans to accomplish 100+ research projects per year for companies from multiple industries, as well as provide a project-based teaching environment.
A new study from researchers at the University of Rochester (Rochester, New York) suggest that people who play first-person shooters like Call of Duty have enhanced learning capabilities compared to non-gamers. Daphne Bavelier, a research professor in brain and cognitive sciences at the University of Rochester, says that FPS players are better at multitasking, performing cognitive tasks, have better vision, and focus and retain information better than non-players.
Stephen Mitroff, an associate professor and researcher at the Center for Cognitive Neuroscience at Duke University, has teamed up with Washington-based game developer Kedlin to improve baggage screeners' ability to spot suspicious and potentially deadly items. This is being done with data collected from play sessions of "Airport Scanner," which uses vision and attention to improve skills on spotting things that are out of place in luggage.
Researchers at Yale University in New Haven, Connecticut are using custom made video games to treat criminals that have been identified as "psychopaths," according to this GII report.
New research coming out of the University of Sussex in England suggests that girls may be better than boys in designing more complex story-driven games. The study conducted by Dr. Kate Howland and Dr. Judith Good - and recently published in Computers and Education journal - came to the conclusion that girls in the classroom wrote more complex programs in their games and learned more about coding than boys did.
A new study by Stetson University Associate Professor and Chair of Psychology (and researcher) Christopher Ferguson shows that there's no correlation between buying and consuming violent media and real-world violence. The research comes from a two part study that compares violent video game and movie consumption with statistics on homicide.
The University of New Hampshire's Prevention Innovations, a research and training unit that creates programs to "reduce sexual violence on college campuses," is creating a game to support "bystander intervention strategies." The project aims to create an interactive simulation video game (or ISVG) for web-based and mobile platforms. It is being funded by a two-year, $579,301 grant from the National Institute of Justice.
New research led by NYU Langone Medical Center sleep specialists using video games finds that sleep apnea may affect memory of everyday events like where you parked your car or where you left the TV remote. Spatial memory is utilized for everyday tasks, such as remembering how to get home, or where you left an item in your house. This type of memory is affected by Alzheimer disease.
New research coming out of Australia suggest that playing active video games or banning traditional games outright does not help children who live sedentary lifestyles. Traditional and active play games make little difference to how physically active children are throughout the day, says Professor Leon Straker from Curtin University's School of Physiotherapy and Exercise Science.
A press release from Ohio State University proclaims that there is a broad consensus among researchers, pediatricians, and parents that "violent media" increases aggression in children.
This new study of research on the topic (based on a national survey) is headed by Brad Bushman, professor of communication and psychology at The Ohio State University. Bushman has been trying to make a correlation for years that video game playing can have real world consequences, though a lot of his research focuses on aggressive behavior.
According to new research from Parks Associates - as reported on by Home Media Magazine - 46 percent of all American households with broadband have a video game console connected to the Internet, and about 38 percent use said console devices as their primary means of streaming entertainment content such as Netflix or Hulu.
Civil Asset Forfeiture is the process by which law enforcement can seize private property of citizens without ever needing to charge those citizens of committing a crime. Laws governing civil forfeiture vary from state to state but most states allow officers to seize any amount of money or property and keep the proceeds for department use.
This procedure is highly controversial and has many proponents as well as critics. Most critics equate civil forfeiture with highway robbery, while the proponents consider it another tool to fight crime and pay for law enforcement.
New research suggests that people have more fun playing games due to challenge and unpredictability, as opposed to just winning. In fact, the research seems to indicate that winning without some sort of uncertainty can be pretty damned boring for players.
The study, which appeared in the journal Motivation and Emotion, concluded that uncertainty and suspense often brings players back again and again to a particular game.
Children in Sweden are learning English by playing western games - most notably Blizzard's popular MMORPG, World of Warcraft. This is according to a new study (PDF) by Swedish academics Pia Sundqvist and Liss Kerstin Sylvén.
Earlier this week, a new study began making the press rounds (we caught it at news.com.au) that linked the play of particular video games to teens' propensity for risky behavior.
And no, this one is not from Craig Anderson, Brad Bushman or Douglas Gentile!