New research coming out of Iowa State University (can you guess where this is going to go?) suggests that children who play violent video games will have more aggressive behavior and keep aggressive thoughts regardless of age, gender or parental involvement.
The research results are based on a three-year longitudinal panel study that surveyed (on an annual basis) 3,034 children and adolescents from 6 primary and 6 secondary schools in Singapore. The study notes that the beginning of the survey period participants were in the third, fourth, seventh, and eighth grades.
Using worldwide scholastic results, researchers at Flinders University in South Australia have come to the conclusion that video games do not have a negative impact on the academic performance of adolescents.
Researchers analyzed data from than 192,000 students in 22 countries and found that academic performance and concentration among teenagers were not impacted by video game play.
A new study from a team of researchers in Buenos Aires concludes that letting young children play specialized computer games can lead to improved grades in school. A paper detailing the research was recently published in Proceedings of the National Academy of Sciences.
Researchers enlisted the assistance of 111 first graders in Argentina to determine if children who play tailored computer games could demonstrate what is known in the profession as "far transfer" of executive functions to the real world.
New research from Craig Anderson, a psychologist and professor at Iowa State University who is known for his anti-game research is making the rounds this week, but it is not going unchallenged. Anderson's latest research suggests that children who play violent video games "may experience" an increase in aggressive thoughts, which "could" lead to aggressive behavior.
Researchers in the United Kingdom have found that playing Tetris helps reduce the cravings of those with addictions to food. The study, which was recently published in the scientific journal Appetite, was designed to test the Elaborated Intrusion Theory, which posits that cravings are connected to visualization as much as they are desire in a subject. Researchers tested this theory using a visual-intensive task on patients using the popular puzzle game Tetris.
Last week we asked readers "Should Violent Video Game Research Continue?" The majority of those who participated in the poll said that there is enough research on the topic and it's time to move on.
Anyone think we should keep studying the effects of violent video games?
There has been a lot of research over the last 15 years or so into how violent video games affect those that play them and not a bit of it has convinced a single, solitary court in the U.S. that such games pose any danger to those who play them. Granted, most of the research is really poorly done, something else courts and various academic reviews have pointed out. Hell, even the authors of some of these studies have admitted to sloppy methodology.
We often hear anti-game critics and researchers say that video games teach America's youth to be killers, but the truth is that video games teach children something more inspiring: how to play baseball! According to new research (PDF) from the University of California, Riverside, playing certain video games make children better ball players and in general improve their vision.
New research coming out of the University of Massachusetts’ psychology department reveals that casual game players get some cognitive benefits from playing games on a regular basis.
"Most of what we hear about video games concerns their detrimental effects on players. This study shows that people perceive many positive effects, even though the games can be addictive," said UMass professor Susan Whitbourne, who conducted the study along with undergraduates Stacy Ellenberg and Kyoko Akimoto.
Entertainment Software Association president Michael Gallagher issued a statement today condemning a speech from venture capitalist Gilman Louie about the state of the game industry during his DICE 2014 talk "Disrupting Gaming."
Michael Gallagher, president and CEO of the Entertainment Software Association, publicly admonished venture capitalist Gilman Louie for remarks Louie made about the state of the game industry during his DICE 2014 talk "Disrupting Gaming."
An excellent and detailed report on Gamaustra looks back (one year later) on the research promised by the Obama Administration in the wake of the Sandy Hook School shooting and after a meeting with researchers and company executives concerning "media violence." The short answer as to what happened concerning this $10 million research that would look at both violent media and access to guns is that "it went nowhere." The long answer is sprawled out across the seven-page feature.
In an excellent editorial concerning video games and the moral panic that ensued after the Sandy Hook Elementary School shooting in late 2012, Christopher Ferguson Ph.D. (and an associate professor and chair of the department of psychology at Stetson University) said that he would be willing to work with Massachusetts state Sen. William Brownsberger, the sponsor of Senate Bill 168.
In the wake of the Sandy Hook shooting, Pennsylvania State Senator Stewart J. Greenleaf introduced a resolution directing the Joint State Government Commission to study "the issue of violence prevention, to establish an advisory committee to conduct a thorough and comprehensive analysis of the underlying causes of violent crime, including mass shootings, and to report to the Senate with its findings and recommendations."
New research (where video games were the central component in helping researchers formulate data on risky behavior) finds that people who engage in behavior that is risky like unprotected sex or drug abuse do so because that have little or no form of impulse control. Russell Poldrack, director of the University of Texas, Austin's Imaging Research Center, and his colleagues at the university analyzed data from 108 subjects who were analyzed using a magnetic resonance imaging scanner while playing a video game that simulated risk-taking.
New research confirms what most parents with young children and the people that market all kinds of things to them already know: that there is a synergy between films, video games, toys, and books. A survey of more than 420,000 British school children found that almost all the most-loved books of 2012 and 2013 also existed as films, apps or video games.
Video games - particularly those that promote activities such as dancing (think Dance, Dance Revolution, or any Zumba game) can help women of all ages fight against incontinence, according to new research coming out of Canada and Switzerland. According to a study published in Neurology and Urodynamics conducted by Canadian and Swiss researchers, women suffering from urinary incontinence that added a regular regimen of dance exercises (using popular interactive video games) saw an improvement in pelvic floor muscle strength.
New research published in the journal Behaviour & Information Technology explores what drives players of online games to engage in bad behavior such as cheating. A study of the habits of people who play online games shows that anonymous users are more likely to cheat, but their behavior is (usually) significantly tempered by the culture and dynamics of the group of players they associate with, suggesting that other forms of online ‘bad behavior’ – such as flaming and trolling – can be modified by the attitudes and behaviors of other group members.
Teens who play high school sports like football that sustain a concussion should avoid texting, homework, and playing video games, according to new research coming out of Boston Children's Hospital.
Researchers say that teen athletes that have suffered a concussion while playing a sport recovered faster when they practiced "cognitive rest."
A new study by neuroscience student Brendan Lehman at Laurentian University (Sudbury, Ontario, Canada) has found that video games activate parts of the brain that are usually activated through physical activity. Lehman, who says he has been playing video games since he was a "wee child," hopes his research will counter the belief that playing video games can "rot a person's brain."
According to a Wall Street Journal report (membership required), the Entertainment Software Association (ESA) spent a considerable amount of money and effort in fighting anti-videogame laws in Connecticut, Massachusetts, Maryland, and New Jersey - and in Oklahoma last year. Many of the bills have either died or are locked in legislative committees waiting for approval.
The ESA is also taking aim at a federal bill, according to records and a co-sponsor of the bill.
Two graduates from the United Kingdom's Univeristy of Lincoln will have their research highlighted and discussed during ACE 2013 – the 10th international conference on Advances in Computer Entertainment Technology. Sean Oxspring and Nick Bull graduated with a BSc in Games Computing in September of this year. Bull currently works as an assistant web developer at Blue Box Software. His research focused on developing mobile games that use interactions in the real world as a lynch pin for gameplay.
A new study published in the journal Social Psychological and Personality Science suggests that teenagers who play violent video games are more likely to cheat, experience increased aggression and have reduced self-control. The study comes from a team of researchers from the United States, Italy, and the Netherlands, who analyzed 172 Italian high school students between the ages of 13 and 19, who were "required" to take part in a series of experiments to determine how violent video games affected their personalities.
New research from the Netherlands finds that young people who play games that require fast-paced strategic thinking and planning may improve learning, health and social skills, and strengthen cognitive abilities including problem solving, reasoning, memory and perception. Researchers say that these benefits can occur even when a game contains violent content. The research from the Radboud University Nijmegen in the Netherlands was recently published in the journal, American Psychologist.
According to new research (as reported by the Independant), over half of Irish teenagers play multiplayer video games regularly, and while almost a third interact with other gamers online, 29 percent of those teens say they have "made friends" with others through online gaming.