According to an analysis performed by Flurry Analytics, while the amount of time American consumers are spending on mobile devices has increased, a smaller percentage of that time is being spent gaming.
In Q2 2015, mobile users spent 35% more time on their mobile devices than they did the previous year. The additional minutes have seen a 50% increase in the time spent playing around in messaging and social apps such as Facebook, a 240% increase in time spent utilizing entertainment apps such as YouTube, and a 36% decrease in gaming.
Chris Ferguson, associate professor and department Chair of Psychology at Stetson University in Florida, continues to make the rounds to point out that the American Psychological Association's (APA) latest study is flawed and biased. Speaking to the UK's Sky News, Ferguson highlighted one possible positive coming out of the APA Task Force study: it shows that violent video games don't cause real-world violence.
Update: Stetson University psychology professor Chris Ferguson speaks to Game Informer about why this new report from the APA is inherently flawed. It's a lot to chew on, but basically he explains why this latest research report seems to be steered by an anti-game agenda.
Last week, Pew Research Center released the results of a survey of 1,060 teens aged 13 to 17 and found that technology such as video games, mobile phones and social media platforms are an integral part of how kids today make and maintain friendships.
Australian video game industry trade group Interactive Games and Entertainment Association (IGEA) and Bond University have released their latest Digital Australia report, which details the habits of Australian game players and consumers.
According to the latest report, found here (PDF), 68 percent of Australians play video games, with the average age of players at around 33-years-old. While the majority of players are male, an impressive 47 percent of players are female.
"Everything you know about boys and video games is wrong," is the bold title of a Time article written by author, teacher, and parenting educator Rosalind Wiseman. The claim is the result of a survey conducted by Wiseman in a collaborative effort with colleague Charlie Kuhn and YouTube gaming celebrity Ashly Burch to determine attitudes towards sexism in video games.
A new study contends that sexism in video gaming culture is simply just another form of bullying. The findings come from a new study called "Insights into Sexism: Male Status and Performance Moderates Female-Directed Hostile and Amicable Behaviour" by researchers Michael M. Kasumovic (from the Ecology and Evolution Research Centre at the University of New South Wales) and Jeffrey H. Kuznekoff (from the Department of Integrative Studies at Miami University Middletown).
A new study from University of Wisconsin-Madison (UW-Madison) suggests that playing violent video games can "negatively affect" a person's mood. The study, conducted by graduate student (Department of Communication Arts) James Alex Bonus, grad student Alanna Peebles, and assistant professor Karyn Riddle, was published in the June edition of the Computers and Human Behavior journal ("The influence of violent video game enjoyment on hostile attributions").
A New York Times article highlighting the upcoming broadcast debut of a documentary about China's "internet addiction problems" and the misguided attempts by the government to treat young people, uses the opportunity to point out that Americans face a similar problem of children getting too much screen time.
Evolutionary biologist Michael Kasumovic thinks that the reason many of us play violent video games has a lot do with sex - or at least the competition associated with it. Kasumovic, a member of the Ecology and Evolution Research Group at the University of New South Wales (UK), tells radio program RN Afternoons (on ABCRadioNational) that video games may allow us to practice the competitive ability related to finding a mate.
According to new research from the University of Tennessee, games that use motion sensing camera technology like those that use Microsoft's Kinect are better at promoting and fostering an active lifestyle compared to traditional activities. The study, spearheaded by Doctor Hollie Raynor, director of the University of Tennessee's Healthy Eating and Activity Laboratory, was recently published in the Games for Health journal.
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.