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Flashcards

Gaming effects

Carly Brinded Cyberpsychology Undergraduate English 18 cards

Cards in this deck (18)

  1. 1What are the four types of gaming?Video games – e.g. consoles and computer
    Massively multiplayer online role-playing games (MMORPGs / MMOs)
    Mobile game apps
    Online games – within social networking
  2. 2What did the Entertainment Software Association (2013) find concerning who plays video games?58% of Americans play video games, with average 2 gamers in each game-playing household.
    Each household on average has at least 1 dedicated gaming console, or device
    Male = 55%, Female 45%
  3. 3What are the three general positive psychological points of gaming?Psychological gratification in completing objectives.
    Emotional escape from real life
    Developing relationships and collaborating on tasks
  4. 4What is Pryzbylski et al (2010)'s Self Determination Theory?intrinsic vs extrinsic motivations (enjoyment motivation vs external rewards / avoidance of negative consequences),
    3 basic psychological needs essential for wellbeing; autonomy, competence, and relatedness.
  5. 5What did Granic et al (2014) find gaming helps?Following instructions
    Problem solving and logic
    Hand-eye coordination, fine motor and spatial skills
    Cognitive skills, quick thinking and decision making.
  6. 6What did Colzato et al (2010) find concerning cognition?Superior cognitive flexibility in video-games players compared to non-video game players
  7. 7What does playing video games with teammates increase?cooperative behavior, regardless of violence vs non-violence
  8. 8What did Green et al (2003) find about visual-spatial capacity?video game players show increased visual spatial attentional capacity
  9. 9What did Uttal et al (2013) find about spatial skills?improvements in spatial skills, faster training with video games with long term benefits which can be transferred to other spatial tasks outside of the video game context
  10. 10What did Anguera et al (2013)'s adapted version of NeuroRacer find?in multitasking training mode, older adults (60+) attained higher levels than untrained 20 year olds, and age-related deficits were remediated by this training
  11. 11What did Griffiths et al (2004) find about adolescents?adolescents claim violence was their favourite aspect of playing, and in general, spend longer playing each week.
  12. 12What did Elson et al (2013) find concerning adolescents video gaming time?may be negative consequences if adolescents spend a lot of time playing video games with violence that attracts them
  13. 13What did Anderson et al (2001 AND 2010) find concerning violence in media?exposure to violence in media, including video games, has been linked to increased aggressive behaviour in children and adults
  14. 14What did Bushman and Anderson (2009) find when staging an argument around gamers?When someone was hurt; non-violent groups = 25% helped, violent = 21%. Violent gamers took more time to help, and judged it to be less severe.
    Second study: time taken to help after watching a violent movie at a cinema. Violent took longer to help a confederate who dropped her crutches
  15. 15What did Griffiths et al (1998) find concerning excessive gaming?excessive play suggests some online gamers may be experiencing addictive like experiences
  16. 16What did Ferguson (2007)'s meta-analysis find?Adolescents sacrifice education / work for playing, which may lead to severe repercussions
    1/5 of both groups said they sacrificed sleep in order to play. This too may have repercussions for both groups on productivity in other areas of their lives.
  17. 17What did Owen et al (2010) find concerning brain training games?brain training tasks several times a week; all did better on a task after the 6 weeks of training, though no improvement on general cognitive functioning of reasoning, verbal short-term memory and spatial working memory. no evidence of good or bad impact.
  18. 18What did Foroughi et al (2016) find about brain training placebo?Some of the effect of brain training tasks may be placebo effect, those who believe it helps = improvement after only 1 hour, vs people that did not

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Undergraduate Cyberpsychology Flashcards on Gaming effects, created by Carly Brinded on 23/04/2018.
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Carly Brinded
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