New Study Out of Villanova University Finds Release of Violent Video Games May Actually Reduce Real-World Violence
Villanova University
Preadolescent youth who play violent video games for a significant amount of time each day are at greater risk for depression, according to research from The University of Texas Health Science Center at Houston (UTHealth) released Monday in Cyberpsychology, Behavior and Social Networking.
With the help of a smart tablet and Angry Birds, children can now do something typically reserved for engineers and computer scientists: program a robot to learn new skills. The Georgia Institute of Technology project is designed to serve as a rehabilitation tool and to help kids with disabilities.
Game-based educational tool will train physicians on emergency room pediatric cases
New evidence suggests heinous behavior played out in a virtual environment can lead to players’ increased sensitivity toward the moral codes they violated.
Drexel University’s Frank Lee, PhD, has officially outdone himself. The man behind this spring’s giant game of Tetris® --played on the north and south sides of Brandywine Realty Trust’s Cira Centre skyscraper-- replaced his own name in the Guinness World Records ledger as the creator of the world’s “largest architectural videogame display.”
Medical physicists at UT Southwestern Medical Center are finding new ways to use the speed of video game processors to promote research that is aimed at improving patient care.
The disturbing imagery or violent storylines of videos games like World of Warcraft or Grand Theft Auto are often accused of fostering feelings of aggression in players. But a new study shows hostile behavior is linked to gamers’ experiences of failure and frustration during play—not to a game’s violent content.
New research finds that online social behavior isn’t replacing offline social behavior in the gaming community. Instead, online gaming is expanding players’ social lives.
Children who repeatedly play violent video games are learning thought patterns that will stick with them and influence behaviors as they grow older, according to a new study by Iowa State University researchers.
What happens when white video game players see themselves as black characters in a violent game?A new study suggests some disturbing answers.
New research finds that while a majority of adults cite the ability to compete with friends as their primary reason for playing online casual video games such as Bejeweled Blitz, they report differing perceived benefits from playing the games based upon their age.
Educators and researchers at Tufts University's Jonathan M. Tisch College of Citizenship and Public Service have developed and tested Civic Seed, an interactive video game created in collaboration with the Engagement Game Lab (EGL) at Emerson College, to see if it can better prepare college students to engage with the community—and if it can do so more effectively than a non-gaming alternative.
Coding is often thought of as male activity, but students at Wellesley College, an all-women’s college outside of Boston, are challenging that notion.
A cross-cultural study, led by Iowa State University researchers, shows prosocial media positively influence behavior regardless of culture. The study, a first-of-its-kind, tested empathy and helpfulness of thousands of children in seven countries.
Playing video games, including violent shooter games, may boost children’s learning, health and social skills, according to a review of research on the positive effects of video game play to be published by the American Psychological Association.
Playing violent video games not only increases aggression, it also leads to less self-control and more cheating, a new study finds.
Researchers at The Ohio State University Wexner Medical Center have developed a therapeutic at-home gaming program for stroke patients who experience motor weakness affecting 80 percent of survivors.
Math video games can enhance students’ motivation to learn, but it may depend on how students play, researchers at New York University and the City University of New York have found in a study of middle-schoolers.
The report looks at media consumption by individuals in and out of the home, excluding the workplace, between 2008 and 2015, breaking “media” down into 30 categories of media type and delivery (e.g. television, social media, computer gaming
How gaming technology in the classroom can revolutionize education.
Six charities, including five based in Seattle, will receive funds from a new iPad game created by local startup Game It Forward. “Quingo” combines the fun of bingo with the challenge of trivia questions and is now available for free on iTunes. Game It Forward will share a portion of revenue generated by Quingo through advertising and in-app purchases to specific projects managed by each charity.
Teenagers who are highly exposed to violent video games—three or more hours per day—show blunted physical and psychological responses to playing a violent game, reports a study in the May issue of Psychosomatic Medicine: Journal of Biobehavioral Medicine, the official journal of the American Psychosomatic Society. The journal is published by Lippincott Williams & Wilkins, a part of Wolters Kluwer Health.
A University of Iowa study shows that older people can put off the aging of their minds by playing a simple game that primes their processing speed skills. The research showed participants' cognitive skills improved in a range of functions, from improving peripheral vision to problem solving. Results published in the journal PLOS One.
Paying college athletes is a contentious issue and the subject of a lawsuit challenging the use of their likenesses in video games. An Indiana U. study found that many video gamers recognize athletes in the video games.
As the tastes of video gamers migrate from big console games to smaller mobile titles, a host of independent, upstart studios have surfaced in Chicago, staffed by a mix of newcomers from DePaul University and industry vets from the old studios.
On March 27th JoVE (Journal of Visualized Experiments) will publish a new video article by Dr. Lotfi Merabet showing how researchers in the Department of Ophthalmology at Massachusetts Eye and Ear Infirmary and Harvard Medical School have developed a virtual gaming environment to help blind individuals improve navigation skills and develop a cognitive spatial map of unfamiliar buildings and public locations.
New evidence from Iowa State researchers demonstrates a link between video games and youth violence and delinquency. The research shows a strong connection even when controlling for a history of violence and psychopathic traits among juvenile offenders.
While video games garner plenty of attention, they haven’t gained much ground in academia as a way to study history – until now. University of South Carolina historian Joseph November is changing that with a new course he launched this spring. He believes video games and looking at how history is presented in them can be a gateway to getting more students into the study of history. That’s why his "Computer Games and History" class is eager for the March 26 release of Bioshock Infinite.
When people are denied the chance to cheat or steal, they get frustrated -- and turn to violent video games for release.
Neuroscientists should help to develop compelling digital games that boost brain function and improve well-being, say two professors specializing in the field in a commentary article published in the science journal Nature.
Researchers at The Ohio State University Wexner Medical Center are testing Dance Dance Revolution’s ability to help MS patients.
A preliminary study by Case Western Reserve University researchers suggests that depression symptoms may be significantly reduced when 18- to 25-year-olds interact with computerized avatars—virtual 3D images of a healthcare provider like a nurse practitioner or physician.
A new quantitative study of data assembled from the online multiplayer game Pardus examines ways men and women manage their social networks drastically different, even online.
The year 2013 marks the 30th anniversary of the original “Mario Bros.” arcade game, which introduced Mario’s fraternal twin brother Luigi. In terms of celebration, however, Luigi remains strictly second banana; the Robin to Mario’s Batman, according to Jose Zagal, assistant professor of game development and interactive media at DePaul University.
A Kansas State University researcher is studying how religion -- particularly Buddhism -- fits into new forms of virtual reality, such as Second Life.
Video games have been blamed for contributing to the epidemic of childhood obesity in the United States. But a new study by researchers at the George Washington University School of Public Health and Health Services (SPHHS) suggests that certain blood-pumping video games can boost energy expenditures among children who are at high risk for unhealthy weight gain.
While millions of video game fans were not surprised to see Assassin’s Creed III nominated as one of the best video games in the world at the Spike Video Game Awards on Friday night, only a fraction of them were aware that Université de Montréal’s close links with the digital arts, both in Canada and abroad, contributed to the success of the game.
A new study provides the first experimental evidence that the negative effects of playing violent video games can accumulate over time.
Online role-playing game developers can get ahead of the competition by giving gamers more opportunities to get social, collaborate and take control of their online personas, according to a study from the University at Buffalo School of Management.
Teens who play mature-rated, risk-glorifying video games may be more likely than those who don’t to become reckless drivers who experience increases in automobile accidents, police stops and willingness to drink and drive, according to new research published by the American Psychological Association.
Do you have what it takes to be an ethical hacker? Now you can at least try, no matter what your background, with a new card game developed by University of Washington computer scientists.
Suppose someone told you that researchers had discovered that a major cause of vision loss is treatable, and that the most promising new treatment is—playing video games? It may sound far-fetched, but those are the conclusions of a special article, “Removing the Brakes on Plasticity in the Amblyopic Brain,” in the June issue of Optometry and Vision Science, official journal of the American Academy of Optometry. The journal is published by Lippincott Williams & Wilkins, a part of Wolters Kluwer Health.
For some older adults, the online video game World of Warcraft (WoW) may provide more than an opportunity for escapist adventure. Researchers from North Carolina State University have found that playing WoW boosted cognitive functioning for older adults – particularly those who had scored poorly on cognitive ability tests before playing the game.
Nominated for a technical excellence award at the Indie Games Festival, 'Prom Week' is a game about social relationships driven by an innovative artificial intelligence system.