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Papers in this group

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  1. Abstract: In the present study, we tested the hypothesis that adolescents might underestimate time while playing a video game. To test this hypothesis, 116 adolescents (14–15 years old) had to judge prospectively or retrospectively the duration of…
  2. Few spaces exist in schools that require students to research, play and design digital games. This paper presents two suburban case studies exploring the introduction of digital games into the English curriculum with students who traditionally…
  3. OBJECTIVE: To compare energy expenditure rates in children playing the physically active video games, Dance Dance Revolution (DDR) and Nintendo's Wii Sports in relation to treadmill walking. METHODS: Energy expenditure, heart rate, step rate, and…
  4. What makes virtual violence enjoyable rather than aversive? Two 2×2 experiments tested the assumption that moral disengagement cues provided by a violent video game’s narrative and game play lessen users’ guilt and negative affect, which would…
  5. Will video games change the way we learn? We argue here for a particular view of games—and of learning—as activities that are most powerful when they are personally meaningful, experiential, social, and epistemological all at the same time. From…
  6. Drawing on game-design principles and an underlying situated theoretical perspective, we developed and researched a 3D game-based curriculum designed to teach water quality concepts. We compared undergraduate student dyads assigned randomly to four…
  7. Previous research has documented that playing violent video games has various negative effects on social behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior. In contrast, there has been much less…
  8. Abstract: The violent video game literature has previously not extended to the domain of violence against women. The current investigation tested the effects of exposure to sex-typed video game characters versus images of professional men and women…