Article
Medicine, General & Internal
Bader Chaarani, Joseph Ortigara, DeKang Yuan, Hannah Loso, Alexandra Potter, Hugh P. Garavan
Summary: This study examined the association between video gaming and cognitive skills in children. The results showed that children who played video games performed better in response inhibition and working memory tasks, and exhibited altered BOLD signal in key regions of the cortex.
Review
Psychiatry
Clelia Quiles, Helene Verdoux
Summary: Despite concerns about the negative impact of video game exposure, recent studies suggest that video games may have therapeutic potential in treating schizophrenia. Several studies have found associations between gaming and improved physical condition, neurocognition, and social functioning in individuals with schizophrenia. Active use of video games has been linked to better aerobic fitness and cognitive performance, leading to improved functional outcomes and quality of life for patients.
CURRENT OPINION IN PSYCHIATRY
(2023)
Review
Communication
Henry Korkeila
Summary: The study found that Putnam's research, the quantitative method, and Massively Multiplayer Online Role-Playing Games were most commonly combined. Social capital was predominantly utilized in binary form and was almost equally used inside and outside the sphere of influence of video games. The study then presents the main findings and discusses future research avenues.
NEW MEDIA & SOCIETY
(2021)
Article
Psychology, Multidisciplinary
Mauricio Palmeira
Summary: The study found that players react more negatively to micro transactions involving functional features, as these features have a greater impact on game balance. Additionally, the research revealed that this effect is more prominent among players who spend more time playing games, but is not influenced by how much money players spend on games.
COMPUTERS IN HUMAN BEHAVIOR
(2021)
Article
Computer Science, Software Engineering
Mohammad Derakhshandi, Shekoufeh Kolahdouz-Rahimi, Javier Troya, Kevin Lano
Summary: Mobile applications and game development are popular fields in software engineering, and the Model-Driven Engineering (MDE) methodology can help developers to develop applications efficiently. MAndroid is an approach and framework that generates classic multiplayer 2D board games on the Android platform in a fully automated manner, relying on the concepts of MDE.
AUTOMATED SOFTWARE ENGINEERING
(2021)
Article
Mathematics, Interdisciplinary Applications
Yuyang Zhao, Xiaolin Dai, Dawei Gong, Xinzhi Lv, Yang Liu
Summary: This paper proposes a novel adaptive dynamic programming (ADP) approach to address the optimal consensus control problem for discrete-time multiagent systems (MASs). Neural networks are introduced to simplify the application of the proposed algorithm. The effectiveness of the event-triggered ADP consensus control method is demonstrated through stability analysis and estimation error proof.
Article
Chemistry, Multidisciplinary
Cristina Rebollo, Cristina Gasch, Inmaculada Remolar, Daniel Delgado
Summary: The study introduces a mobile platform video game that combines PWA first aid protocol training with augmented reality technology and neural networks. Experimental results indicate that the application enhances interest and deepens understanding in learning first aid knowledge.
APPLIED SCIENCES-BASEL
(2021)
Article
Behavioral Sciences
Arthur Nguyen, Daphne Bavelier
Summary: Video game play has become incredibly common in today's society, despite its relatively recent emergence in the late 1950s. This article reviews the classification of video game ecosystems and discusses how video games utilize different types of play. It also examines whether video games meet the criteria for identifying play and explores the positive impact of action-like video games on cognition and future learning. The article concludes by emphasizing the importance of conducting more detailed research on the biological functions of play.
NEUROSCIENCE AND BIOBEHAVIORAL REVIEWS
(2023)
Editorial Material
Neurosciences
Raphael Koster, Martin J. Chadwick
Summary: This study used a deep reinforcement learning algorithm to investigate human neural activation during playing video games, revealing the neural principles underlying reward-guided decisions in naturalistic domains.
Article
Health Care Sciences & Services
Luis Javier Cabeza-Ramirez, Guzman Antonio Munoz-Fernandez, Luna Santos-Roldan
Summary: The study surveyed young people and adolescents aged between 14 and 24 on their participation in video game live streaming platforms, revealing four different types of user groups: casual, social, hobby, and problematic. Results showed that older users and female users are more prominent in the casual and social groups, while those spending less time on the platforms are also more likely to be part of these groups.
Review
Health Care Sciences & Services
Wymann S. W. Tang, Tricia J. Y. Ng, Joseph Z. A. Wong, Cyrus S. H. Ho
Summary: Studies suggest serious video games may have a positive impact on the treatment of disordered eating, but challenges exist in designing these games to avoid potential pitfalls such as excessive stress or gaming addiction. Further research is needed to evaluate the long-term benefits of SVGs and explore their potential preventive effects on disordered eating.
JOURNAL OF MEDICAL INTERNET RESEARCH
(2022)
Article
Business
J. Manuel Sanchez-Cartas
Summary: This study proposes a theoretical economic model to explain the impact of free-to-play and pay-to-play video games on player welfare. In the long term, player welfare depends on the quality and network effects of the game, while in the short term, it is mainly influenced by the relationships among in-game items. Preliminary evidence suggests that the free-to-play model may reduce welfare.
TECHNOLOGICAL FORECASTING AND SOCIAL CHANGE
(2022)
Review
Psychology, Multidisciplinary
Tobias Greitemeyer
Summary: This article provides a brief review of the relationship between violent and prosocial video gaming and social behavior. Meta-analyses found that violent video game consumption increases aggression and decreases prosocial behavior, whereas prosocial video games have the opposite effects. There is also evidence suggesting that video game consumption not only influences the player but also their social network. The effects of video game consumption on behavioral responses can be explained by cognitive and affective variables.
CURRENT OPINION IN PSYCHOLOGY
(2022)
Article
Psychology, Multidisciplinary
L. Javier Cabeza-Ramirez, Sandra M. Sanchez-Canizares, Fernando J. Fuentes-Garcia, Luna M. Santos-Roldan
Summary: The study explores the relationships between video game players and viewers, finding that players' positive expectations affect the time spent playing games but negatively impact the time spent watching. Potential problematic usage is more influenced by an increase in playing time than in watching time, suggesting that watching is considered a complementary activity to gaming.
COMPUTERS IN HUMAN BEHAVIOR
(2022)
Article
Computer Science, Artificial Intelligence
David Melhart, Antonios Liapis, Georgios N. Yannakakis
Summary: This paper introduces The Arousal video Game AnnotatIoN (AGAIN) dataset, a large-scale affective corpus featuring over 1,100 in-game videos from nine different games, annotated for arousal by 124 participants. It is currently the largest and most diverse publicly available affective dataset based on games.
IEEE TRANSACTIONS ON AFFECTIVE COMPUTING
(2022)