This rather recent article posted by Science Daily attempts to expand upon previous studies attempting to draw correlations between playing action video games and enhanced learning capacities. Many previous studies were able to conclude a positive correlation between action gaming and faster learning, but did not attempt to answer the inherent question of how the brain appears to learn quicker post exposure to games. This article references a study done at the Proceedings of the National Academy of Sciences which attempts to draw this conclusion through a new discovery of the brain: templates.
Templates are a way that brain ‘learns’ how to do new things. The brain identifies and archives different patterns it sees and then retrieves those archives when it sees familiar patterns. This is interesting concept in that it is not entirely passive; you can create templates on purpose. However, these studies show that action gamers were able to create better templates, faster. The way it came to this conclusion is by comparing a group of people given action games for a week and a group given non action games for a week. It then subjected a pattern matching test and a perceptual learning task, both of which in action games surpassed in. However, there seemed to be a lack of a control variable, making me suspect some of the variables in this experiment. However, the people tested in each group were adequately controlled, and those who received each treatment did seem to show significant difference
Video games are being blamed for the actions of others. On October 20, 2007, Daniel Petric walked into his parent’s living room and told his parents to close their eyes. After telling his parents he had a big surprise for them, Daniel then raised a 9mm handgun loaded with hollow point rounds and fired multiple shots into his mother. His mother died instantly. He then turned to his father and shot a round into his father’s head. When police arrived, they were shocked to find out the reason for…
Another Video games and computer games use a game controller as the input device that directs movements and actions of on-screen objects. Two commonly used game controllers are gamepads and motion-sensing game controllers. Game controllers not only enrich the gaming experience but also aid in the movements and actions of the players. A gamepad is held by the player with both hands, allowing the player to control the movement or actions of the objects in the video or computer games. Players press…
Sequential Games David Byrne Department of Economics University of Melbourne Recommended reading in DS: 2nd edition, chapter 3 (p. 45–72, 77–78), or 3rd edition, chapter 3 (p. 47–72, 79–80). 1 / 41 Sequential Games ◮ Sequential move games are played by two or more players for two or more periods ◮ Ultimatum game is a sequential game ◮ Chess is a sequential game ◮ Paper-Rock-Scissors is not a sequential game 2 / 41 Representing Sequential Games: Game Trees ◮ Sequential move games are normally…
Shobon Action Shobon Action is a 2D Japanese platform freeware indie video game released in February 2007 that is known for its levels designed to cause extreme frustration due to innocuous-looking objects that suddenly kill the character. The game contains elements that resemble and parody Super Mario Bros. for the Nintendo Entertainment System. The player controls a cat-like character who must venture through side-scrolling platform levels similar to Super Mario Bros. The game consists of four…
Game Environments: Role-Playing in Massively Multiplayer Online Games I. Introduction In deciding how to act within a social situation, the location in which the situation arises will influence how we act. This human behavior can be seen in our everyday lives, but also extends to virtual locations, though we do not occupy them physically. Video games present fantastic worlds and narratives that frame player expectations while immersing them within alternate realities; the rules that govern a game…
Blame the Game Nowadays, whenever a teenager or a group of youth commit a crime, many people point fingers at video games being the cause of violence in teenagers of today’s time. I disagree with this, as there are more pros than cons when it comes to teenagers playing video games. Video games are known to boost children’s social, health and learning skills as well as improve their creativity and imagination. Video games prepare people to make decisions faster, and this fact has been…
Lecture Notes Chapter 15 Oligopoly Firms in oligopoly have only a few competitors. Their behavior can be analyzed using game theory, which shows the prisoners’ dilemma they can face. I. What is Oligopoly? The distinguishing features of an oligopoly are the presence of natural or legal barriers that prevent the entry of new firms and so only a small number of firms compete. Barriers to Entry and Small Number of Firms A natural oligopoly market occurs when the efficient scale of production allows…
Censorship In Video Games Video games become more and more realistic. The main consumers for violent video games are teenagers. These games encourage teenagers to killing and fighting enemies. Overplaying can cause people from 8 – 18 years old to act violently. More ways of playing violent video games are created each year. Overplaying video games can have a bad effect on teens, limiting game play can have many positive effects. Do violent video games influence young people to act aggressively…
Ryan Humphrey Bellamy Patrick English III 10/28/14 The Life Applications of Video Games “A few years earlier, [I introduced] my 7-year old nephew to SimCity 2000… When I walked my nephew through the game I gave him only the most cursory overview of the rules… At one point, I showed him a block of rusted, crime-ridden factories that lay abandoned and explained that I'd had difficulty getting this part of my city to come back to life. He turned to me and said, "I think you need to lower your industrial…
Drakengard is an action role-playing video game developed for the PlayStation 2 by Japan-based studio Cavia and published by Square Enix. The first game in the Drakengard series, it was released in Japan in September 2003 and in North America and Europe the following year; a version for mobile phones was also released in Europe. The player controls Caim, a deposed prince, and Angelus, a red dragon who forms a magical pact with Caim to save both their lives. The story follows their involvement in…