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Showing posts with the label enrichment of environment

Bour (2015) Players’ perspectives on the positive impact of video games: A qualitative content analysis of online forum discussions

Thesis/Purpose: Bour explores how some existing game developers claim that the full extent of potential that can be made out of video games has not been touched on, players are already presenting evidence of significant impact and daily effects in their lives due to video games; therefore, video games contribute to the “social institutionalization (Stöber, 2004: 484–485) of gaming.” Sometimes it can become evident that a game is seen as “a site of struggle (McAllister, 2004).” To build on the matter further, media scholars should separate themselves from the norm and take on a different perspective where they can better understand rhetorical positions in a game. Methods: The study was conducted by looking at games that were on forums that were ranked the most popular using Alexa.com. Each individual forum was scanned using Google search. Google search was used by typing in a variety of keywords that had any sort of connection towards the impact of video games. The very first 100 words...

Schenk et al. (2017) Games people play: How video games improve probabilistic learning

In Schenk’s article, Games people play: How video games improve probablistic learning , she focuses on the effects of video game playing by the performance. The hippocampus based learning and the hippocampal activity plays an important role in the learning process. They investigated the degree of probabilistic categorization learning is positively enhanced by hippocampus-dependent learning of video games. This study included 15 healthy right-handed gamers, 13 male and 4 females. It also included 15 healthy right-handed non gamers. They were recruited by advertisements at Ruhr University and the newspaper. The subjects were scanned while performing a modified version of a game. The subjects were instructed that different cue cards will appear and they should learn to predict weather based on them. The different card combinations were presented randomly and the experiment was two sessions of 100 trials each. After this, the participants were told to answer a self-designed questionna...