Control ( 20)
The training period was 4–24 weeks (mean = 11.49; S.D. = 6.88). One study by Lee et al. had two length periods and total hours because the study examined video game training of two types. The total training hours were 16–90 h (mean = 40.63; S.D. = 26.22), whereas the training intensity was 1.5–10.68 h/week (mean = 4.96; S.D. = 3.00). One study did not specify total training hours. Two studies did not specify the training intensity. The training periods and intensities are in Table 8 .
Periods and intensities of video gaming intervention.
Author | Year | Length (Week) | Total Hours | Average Intensity (h/Week) |
---|---|---|---|---|
Gleich et al. [ ] | 2017 | 8 | 49.5 | 6.2 |
Haier et al. [ ] | 2009 | 12 | 18 | 1.5 |
Kuhn et al. [ ] | 2014 | 8 | 46.88 | 5.86 |
Lorenz et al. [ ] | 2012 | 8 | 28 | 3.5 |
Lee et al. [ ] | 2015 | 8–11 * | 27 | n/a |
Martinez et al. [ ] | 2013 | 4 | 16 | 4 |
Roush [ ] | 2013 | 24 | ns | n/a |
West et al. [ ] | 2017 | 24 | 72 | 3 |
West et al. [ ] | 2018 | 8.4 | 90 | 10.68 |
The training length was converted into weeks (1 month = 4 weeks). ns, not specified; n/a, not available; * exact length is not available.
Of nine eligible studies, one study used resting-state MRI analysis, three studies (excluding that by Haier et al. [ 40 ]) used structural MRI analysis, and five studies used task-based MRI analysis. A study by Haier et al. used MRI analyses of two types [ 40 ]. A summary of MRI analyses is presented in Table 9 . The related resting-state, structural, and task-based MRI specifications are presented in Table 10 , Table 11 and Table 12 respectively.
MRI analysis details of eligible studies.
MRI Analysis | Author | Year | Contrast | Statistical Tool | Statistical Method | Value |
---|---|---|---|---|---|---|
Resting | Martinez et al. [ ] | 2013 | (post- > pre-training) > (post>pre-control) | MATLAB; SPM8 | TFCE uncorrected | <0.005 |
Structural | Haier et al. * [ ] | 2009 | (post>pre-training) > (post>pre-control) | MATLAB 7; SurfStat | FWE corrected | <0.005 |
Kuhn et al. [ ] | 2014 | (post>pre-training) > (post>pre-control) | VBM8; SPM8 | FWE corrected | <0.001 | |
West et al. [ ] | 2017 | (post>pre-training) > (post>pre-control) | Bpipe | Uncorrected | <0.0001 | |
West et al. [ ] | 2018 | (post>pre-training) > (post>pre-control) | Bpipe | Bonferroni corrected | <0.001 | |
Task | Gleich et al. [ ] | 2017 | (post>pre-training) > (post>pre-control) | SPM12 | Monte Carlo corrected | <0.05 |
Haier et al. * [ ] | 2009 | (post>pre-training) > (post>pre-control) | SPM7 | FDR corrected | <0.05 | |
Lee et al. [ ] | 2012 | (post>pre-training) > (post>pre-control) | FSL; FEAT | uncorrected | <0.01 | |
Lorenz et al. [ ] | 2015 | (post>pre-training) > (post>pre-control) | SPM8 | Monte Carlo corrected | <0.05 | |
Roush [ ] | 2013 | post>pre-training | MATLAB 7; SPM8 | uncorrected | =0.001 |
* Haier et al. conducted structural and task analyses. + Compared pre-training and post-training between groups without using contrast. TFCE, Threshold Free Cluster Enhancement; FEW, familywise error rate; FDR, false discovery rate.
Resting-State MRI specifications of eligible studies.
Author | Year | Resting State | Structural | ||||||
---|---|---|---|---|---|---|---|---|---|
Imaging | TR (s) | TE (ms) | Slice | Imaging | TR (s) | TE (ms) | Slice | ||
] | 2013 | gradient-echo planar image | 3 | 28.1 | 36 | T1-weighted | 0.92 | 4.2 | 158 |
Structural MRI specifications of eligible studies.
Author | Year | Imaging | TR (s) | TE (ms) |
---|---|---|---|---|
Kuhn et al. [ ] | 2014 | 3D T1 weighted MPRAGE | 2.5 | 4.77 |
West et al. [ ] | 2017 | 3D gradient echo MPRAGE | 2.3 | 2.91 |
West et al. [ ] | 2018 | 3D gradient echo MPRAGE | 2.3 | 2.91 |
Task-Based MRI specifications of eligible studies.
Author | Year | Task | BOLD | Structural | ||||||
---|---|---|---|---|---|---|---|---|---|---|
Imaging | TR (s) | TE (ms) | Slice | Imaging | TR (s) | TE (ms) | Slice | |||
Gleich et al. [ ] | 2017 | win–loss paradigm | T2 echo-planar image | 2 | 30 | 36 | T1-weighted | 2.5 | 4.77 | 176 |
Haier et al. [ ] | 2009 | Tetris | Functional echo planar | 2 | 29 | ns | 5-echo MPRAGE | 2.53 | 1.64; 3.5; 5.36; 7.22; 9.08 | ns |
Lee et al. [ ] | 2012 | game control | fast echo-planar image | 2 | 25 | ns | T1-weighted MPRAGE | 1.8 | 3.87 | 144 |
Lorenz et al. [ ] | 2015 | slot machine paradigm | T2 echo-planar image | 2 | 30 | 36 | T1-weighted MPRAGE | 2.5 | 4.77 | ns |
Roush [ ] | 2013 | digit symbol substitution | fast echo-planar image | 2 | 25 | 34 | diffusion weighted image | ns | ns | ns |
All analyses used 3 Tesla magnetic force; TR = repetition time; TE = echo time, ns = not specified.
This literature review evaluated the effect of noncognitive-based video game intervention on the cognitive function of healthy people. Comparison of studies is difficult because of the heterogeneities of participant ages, beneficial effects, and durations. Comparisons are limited to studies sharing factors.
Video gaming intervention affects all age categories except for the children category. The exception derives from a lack of intervention studies using children as participants. The underlying reason for this exception is that the brain is still developing until age 10–12 [ 52 , 53 ]. Among the eligible studies were a study investigating adolescents [ 40 ], six studies investigating young adults [ 41 , 42 , 43 , 47 , 49 , 51 ] and two studies investigating older adults [ 48 , 50 ].
Differences among study purposes underlie the differences in participant age categories. The study by Haier et al. was intended to study adolescents because the category shows the most potential brain changes. The human brain is more sensitive to synaptic reorganization during the adolescent period [ 54 ]. Generally, grey matter decreases whereas white matter increases during the adolescent period [ 55 , 56 ]. By contrast, the cortical surface of the brain increases despite reduction of grey matter [ 55 , 57 ]. Six studies were investigating young adults with the intention of studying brain changes after the brain reaches maturity. The human brain reaches maturity during the young adult period [ 58 ]. Two studies were investigating older adults with the intention of combating difficulties caused by aging. The human brain shrinks as age increases [ 56 , 59 ], which almost invariably leads to declining cognitive function [ 59 , 60 ].
Three beneficial outcomes were observed using MRI method: grey matter change [ 40 , 42 , 50 ], brain activity change [ 40 , 43 , 47 , 48 , 49 ], and functional connectivity change [ 41 ]. The affected brain area corresponds to how the respective games were played.
Four studies of 3D video gaming showed effects on the structure of hippocampus, dorsolateral prefrontal cortex (DLPFC), cerebellum [ 42 , 43 , 50 ], and DLPFC [ 43 ] and ventral striatum activity [ 49 ]. In this case, the hippocampus is used for memory [ 61 ] and scene recognition [ 62 ], whereas the DLPFC and cerebellum are used for working memory function for information manipulation and problem-solving processes [ 63 ]. The grey matter of the corresponding brain region has been shown to increase during training [ 20 , 64 ]. The increased grey matter of the hippocampus, DLPFC, and cerebellum are associated with better performance in reference and working memory [ 64 , 65 ].
The reduced activity of DLPFC found in the study by Gleich et al. corresponds to studies that showed reduced brain activity associated with brain training [ 66 , 67 , 68 , 69 ]. Decreased activity of the DLPFC after training is associated with efficiency in divergent thinking [ 70 ]. 3D video gaming also preserved reward systems by protecting the activity of the ventral striatum [ 71 ].
Two studies of puzzle gaming showed effects on the structure of the visual–spatial processing area, activity of the frontal area, and functional connectivity change. The increased grey matter of the visual–spatial area and decreased activity of the frontal area are similar to training-associated grey matter increase [ 20 , 64 ] and activity decrease [ 66 , 67 , 68 , 69 ]. In this case, visual–spatial processing and frontal area are used constantly for spatial prediction and problem-solving of Tetris. Functional connectivity of the multimodal integration and the higher-order executive system in the puzzle solving-based gaming of Professor Layton game corresponds to studies which demonstrated training-associated functional connectivity change [ 72 , 73 ]. Good functional connectivity implies better performance [ 73 ].
Strategy gaming affects the DLPFC activity, whereas rhythm gaming affects the activity of visuospatial working memory, emotional, and attention area. FPS gaming affects the structure of the hippocampus and amygdala. Decreased DLPFC activity is similar to training-associated activity decrease [ 66 , 67 , 68 , 69 ]. A study by Roush demonstrated increased activity of visuospatial working memory, emotion, and attention area, which might occur because of exercise and gaming in the Dance Revolution game. Results suggest that positive activations indicate altered functional areas by complex exercise [ 48 ]. The increased grey matter of the hippocampus and amygdala are similar to the training-associated grey matter increase [ 20 , 64 ]. The hippocampus is used for 3D navigation purposes in the FPS world [ 61 ], whereas the amygdala is used to stay alert during gaming [ 74 ].
Change of the brain structure and function was observed after 16 h of video gaming. The total durations of video gaming were 16–90 h. However, the gaming intensity must be noted because the gaming intensity varied: 1.5–10.68 h per week. The different intensities might affect the change of cognitive function. Cognitive intervention studies demonstrated intensity effects on the cortical thickness of the brain [ 75 , 76 ]. A similar effect might be observed in video gaming studies. More studies must be conducted to resolve how the intensity can be expected to affect cognitive function.
Almost all studies used inclusion criteria “little/no experience with video games.” The criterion was used to reduce the factor of gaming-related experience on the effects of video gaming. Some of the studies also used specific handedness and specific sex of participants to reduce the variation of brain effects. Expertise and sex are shown to affect brain activity and structure [ 77 , 78 , 79 , 80 ]. The exclusion criterion of “MRI contraindication” is used for participant safety for the MRI protocol, whereas exclusion criteria of “psychiatric/mental illness”, “neurological illness”, and “medical illness” are used to standardize the participants.
Some concern might be raised about the quality of methodology, assessed using Delphi criteria [ 45 ]. The quality was 3–9 (mean = 6.10; S.D. = 1.69). Low quality in most papers resulted from unspecified information corresponding to the criteria. Quality improvements for the studies must be performed related to the low quality of methodology. Allocation concealment, assessor blinding, care provider blinding, participant blinding, intention-to-treat analysis, and allocation method details must be improved in future studies.
Another concern is blinding and control. This type of study differs from medical studies in which patients can be blinded easily. In studies of these types, the participants were tasked to do either training as an active control group or to do nothing as a passive control group. The participants can expect something from the task. The expectation might affect the outcomes of the studies [ 81 , 82 , 83 ]. Additionally, the waiting-list control group might overestimate the outcome of training [ 84 ].
Considering the sample size, which was 20–75 (mean = 43.67; S.D. = 15.63), the studies must be upscaled to emphasize video gaming effects. There are four phases of clinical trials that start from the early stage and small-scale phase 1 to late stage and large-scale phase 3 and end in post-marketing observation phase 4. These four phases are used for drug clinical trials, according to the food and drug administration (FDA) [ 85 ]. Phase 1 has the purpose of revealing the safety of treatment with around 20–100 participants. Phase 2 has the purpose of elucidating the efficacy of the treatment with up to several hundred participants. Phase 3 has the purpose of revealing both efficacy and safety among 300–3000 participants. The final phase 4 has the purpose of finding unprecedented adverse effects of treatment after marketing. However, because medical studies and video gaming intervention studies differ in terms of experimental methods, slight modifications can be done for adaptation to video gaming studies.
Several unresolved issues persist in relation to video gaming intervention. First, no studies assessed chronic/long-term video gaming. The participants might lose their motivation to play the same game over a long time, which might affect the study outcomes [ 86 ]. Second, meta-analyses could not be done because the game genres are heterogeneous. To ensure homogeneity of the study, stricter criteria must be set. However, this step would engender a third limitation. Third, randomized controlled trial video gaming studies that use MRI analysis are few. More studies must be conducted to assess the effects of video gaming. Fourth, the eligible studies lacked cognitive tests to validate the cognitive change effects for training. Studies of video gaming intervention should also include a cognitive test to ascertain the relation between cognitive function and brain change.
The systematic review has several conclusions related to beneficial effects of noncognitive-based video games. First, noncognitive-based video gaming can be used in all age categories as a means to improve the brain. However, effects on children remain unclear. Second, noncognitive-based video gaming affects both structural and functional aspects of the brain. Third, video gaming effects were observed after a minimum of 16 h of training. Fourth, some methodology criteria must be improved for better methodological quality. In conclusion, acute video gaming of a minimum of 16 h is beneficial for brain function and structure. However, video gaming effects on the brain area vary depending on the video game type.
We would like to thank all our other colleagues in IDAC, Tohoku University for their support.
PRISMA Checklist of the literature review.
Section/Topic | # | Checklist Item | Reported on Page # |
---|---|---|---|
Title | 1 | Identify the report as a systematic review, meta-analysis, or both. | 1 |
Structured summary | 2 | Provide a structured summary including, as applicable: background; objectives; data sources; study eligibility criteria, participants, and interventions; study appraisal and synthesis methods; results; limitations; conclusions and implications of key findings; systematic review registration number. | 1 |
Rationale | 3 | Describe the rationale for the review in the context of what is already known. | 1, 2 |
Objectives | 4 | Provide an explicit statement of questions being addressed related to participants, interventions, comparisons, outcomes, and study design (PICOS). | 2 |
Protocol and registration | 5 | Indicate if a review protocol exists, if and where it is accessible (e.g., Web address), and if available, provide registration information including registration number. | 2 |
Eligibility criteria | 6 | Specify study characteristics (e.g., PICOS, length of follow-up) and report characteristics (e.g., years considered, language, publication status) used as criteria for eligibility, giving rationale. | 2 |
Information sources | 7 | Describe all information sources (e.g., databases with dates of coverage, contact with study authors to identify additional studies) in the search and date last searched. | 2 |
Search | 8 | Present full electronic search strategy for at least one database, including any limits used, such that it could be repeated. | 2 |
Study selection | 9 | State the process for selecting studies (i.e., screening, eligibility, included in systematic review, and if applicable, included in the meta-analysis). | 3 |
Data collection process | 10 | Describe method of data extraction from reports (e.g., piloted forms, independently, in duplicate) and any processes for obtaining and confirming data from investigators. | 3 |
Data items | 11 | List and define all variables for which data were sought (e.g., PICOS, funding sources) and any assumptions and simplifications made. | 3 |
Risk of bias in individual studies | 12 | Describe methods used for assessing risk of bias of individual studies (including specification of whether this was done at the study or outcome level), and how this information is to be used in any data synthesis. | 2 |
Summary measures | 13 | State the principal summary measures (e.g., risk ratio, difference in means). | - |
Synthesis of results | 14 | Describe the methods of handling data and combining results of studies, if done, including measures of consistency (e.g., I ) for each meta-analysis. | - |
Risk of bias across studies | 15 | Specify any assessment of risk of bias that might affect the cumulative evidence (e.g., publication bias, selective reporting within studies). | - |
Additional analyses | 16 | Describe methods of additional analyses (e.g., sensitivity or subgroup analyses, meta-regression), if done, indicating which were pre-specified. | - |
Study selection | 17 | Give numbers of studies screened, assessed for eligibility, and included in the review, with reasons for exclusions at each stage, ideally with a flow diagram. | 3,5 |
Study characteristics | 18 | For each study, present characteristics for which data were extracted (e.g., study size, PICOS, follow-up period) and provide the citations. | 5-11 |
Risk of bias within studies | 19 | Present data on risk of bias of each study, and if available, any outcome level assessment (see item 12). | 5,6 |
Results of individual studies | 20 | For all outcomes considered (benefits or harms), present, for each study: (a) simple summary data for each intervention group (b) effect estimates and confidence intervals, ideally with a forest plot. | 4 |
Synthesis of results | 21 | Present results of each meta-analysis done, including confidence intervals and measures of consistency. | - |
Risk of bias across studies | 22 | Present results of any assessment of risk of bias across studies (see Item 15). | - |
Additional analysis | 23 | Give results of additional analyses, if done (e.g., sensitivity or subgroup analyses, meta-regression [see Item 16]). | - |
Summary of evidence | 24 | Summarize the main findings including the strength of evidence for each main outcome; consider their relevance to key groups (e.g., healthcare providers, users, and policy makers). | 12,13 |
Limitations | 25 | Discuss limitations at study and outcome level (e.g., risk of bias), and at review-level (e.g., incomplete retrieval of identified research, reporting bias). | 13 |
Conclusions | 26 | Provide a general interpretation of the results in the context of other evidence, and implications for future research. | 14 |
Funding | 27 | Describe sources of funding for the systematic review and other support (e.g., supply of data); role of funders for the systematic review. | 14 |
For more information, visit: www.prisma-statement.org .
D.B.T., R.N., and R.K. designed the systematic review. D.B.T. and R.N. searched and selected the papers. D.B.T. and R.N. wrote the manuscript with R.K. All authors read and approved the final manuscript. D.B.T. and R.N. contributed equally to this work.
Study is supported by JSPS KAKENHI Grant Number 17H06046 (Grant-in-Aid for Scientific Research on Innovative Areas) and 16KT0002 (Grant-in-Aid for Scientific Research (B)).
None of the other authors has any conflict of interest to declare. Funding sources are not involved in the study design, collection, analysis, interpretation of data, or writing of the study report.
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Video games boosted people’s well-being and reduced distress. Credit: Yong Teck Lim/Getty
Playing video games for a couple of hours a day can improve mental health, according to a study on gamers in Japan during the COVID-19 pandemic 1 .
The research — which was done from December 2020 to March 2022 — found that even just owning a game console increased life satisfaction and reduced psychological distress. The results were published today in Nature Human Behaviour .
The findings are a first step towards demonstrating a causal link between gaming and mental-health benefits, says Andrew Przybylski, a psychologist who studies how video games influence players’ mental health at the University of Oxford, UK. “The study provides a worked example that games researchers all around the world should follow closely,” he says. But he adds that conducting the experiment during the pandemic could have amplified the mental-health benefits of gaming because people’s mental health was generally poorer at that time and there were fewer opportunities to engage in other activities. The effect on well-being will need to be tested outside that situation, he says.
‘Publish or Perish’ is now a card game — not just an academic’s life
Although studies have explored the effects of gaming on addiction, well-being, cognitive function and aggression, the results have been mixed 2 , 3 . Most of this research has relied on observational data, which cannot be used to tease apart cause and effect, says study co-author Hiroyuki Egami, a behavioural scientist at Nihon University in Tokyo. Many video-gaming studies are also done in controlled laboratory settings, making it difficult to assess the mental-health effects of gaming in daily life, adds Egami.
Some three billion people play video games globally and, during the pandemic, that number surged. In Japan, this spike in demand led to a shortage of Nintendo Switch and PlayStation 5 (PS5) consoles. To handle this, retailers set up a lottery system that randomly selected consumers who could purchase a console when it became available. Egami and his colleagues saw an opportunity to conduct a natural experiment on gaming and mental health.
Gaming helped my lab-mates and me to conquer the social-distancing blues
The study focused on 8,192 people, aged between 10 and 69, who had entered the lottery. The team collected information about their mental health, video-game ownership and sociodemographic characteristics. The researchers sent five rounds of surveys to the participants, which included two checklists that measured psychological distress and life satisfaction. Participants were also asked whether they had played video games over the past 30 days and, if so, for how long.
Participants who got the opportunity to buy a Switch or PS5 console experienced a decline in their psychological distress and had a greater life satisfaction than respondents who missed out in the lottery. The mental-health benefits of owning a PS5 were more pronounced among men, hardcore gamers and households without children.
On the other hand, owning a Switch seemed to offer a greater well-being boost to family households and less-experienced gamers. This could be because the Switch is a portable console that can be played with family and friends, whereas the PS5 can only be played by connecting it to a television and is typically used by single players, says Egami.
Playing video games on either console increased life satisfaction among the lottery participants, and doing so for an extra hour a day led to a further improvement in mental health. However, these positive effects tapered off among players who spent more than three hours a day gaming, suggesting that a long playtime doesn’t lead to further improvements in mental health.
“These results are not surprising,” says Daniel Johnson, a psychologist who specializes in video games at the Queensland University of Technology in Brisbane, Australia. “They fit with what we know from talking to video-game players for decades.”
Przybylski adds that a limitation of the study is that it didn’t investigate other factors that could affect gamers’ mental health, such as how they approach playing and their games of choice.
Egami says the next step is to replicate the study to see whether the findings hold up outside a pandemic. “The result might be different,” he says.
doi: https://doi.org/10.1038/d41586-024-02643-8
Egami, H., Rahman, M. S., Yamamoto, T., Egami, C. & Wakabayashi, T. Nature Hum. Behav . https://doi.org/10.1038/s41562-024-01948-y (2024).
Article Google Scholar
Orben, A. & Przybylski, A. K. Nature Hum. Behav. 3 , 173–182 (2019).
Article PubMed Google Scholar
Hazel, J., Kim, H. M. & Every-Palmer, S. Australas. Psychiatry 30 , 541–546 (2022).
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Here are some peer-reviewed journals whose main focus center around video games and virtual reality:
EAI Endorsed Transactions on Serious Games
"...is an open access, peer-reviewed scholarly journal focused on serious game applications, serious games technology, serious games analytics, user experience design and more."
Eludamos : Journal for Computer Game Culture
"...is an international, interdisciplinary, diamond open access, peer-reviewed journal dedicated to the academic study of videogames, game culture, and play published at Septentrio Academic Publishing at UiT The Arctic University of Norway."
Entertainment Computing
"... publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners."
Games and Culture
"...peer-reviewed and published quarterly, is an internal journal that promotes innovative theoretical and empirical research about games and culture within interactive media"
Game Studies
"...a peer-reviewed forum for their ideas and theories; to provide an academic channel for the ongoing discussion on games and gaming."
Interactive Entertainment Law Review
"... is to serve as a peer-reviewed hub for legal analysis of interactive entertainment, video games, virtual / augmented / mixed realities, social media, and all related and emergent forms of digital interactive entertainment."
JMIR Serious Games
"...a multidisciplinary journal devoted to computer, web, virtual reality, mobile applications, and other emerging technologies that incorporate elements of gaming, gamification or novel hardware platforms such as virtual reality devices or wearables...While JSG maintains a strong focus on health, the journal also aims to highlight research exploring serious games in health-adjacent and other interdisciplinary contexts, including but not limited to military, education, industry, and workplace applications."
Journal of Gaming & Virtual Worlds
"The peer reviewed... explores the cultural effects of gaming and virtual worlds across platforms and genre, as their increasing popularity begins to affect culture as a whole."
Loading... : Journal of the Canadian Game Studies Association
"...is a forum for publishing original and interdisciplinary academic research on video games. We accept work from a variety of perspectives: from research on video game cultures and industries to educational approaches to the study and development of digital games, and from computer science driven papers on designing and testing games to psychological research on video games and their effects."
Simulation and Gaming
"For more than five decades ... An International Journal of Theory, Practice and Research has served as a leading international forum for the exploration and development of simulation/gaming methodologies used in education, training, consultation, and research."
Here are some examples of video game research which was published in non-gaming journals:
American Historical Review
https://academic.oup.com/ahr/article/128/4/1755/7458524
History & Theory
http://doi.org/10.1111/hith.12280
International Journal of Heritage Studies
https://doi.org/10.1080/13527258.2022.2091638
International Studies Perspectives
https://doi.org/10.1093/isp/ekw002
Rethinking History: The Journal of Theory and Practice
https://doi.org/10.1080/13642529.2016.1256638
Russian Literature
https://doi.org/10.1016/j.ruslit.2022.02.001
Science Connected Magazine
Science Literacy, Education, Communication
Gamification and citizen science meet when research projects create video games to make data collection and analysis fun.
By Nathaniel Scharping
While we might imagine a scientist as a chemist concocting substances in a lab, or a biologist diving with sea creatures, the reality is often far more mundane. Much of science involves collecting and analyzing data, and that process isn’t always very exciting. Think counting bacteria in a petri dish, or noting if two stars look alike in an image of the Milky Way.
But a number of research projects have found a way to buck that trend and turn the grinding work of data collection and analysis into something fun, even rewarding. By creating games that bake the process of data collection into their mechanics, players can contribute data and even uncover new insights just by playing along. Gamification, along with the growing movement known as citizen science, which invites volunteers to take part in real science research, is, in its own way, reshaping what it means to do science.
Games that pair citizen science with rewarding play are probing treatments for cancer, helping to cure Alzheimer’s, probing the foundations of language and more. Not only are the games made to be fun, but they address a prevailing issue among crowdsourcing projects: the dropoff rate. Citizen science games tackle the problem with game mechanics that allow players to uncover valuable data through the simple act of playing, keeping them engaged. The results can be striking: Volunteers with the citizen science game Stall Catchers were able to process 50 times as much data as scientists working alone. And research in The Lancet on citizen science volunteers playing the game Cell Slider found that the players were more than 90 percent accurate in classifying images of tumors, nearing the accuracy of trained pathologists.
“The concept is for the player, without actually knowing the background of the problem, without knowing the science of the problem, to be able to do something that helps solve the problem,” says Jay Halderman, the vice president of BALANCED Media |Technology , a video game company that’s created multiple citizen science video games.
The studio’s most recent game is a pattern-matching challenge called Rocks & Runes . Players place cartoon bombs on a board filled with brightly-colored runes, with the goal of destroying rocks and matching runes together. The game might feel familiar to anyone who’s ever played Candy Crush, and it takes all of five minutes to get the hang of.
But beneath the bursts of color and flurries of point multipliers, players’ decisions are actually sorting through data from FDA-approved drug compounds to identify those that might be useful against multiple-drug-resistant chemotherapy. By eliminating rocks with bombs, players are virtually eliminating the ineffective properties of existing drugs and pointing machine learning algorithms toward more useful compounds, helping to sift out promising candidates from thousands of drugs.
Still, a player doesn’t even need to know the potential scientific benefits to enjoy the game. Adding enough reward to the gameplay to keep players interested in the game itself is a fundamental goal when designing citizen science games, says Nathan Bowden, a senior game designer at BALANCED Media|Technology.
“Everything we do, we’re trying to look at it through the lens of ‘is this fun?’” he says.
The designers often draw from existing video game archetypes — pattern matching, first-person shooters and more — when looking for inspiration. Sometimes the real challenge is simply finding the right paradigm for a particular dataset or scientific problem, Bowden says. When designing Wiley Wizard , a game that works with the same dataset as Rocks & Runes, the designers played around with half a dozen different game ideas before settling on one, a spooky cartoon world where a wizard fights ghosts.
“There’s just so many different ways you can encapsulate one piece of research into a single mechanic,” Bowden says.
Another citizen science game, Glyph , takes a different approach. Instead of creating rigid rules or a defined path of gameplay, the project, which studies and compares alphabets from around the world, instead offers players a nearly blank slate.
The simple game asks players to come up with a set of rules to differentiate letters from alphabets around the world. The goal, says Olivier Morin , one of the game’s creators and a researcher at the Max Planck Institute for Geoanthropology in Jena, Germany, is to develop a kind of grammar of letter shapes that the researchers can use to study how letters have evolved and how the shapes of letters affect our cognition. The researchers could have paid participants to do the work, like other lab experiments often do, Morin says. But by gamifying the process of data collection, he hopes they’ll be able to reach people who are much more creatively involved in the process, and more likely to come up with unique solutions.
“We need creative players who want to push the boundaries of the game and create unique kinds of data we could never gather in an experiment,” Morin says.
Players get points for coming up with rules for classifying the shapes of letters (think: these are all round, these all have a vertical line), with extra points if they’re the first-ever person to propose a particular rule. The response so far has been encouraging, Morin says, with a few thousand players from around the world. That’s ideal for a small game like theirs, he says, where the real goal is to reach people who might be highly interested in the challenge. Their top player right now has more than 60,000 points, which represents weeks of gameplay.
“That person really spent weeks trying to devise the most elegant, intelligible but innovative classification she could think of to make sense of letter shapes,” Morin says. “There’s no way a paid participant would do that in a few hours.”
At Balanced Media, the designers have been exploring other ways to entice players to participate, including creating games that can be played inside live Twitch streams, which allow gamers to broadcast matches and interact. They created a new game styled like the classic “Asteroids” arcade game that can be played between matches right on Twitch. Players must separate matter from antimatter by drawing a straight line across the screen, a simple task that helps sort the same drug compound data as Rocks & Runes and Wiley Wizard.
Other citizen science games offer even more ways to get involved. The popular Stall Catchers game asks players to find “stalls,” or blocked blood vessels, in images of mouse brains to advance Alzheimer’s research. And in the iPad game NeMO- Net , players classify corals to help train an algorithm that’s watching over the health of coral reefs around the world.
There may be even more ways for gamers to do citizen science soon. Or, to put it another way, we may soon have even more fun citizen science games. The technology and infrastructure supporting the video game industry continues to grow, unlocking new capabilities and audiences as it does so.
“It’s giving us more and more opportunities for ways to present these things to a player,” Bowden says. “That’s incredibly exciting, the potential there.”
Want to try some for yourself? Find dozens of citizen science games on SciStarter .
Do video games affect your mood? Read more about Video Gaming Disorder and Mental Health .
Nate is a science writer and editor who has reported everywhere from particle colliders to archaeological digs. He’s also a cofounder of Lunaris Creative, an agency focused on scientific storytelling for brands and nonprofits. You can find clips of his work at nathanielscharping.com.
So you are writing a research paper about video games but aren't sure where to begin? Since video games are a new medium of art that requires an interdisciplinary approach to conducting research, databases that draw on many different publications can equip students and scholars with the tools they need to succeed.
Before you begin exploring databases, here are a few useful tips:
Note that some of these databases are accessible from home with a library card while others can only be used onsite at an NYPL location.
For those new to academia/scholarly research, EBSCO's Academic Search is a staple in libraries nearly everywhere to conduct general research. It is a good starting point to see the current literature out there for any paper, in this case, gaming scholarship. However, just typing in "video games" alone in the search will lead you to over 300,000 results; how do you narrow it down? As mentioned above, use limiters such as peer-reviewed/full text enabled for high-quality articles that you can read fully. Other available search limiters are "magazines" (think video game magazines) and "company" (e.g. if you want to research a specific video game company such as Capcom or Square Enix). Academic Search is good if you want to study video games in terms of education, how to utilize them in a teaching setting, in the workplace, and more.
If you are interested in researching video games from a business point of view, then EBSCO's Business Source Complete is the database for you. Here you will find SWOT (Strength, Weakness, Opportunities, Threats) analyses of gaming companies, research about NFTs (Non-Fungible Tokens), virtual and augmented reality, video games, and more.
Similar to Academic Search, JSTOR is a staple in many libraries and is a good area to conduct initial research while trying to figure out what you want your paper to be about. Typing "video games" alone in the search bar will net you more than 50,000+ scholarly articles about the popular entertainment medium. You can narrow your research to video games in Military Studies, Library Science, Political Science, and much more.
"Can video games help alleviate seasonal depression?"
"Do violent video games cause behavioral problems in adolescents?"
"Does Cognitive Dissonance explain the Console Wars?"
"Does causing chaos in Grand Theft Auto correlate to causing chaos in real life?"
EBSCO's PsycINFO is useful if you are interested in studying video games in terms of the realm of psychology, and have ever pondered one of the above questions. You can find articles about video game addiction, aggression in players, mental health, personality development, and more.
This resource is a general favorite for anything art or media related, with tons of scholarly, peer-reviewed articles about video games including articles on diversity in video games, video games and the ecosystem, video games and civic development, and more. When starting research on video games, this database is highly recommended to be your number one starting point when trying to figure out what your paper is going to be about.
Sage is a good starting point if you want to read reference/textbook material about video games and gamification. In Sage you will find authoritative encyclopedias and handbooks that will help any gaming scholar in the beginning stages of their research. Some interesting encyclopedias that feature a chapter in video games are Death and the Human Experience, Out-of-School Learning, Communication Research Methods, and many more.
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A team of mental health, human behavior and economic specialists affiliated with several institutions in Japan has found that under the right conditions, playing video games may be good for mental health.
In their study, published in the journal Nature Human Behavior, the group sent questionnaires to people sequestered at home during the COVID-19 lockdown, some of whom were able to purchase video game consoles and games during a lottery.
Prior research has found mixed results regarding the mental health impacts of regular, long-term playing of video games. Some have suggested it can lead to addictive symptoms; in teens, it may lead to social isolation , and in some cases, aggressive behavior . The World Health Organization went so far as to classify "gaming disorder" as a mental illness .
Other studies have suggested such findings are overblown. One of the problems those in the field have encountered while attempting to study such impacts is quantification difficulty—most studies have been done in controlled environments, which could have impacted results.
For this new study, the research team found an opportunity to study the impact of video games on large numbers of people outside of a lab—people stuck at home during the early days of the pandemic.
During the lockdown in Japan, demand for video game consoles and associated games skyrocketed. Console makers attempted to make things fair by holding lotteries—winners had the option of purchasing either a Sony PlayStation 5 or a Nintendo Switch; losers had to find other ways to amuse themselves.
The research team realized this represented an opportunity to test the impact of video game playing on a captive group of players. They created a questionnaire designed to measure mental health and the amount of time spent playing games and sent it to people participating in the lotteries. They received 97,602 of them, filled out and ready for analysis.
The research team found a pattern in the responses—people playing video games appeared to have a greater sense of life satisfaction, a key component of mental health, than those who were not playing games. They also found that the benefits had limits: Those playing more than three hours a day experienced the same benefits as those playing just three hours a day.
Journal information: Nature Human Behaviour
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A study of almost 100,000 people in Japan aged 10 to 69 found playing video games – or even owning a console – can be good for mental health. But playing too much each day can harm wellbeing.
Video games and other forms of online media consumption are an everyday part of life .
Surveys have shown playing video games can have positive effects on stress levels and creativity . But concern remains about the potential negative effects on, for example, general wellbeing, aggressive behaviour and social development, especially for young people.
The World Health Organization lists gaming disorder as a mental health condition, and a severe social withdrawal condition called hikikomori has been described in Japan.
The new survey showed links between gaming and wellbeing and researchers found a way to show cause and effect – that even owning a gaming console improved wellbeing.
The research was conducted between 2020 and 2022 – during the COVID pandemic. The researchers used measures of psychological distress and life satisfaction and asked 97,602 people in Japan about their gaming use.
The survey coincided with supply chain shortages. These led retailers to use a lottery system for the purchase of two consoles: Nintendo Switch and PlayStation 5. Of the overall survey group, 8,192 participated in the lottery.
Researchers compared the 2,323 lottery winners against those who did not win the opportunity to purchase one of the new consoles (over five rounds of surveys). They found those who won the lottery had improved distress scores and better life satisfaction.
The results were not all positive. Over time, the scores indicated drops in wellbeing for those who played more than three hours a day. Scores continued to drop for each additional time increment measured.
The study had some limitations.
Firstly, the survey was conducted when the COVID pandemic presented a particularly challenging time for mental health. It also brought changes in social, occupational and lifestyle behaviours.
The study focused mainly on general gaming habits without distinguishing between different types of games, which could have varying impacts on mental health.
Further, participants chose whether to enter the lottery, so it was not a random sample. And the study could not specifically attribute findings to the effects of playing video games versus the effects of winning the lottery.
Finally, we know self-reported studies are not always reliable .
We know from other surveys video games can be useful stress relievers and aid social connection (albeit online). We also know some games can improve particular cognitive skills such as visuo-spatial navigation and problem solving .
Games and technologies can also specifically target mental health issues , such as social anxiety or phobias, address ADHD symptoms and enhance motivation and performance.
Yet, concerns remain about possible long-term consequences, particularly in terms of reductions in “real-life” socialisation , participation in physical activity, school performance and other health consequences , including sleep and eating behaviours.
While video games can offer some benefits, it’s important to maintain a balanced approach to gaming. Here are a few tips to help manage gaming habits and promote overall wellbeing:
1. Set time limits
Encourage moderate gaming by setting clear time limits to ensure it doesn’t interfere with sleep, physical activity or other important daily activities. The Australian institute of Family Studies recommends creating a media plan that includes limits on screen time and balances gaming with other activities.
2. Choose games wisely
Opt for games that are age-appropriate and consider their content. Some games can promote problem-solving skills and creativity , but it’s important to be mindful of those that might encourage aggression or excessive competition.
3. Monitor eating and sleeping habits
Pay attention to eating patterns and ensure meals are not skipped in favour of gaming. Encourage regular sleep patterns and avoid gaming close to bedtime to prevent disruptions in sleep .
While the new study provides promising insights into the potential positive effects of video games on mental wellbeing, these findings should be approached with caution due to the limits of the survey.
While the potential benefits are encouraging, it is essential to adopt a balanced approach to gaming and pursue further research to fully understand its long-term impact on mental health.
Oct 6, 2022
Oct 6, 2022 | Topics
Video games are a big part of our lives, just like political science, and they have been since the early days. Even with all that gaming available to us, there’s still something about a classic game that keeps us coming back for more. This is why we’ve decided to put together a list of 100 video game research paper topics.
The best video games research paper topics are those you’re passionate about. If you know how to write a video games research paper , it needs to be something that interests you and inspires you to write. The more the topic interests and inspires you, the easier it will be for you to write a good one.
When selecting your topic, make sure it’s something that has enough information available on it so that there is no need for any additional research beyond what has already been done on the subject matter.
Video Games Argumentative Essay Topics For Students
Table of Contents
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This article lists some of the best research paper topics for kids, middle school and high school students. These topics will help students better understand video games and write a good essay on this topic. Choosing your topic wisely before you start writing is important, as it can make or break your research paper. So, if you are looking for some interesting ideas, we have covered them all here!
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Any essay that you write should be well-written, accurate, and interesting to your audience. That begins with finding a great topic for your essay. Check out our list of the best essay topic ideas. You should be able to write a great essay about gaming with one of these topics. If you struggle with it, you can always order a custom essay on video games.
The topic of video games comes up quite frequently when various social topics are being discussed. If you are taking classes such as sociology, public health, political science, or journalism, your essay might focus on the many social issues relating to video games. Writing essays on violence in games is always an option, but there are others as well. Here are a few topic ideas:
Persuasive Essays Related to Social Issues
Narrative Essays on Video Games And Their Impact on Society
Expository Essays on The Social Impact of Video Gaming
General Essay Ideas That Relate to Social Issues
If you are an avid gamer, you probably keep up with the latest technologies, reading specialized magazines, and eagerly await the latest and greatest releases. You may have even been part of a beta testing new things or involved in open source gaming projects. Most importantly, you likely have lots of knowledge and opinions on gaming technology. Check out these essay ideas:
Persuasive Essays on Gaming Technology
Expository Essay Ideas on Gaming Technology
Other Video Technology Essay Ideas
Persuasive Essays on Video Games in Education
Expository Essay Ideas For Gaming in Education
Other Educational Essay Ideas
If you don’t find anything that interests you above, don’t fret. You can still improve your writing skills while expressing your passions for gaming. If you have an interest in gaming, you have many options when it comes to writing essays. This is especially true when it comes to classes where you have a bit more flexibility in your writing assignments. Check out these topic ideas:
Remember that you must balance your passion for the topic of gaming with good writing skills and factual knowledge. You will still have to research, cite your sources, and do the other work that goes into writing a good paper. As always, if you need help with a gaming essay remember that we are available to help as we are top essay writing service . Happy gaming!
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A new study from Japanese researchers indicates that playing video games can have an unexpectedly positive effect on mental health.
Research published in Nature Human Behaviour reveals that people who play video games for less than three hours a day report higher life satisfaction, a crucial element of mental well-being, than non-gamers.
However, the study also found that those who play for more than three hours a day experience diminishing psychological benefits, suggesting that moderation is vital to maximizing the positive effects of gaming on mental health.
These findings challenge the often negative perception of video games by highlighting the potential benefits of moderate gaming. Researchers concluded that, when played in moderation, the positive effects on mental health outweigh the possible downsides.
“Previous research has proposed mechanisms for both positive and negative effects of video gaming on mental well-being,” researchers wrote. “Our study found that positive effects outweigh negative effects, resulting from both positive and negative pathways.”
Previous research into the mental health impact of video gaming has primarily been conducted in controlled laboratory settings and has produced inconsistent results.
However, in this recent study, conducted between 2020 and 2022 in Japan, researchers took advantage of a rare opportunity during the COVID-19 pandemic to investigate the causal impact of video gaming on mental health in a real-world setting.
During the COVID-19 pandemic, supply chain disruptions led to a shortage of popular gaming consoles in Japan, such as the Nintendo Switch and PlayStation 5.
Retailers allocated the consoles through lotteries, creating a near-random distribution of gaming opportunities. This unique situation allowed researchers to compare the mental health outcomes of those who won the lottery and were able to purchase a console with those who did not.
The results revealed that individuals who won the lottery and thus had the opportunity to game regularly reported higher life satisfaction.
On average, life satisfaction scores increased by 0.2 to 0.6 standard deviations among those who were able to purchase gaming consoles, a significant improvement in psychological well-being. Additionally, the study found a reduction in psychological distress among gamers, with a 0.1 to 0.6 standard deviation decrease in distress levels.
This isn’t the first time video games have been associated with positive mental health outcomes. Previous research has shown that certain games, particularly those involving social interaction or problem-solving, can enhance cognitive abilities and foster social connections.
For example, a 2022 German study found that people playing social video games reported fewer feelings of loneliness during the COVID-19 pandemic. Another study published in Nature in 2022 revealed that gaming improved children’schildren’s general intelligence .
Additionally, a 2024 Austrian study found no evidence linking violent video games to reduced empathy or users becoming numb to real-world violence. These findings contradict longstanding concerns that playing violent video games can lead to increased instances of real-world violence.
However, using a robust natural experiment design, this recent Japanese study is among the first to establish a causal link between gaming and enhanced life satisfaction.
Despite these promising findings, it’s essential to consider the broader context.
Video games have long been a double-edged sword in the mental health debate. On one hand, they offer entertainment, a sense of achievement, and opportunities for social interaction, particularly in multiplayer formats. On the other hand, excessive gaming has been associated with negative outcomes such as addiction and social isolation.
In the 11th revision of its International Classification of Diseases (ICD-11), the World Health Organization (WHO) lists “gaming disorder” as a psychological disorder and significant global health-related condition. WHO defines “gaming disorder” as “impaired control over gaming” that has a significant negative impact on “a person’s functioning in personal, family, social, educational, occupational or other important areas.”
In the current edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5-TR), the American Psychiatric Association (APA) determined that there is not enough evidence to formally classify “Internet Gaming Disorder” as a psychological disorder. However, the APA encourages further research on the topic to better understand its potential impact and implications.
The controversy surrounding the relationship between video games and mental health primarily revolves around whether gaming disorders should be considered a distinct clinical condition or if they are manifestations of underlying psychiatric disorders.
In this recent study, researchers did not dismiss the concerns about video games. Instead, they highlighted the need for a balanced perspective on gaming.
While moderate gaming appears to enhance life satisfaction, the study also found that the benefits diminish with excessive play. For instance, gaming for more than three hours a day was associated with smaller gains in mental well-being compared to more moderate gaming.
Moreover, the research found that gaming’s impact on mental health varied across different demographic groups. For example, the benefits were more pronounced among younger individuals and those not employed full-time. This suggests that the context in which gaming occurs, including factors like age, employment status, and the type of games played, can influence its effects on mental health.
Ultimately, the findings add to the growing research exploring the nuanced relationship between gaming and mental health. While there is evidence that gaming can have positive effects, especially regarding life satisfaction, it is clear that these benefits are not universal.
For some, gaming can lead to problems such as addiction and social withdrawal, highlighting the need for a tailored approach to gaming as a leisure activity.
As video games continue to evolve, becoming more immersive and socially connected, understanding their impact on mental health will be increasingly important. This study offers a crucial piece of the puzzle, suggesting that, when approached in moderation, gaming can be a positive force in people’s lives.
However, researchers caution that more study is needed to fully understand gaming’s long-term effects and identify which games are most beneficial.
“These findings highlight the necessity for further research into the mechanisms underlying video gaming’s effects on mental well-being and point to the importance of policy design that considers the differential effects of various digital media screen time for diverse populations,” researchers concluded.
Nevertheless, for those who enjoy gaming, this study offers reassurance that their hobby might not just be harmless—it could actually contribute to a happier, more satisfying life.
Tim McMillan is a retired law enforcement executive, investigative reporter and co-founder of The Debrief. His writing typically focuses on defense, national security, the Intelligence Community and topics related to psychology. You can follow Tim on Twitter: @LtTimMcMillan. Tim can be reached by email: [email protected] or through encrypted email: [email protected]
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Research in the game industry is important for a number of reasons. Firstly, the game industry is a rapidly growing and evolving field, with new technologies and advancements being made on a regular basis. This means that there is a constant need for new research to explore and understand these developments, and to find ways to apply them to create better and more immersive gaming experiences.
Another important reason why research in the game industry is important is that it can have a significant impact on other areas of technology and society. For example, research in game technology can lead to the development of new tools and techniques for creating virtual and augmented reality experiences, which can be applied in fields such as education, medicine, and architecture. Additionally, research in game technology can also lead to the development of new algorithms and AI techniques that can be used in other areas such as robotics and autonomous systems.
Moreover, game industry is an industry that has a tremendous impact on people's lives. Game research is important to understand how the game affects people's behavior, emotions, and cognition. It is also important to explore how games can be used to educate, train, and entertain people. For example, games are used to teach languages, coding, and history.
Here are seven open research topics for PhD students who like Game technology
1- Real-time rendering techniques for virtual and augmented reality: This research topic would explore ways to optimize the performance of rendering algorithms in order to improve the visual quality of virtual and augmented reality games and applications.
2- Game AI and machine learning : This research topic would investigate the use of artificial intelligence and machine learning techniques in game development, including the use of neural networks for game character behavior and decision-making, and the use of reinforcement learning to train game agents.
3- Game physics and simulation: This research topic would explore the use of physics-based simulations in games, such as rigid body dynamics, fluid simulation, and cloth simulation. The goal would be to create more realistic and immersive game environments.
4- Game design and player experience: This research topic would investigate how different game design elements, such as level design, game mechanics, and story, affect player experience and engagement. This could include user studies and player testing to understand how players interact with and respond to different game design elements.
5- Game localization and cultural adaptation: This research topic would explore the cultural adaptation of games for different regions and languages. It would investigate the challenges and opportunities of game localization, including the cultural differences that may affect the player experience and how to adapt the game to be more culturally relevant.
6- Game Analytics and personalization: This research topic would investigate the use of data analytics and player modeling to understand player behavior, preferences and adapt game content and mechanics to each player preferences.
7- Game development platforms and tools: This research topic would investigate the development of new game development platforms and tools that enable game developers to create more efficient and effective game development processes.
Tags: 7 Research Topics for PhD Students in Game Technology
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Digital athletes enjoy positive effects in japan study, but too much screentime sees diminishing returns.
A study of nearly 100,000 people in Japan has found that gaming may be good for the player's mental health, contrary to the prevailing narrative around the popular pastime.
While popular opinion holds that video gaming can be bad for you, and the World Health Organization has labeled gaming disorder as a health condition, there is little in the corpus of scientific evidence to suggest a strong link between video games and mental health. Recent observational studies have recorded both positive and negative impacts, researchers report.
A new study published in Nature Human Behaviour used data provided by the shortage of gaming consoles in Japan during the pandemic to help understand whether gaming, the most popular local form of entertainment, has ill effects on mental health.
During 2020 to 2022, Japanese retailers used lotteries to assign two different consoles to consumers. Hiroyuki Egami, economist at Nihon University in Tokyo, worked with his colleagues to use this random distribution to try to understand how video gaming might impact distress and life satisfaction.
"Amid escalating concerns about the negative effects of gaming, the coronavirus disease 2019 (COVID-19) pandemic that emerged in 2020 temporarily spotlighted video games as a preferred form of leisure that fit social distancing guidelines," the paper says. "The global number of individuals playing video games has reached nearly three billion, accompanied by an increase in gaming time."
The study surveyed 97,602 people across Japan between the ages of 10 and 69. Of this sample, 8,192 had been part of the console lottery. The survey sought to examine console ownership, gaming preferences, mental health, life satisfaction, and sociodemographic characteristics.
The analysis included employing a machine learning algorithm to figure out the causal inference on survey data.
The researchers found that owning one of the available consoles and playing games benefited mental health. But gamers who spent more than three hours per day plugged in saw diminishing additional benefits. The study also found that simply owning the console had a positive effect.
Researchers were, however, keen to point out that the unique circumstances surrounding the pandemic could have influenced the findings.
"Our natural experiment showed that video gaming positively impacted mental well-being, but gaming for over three hours had decreasing psychological benefits," the paper says. "Furthermore, the magnitude of the gaming effect was revealed to be influenced by various socioeconomic factors such as gender, age, job, and family structure. These findings highlight the necessity for further research into the mechanisms underlying video gaming's effects on mental well-being and point to the importance of policy design that considers the differential effects of various digital media screen time for diverse populations."
While there is inevitable uncertainty around the findings, they might provide some balance to the more hyperbolic headlines surrounding gaming. In the UK for example, The Daily Mail splashed "Children addicted to video games are attacking their PARENTS – and taking away their console only makes them MORE aggressive, experts warn."
Nonetheless, other dangers remain. Harvard Health has reported repetitive stress injuries and other overuse injuries can result from gaming. The American Psychological Association has also defined internet gaming disorder as experiencing effects including gaming preoccupation, withdrawal, and loss of interest in other activities. ®
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Video games involve interaction with a user interface or input device to generate visual feedback. Video games may be played in an arcade; on a console, personal computer, or mobile device; on virtual or augmented reality systems; or remotely through the cloud.
Besides their entertainment value, appropriately-designed video games may provide educational value. Some video games may also have mental health benefits or be used during therapy.
However, mental health professionals have raised concerns that video games may be addictive and that violent video games may influence some players to performing those violent acts in real life.
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Susan Rivers, PhD, talks about how innovative video game and experience design can promote and protect teen mental health.
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Sports, Games, and Athletics in Evolutionary Perspective
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Video games haven’t been around for decades, but the impact they have on kids and the world, in general, is massive. Typical video games are made up of a user-interface and interaction that sends a visual response to 3 or 2-dimensional video displays to keep the gamers thrillingly attached to the action. The story of video games doesn’t end with the practical part of it. Today, video games have become a major topic of interests in most universities and colleges.
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By Mawunyo Gbogbo
ABC Entertainment
Topic: Olympic Games
Rachael "Raygun" Gunn did not score a single point at the Paris Olympics. ( Getty Images: Elsa )
Since Australian breaker Rachael "Raygun" Gunn failed to score a single point in any of her Olympic bouts, many have asked how she qualified for the Games.
Fellow breaker and anthropologist Lucas Marie says she won her qualification "fair and square" last year, but African American man Malik Dixon has criticised the Olympic body for letting her in.
Breaking will not be an event at the 2028 Los Angeles Olympic Games — a decision made before Raygun's performance.
The 2024 Paris Olympics marked breaking's debut as a sport at the global event, with 36-year-old lecturer and breaker Rachael "Raygun" Gunn representing Australia for the first time.
Having failed to win a single point in any of her Olympic bouts, Raygun quickly became a viral sensation.
The question on many people's minds now is: How did she even qualify?
Lucas Marie is a breaker who has competed, performed, taught and judged breaking competitions over the past 25 years. He's also an anthropologist who recently co-authored an article with Gunn.
He says the answer to that question is simple.
Lucas Marie recently co-authored an article with Raygun. ( Supplied )
"There was an Oceania qualifier in which any B-boy or B-girl from Australia [or] New Zealand could enter, and that was in Sydney in October 2023," he told ABC News.
"And leading up to that, there were a lot of other events in which breakers were competing.
"She won those battles fair and square and won the qualification in Sydney.
"And it wasn't really a surprise to anyone.
"She's been fairly consistent, winning or coming second or third at a lot of breaking events in Australia for the last five to 10 years."
Marie said there was nothing out of the ordinary about Raygun's performance.
"It's not like gymnastics where there's this kind of agreed-upon standard," he said.
"It's always had a rawness to it. It's always had an improvisational kind of quality. And I think looking different and trying different stuff has always been celebrated.
"And I think Raygun, in a way, was just expressing a core kind of hip hop trait in a way a lot of breakers do."
He described her efforts as bold.
"I thought — and this is how I judge a lot of breaking events — I thought, 'Oh, she's making some really interesting choices to mimic Australian animals.' And you can kind of see the choices that she's making in the moment."
Team Australia chef de mission Anna Meares insisted after Raygun's performance that she was the best breaker the country had to offer. But is this true?
Lucas Marie has competed, performed, taught and judged breaking competitions for more than 25 years. ( Supplied: momentsby.naz )
"It's sometimes just who's performing better on the day," Marie said.
"And at the qualification event in which she won, and other events in which she's won, she performed better on that day and won the ticket.
"That doesn't mean she's the best. It doesn't really work like that.
"I think she's a great breaker. She won the qualification. She's won other events in the past, and she was a good representative for Australia at that competition."
Asked whether there were B-girls in Perth, regional Victoria or rural Brisbane who might have qualified but could not afford to travel to Sydney for the tryouts, Marie agreed this was possible.
"Of course, there's breakers all over the country that maybe should have been in that event, but they weren't."
Breaking will not carry over to the 2028 Olympics in Los Angeles, a decision made before Raygun's battle.
Marie described this as sad.
"Maybe, based on the ratings, they'll reassess that and maybe allocate some medals to breaking," he said.
"I really hope that's the case, and I hope that for other breakers who want to compete in it as a dance sport."
Marie said that at the end of the day people should remember they were dealing with a human.
"As a friend of Rachael's, there's a human being who's getting a lot of negative attention," he said.
"I think people kind of miss that sometimes and forget the human aspect of all this."
Malik Dixon is an African American who has been living in Australia for more than a decade and is a Sydney University graduate.
He said Raygun made a total "mockery" out of breaking at the Olympics.
Malik Dixon says too many people feel entitled to African American culture. ( Supplied )
"She was dressed like a member of the cricket team or an Australian PE teacher, and from that point it just seemed like satire," Mr Dixon told ABC News.
"It just looked like somebody who was toying with the culture and didn't know how culturally significant it was being the first time in the Olympics and just how important it was to people who really cherish hip hop and one of the elements of hip hop, which is breakdancing.
"It made me think, was Borat her breakdancing coach?"
Mr Dixon said too many people felt entitled to African American culture.
"The African American space has been one where we've shared our community so much and without any restraints, any barriers, roadblocks, obstacles, any gatekeepers, that essentially what should have been African American cultural capital is just shared, which is cool," he said.
"We like to share, right?
"We shared 400 years of free labour.
"To see Rachael in her attempt to be a part of the culture just be grossly underwhelming made it seem like she didn't take it seriously."
Mr Dixon criticised the body that qualified Raygun, saying she devalued breaking with her performance.
"Whatever governing body nominated her as Australia's entrant into the Olympics either did not understand the assignment or didn't really believe in the integrity or significance of breakdancing, because if they did they would just say, rather than disrespect the culture, we're just not ready to send an applicant this year."
He said Raygun was extremely audacious and not self-aware.
"You've got to know your role, know your position, know your limitation," he said.
"And I think that part of privilege is saying that there are no limits to what I can do.
"Part of privilege is having the authority to say that there are no limits and there are no requirements, there are no prerequisites to what I can do."
Raygun's degrees do not hold much water with Mr Dixon.
"Due to consumerism, this Foundational Black American product, which is hip hop, is global," he said.
"And even people who have no connection to any African Americans or any local or regional things that come out in these songs, they have become a part of the whole experience now.
"If I came in and said that I was an authority on Greek music and I was going against the grain of what the mainstream Greek musicians thought, or the school of thought, and I've said that I was the authority, people would check me on that.
"If I had a PhD in sprinting, does that qualify me to go against Noah Lyles? No, it doesn't."
He also doubts Raygun was the best breaker Australia had to offer.
"[There's] got to be somebody out here that's better than that! The kangaroo! The sprinkler! She did the sprinkler out there, man!" he said.
Should we lighten up? Mr Dixon does not believe so.
"Larrikinism is used as a get-out-of-jail-free card and to escape responsibility of how words or actions impact a hurt person," he said.
"But when the majority culture is offended, there's no playing around.
"This is a part of my culture, and I don't think Australians are in a place to tell me how I should feel about breakdancing being mocked on an international stage.
"People who don't have any or limited access to black people or hip hop culture now may see Rachael and her buffoonery as a representation of hip hop and black culture.
"People who were already side-eyeing breakdancing as an Olympic sport, Rachael Gunn has put the nail in that coffin.
"This might be the most viral clip of the whole Olympics. From a comedy standpoint, she's got it, but from an Olympics perspective, its regressive."
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As gaming has gained exposure to a wider audience and increasingly become part of the cultural mainstream, the content of games themselves has come under increased scrutiny. To test public attitudes toward some of these ongoing arguments, the survey presented Americans with some potential impacts of games and asked whether they consider these attributes to be true of most games, not true of most games, or whether they apply to some games but not others.
Overall, the public has mixed feelings about certain aspects of video games and their relative benefits and drawbacks. The results show:
“Video games are a waste of time” – About one-quarter of all adults (26%) think most video games are a waste of time, while a similar number (24%) do not think this is true of most games. One-third thinks some video games are a waste of time while others are not, and 16% are not sure. Whites (28%), those ages 65 or older (32%), and those with at least a high school diploma (27%) are more likely than others to think most video games are a waste of time.
“Video games help develop good problem solving and strategic thinking skills” – Some 17% of adults think most video games promote problem solving and strategic thinking skills, but a roughly equal proportion, 16%, thinks this is not true for most games. Meanwhile, 47% say some games develop these skills while others do not, and 20% are unsure. Those under age 50 are more than twice as likely as those 50 or older to think most game develops problem solving and strategic thinking skills (22% vs. 10%), while men are slightly more likely than women to think so (19% vs. 14%).
“Video games promote teamwork and communication” – Almost a quarter of all adults (23%) think most video games do not promote teamwork and communication, more than double the 10% who think most games do promote these qualities. However, a plurality (37%) thinks this is true of some games but not others, and 28% are unsure. Men and younger adults are more likely than women and older adults to believe most video games promote these qualities. Some 17% of those ages 18 to 29 think teamwork and communication are promoted by games (compared with 9% of those 30 and older), along with 12% of men (vs. 9% of women).
“Video games are a better form of entertainment than watching TV” – Three-in-ten adults do not think video games are a better form of entertainment than television, almost triple the 11% who think most video games are indeed a better form of entertainment than TV. Still, a third of all adults (34%) think this is true of some video games but not others, while 24% are not sure. Almost a quarter of those ages 18 to 29 say most video games are a better form of entertainment than TV (24% vs. 7% of those 30 and older), as do 14% of men vs. 8% of women.
For some aspects of gaming – such as the portrayal of minorities and women in video games – the public is much less certain:
“ Video games portray minority groups poorly” – Fully 47% of adults say they are not sure whether video games portray minority groups poorly. Almost a quarter of all adults (23%) think most video games do not portray minority groups poorly, more than double the 9% of adults who think minority groups are portrayed poorly in most games. Some 20% think minority groups are portrayed poorly in some games but not others. Interestingly, just 13% of blacks and 11% of Hispanics think most video games portray minority groups poorly, compared with 7% of whites. Young adults are slightly more likely than their older counterparts to think most games portray minorities poorly – 13% of those 18 to 29 say so, compared with 7% of those 50 or older.
“Video games portray women poorly” – Similarly, 40% of Americans say they are not sure whether video games portray women poorly. Another 18% say this is not true for most games, while 14% say this is true for most games. More than a quarter of all adults (27%) say this is true for some video games but not others. Notably, the responses to this question show no differences by gender. Young adults are split on the portrayal of women – 24% each of those 18 to 29 think most video games do and do not portray women poorly.
While the public is largely uncertain what to think about video games, within the gaming community there is more consensus. Put simply, people who play video games are more likely to respond to the positive aspects of their pastime while they disagree with certain negative portrayals. And certain groups of game players – namely men and young adults – hold particularly strong and affirming beliefs about gaming.
Among the benefits that game players are more likely to value:
Additionally, game players are more likely than others to shy away from negative assertions about the impact of video games, including:
On the other hand, people who play games are a bit more divided on how women are portrayed in video games:
Despite their relatively positive views toward video games compared with non-game players, a substantial portion of game players have mixed feelings on many of these issues. For instance, 55% of video game players think some games develop good problem solving and strategic thinking skills, while other games do not. Similarly, 37% of game players feel that some video games are a waste of time, even while others are not. Finally, even people who play games are not always sure what to think – for example, 31% of game players say they are unsure whether or not most games portray minority groups poorly.
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The U.S. National Science Foundation has awarded researchers in Maine, Mississippi, New Mexico, Puerto Rico and Rhode Island roughly $38 million through the Established Program to Stimulate Competitive Research (EPSCoR), which promotes the development of research competitiveness among 28 targeted states and territories, called jurisdictions. The awards, facilitated by the NSF EPSCoR Collaborations for Optimizing Research Ecosystems Research Infrastructure Improvement (E-CORE RII) program and NSF EPSCoR Research Incubators for STEM Excellence Research Infrastructure Improvement (E-RISE RII) program, aim to enhance research facilities, form new networks, support workforce development and accelerate economic growth in parts of the U.S. that have historically received less funding for scientific research. "The NSF EPSCoR program is critical to ensure that we are creating opportunities and investing in innovation in every part of the United States," said NSF Director Sethuraman Panchanathan. "These new E-CORE RII and E-RISE RII awards will positively impact our nation by advancing the breadth of STEM research, research infrastructure and workforce development while catalyzing opportunities for research and education in EPSCoR jurisdictions and beyond." The E-CORE RII opportunity aids in building capacity in targeted research infrastructure cores within a jurisdiction's research ecosystems. Capacity building may include developing, enhancing and sustaining research administration, facilities, workforce development, partnerships, community engagement and economic development.
The E-RISE RII opportunity supports research teams and products in a scientific area linked to jurisdictional science and technology plans. It seeks innovative proposals for sustainable networks to enhance STEM research capacity in a selected research area that has the potential for sustainable socioeconomic impact within the jurisdiction. E-RISE RII projects aim to build research competitiveness, develop a skilled workforce, promote diversity and inclusion and integrate research efforts.
E-CORE RII and E-RISE RII were established in response to the 2022 Study of the Established Program to Stimulate Competitive Research , the Envisioning the Future of NSF EPSCoR report and the "CHIPS and Science Act of 2022." This round of awards will catalyze economic growth by propelling laboratory research to scalable commercial products and bringing together expertise from multiple institutions to unravel complex scientific challenges. The awards will strengthen workforce development through educational initiatives that will help economically disadvantaged students and promote diversity, inclusion and accessibility by cultivating scientists and researchers from different backgrounds with various experiences and points of view.
E-CORE RII: Research Infrastructure Optimization for New Mexico Led by The University of New Mexico, this project aims to connect New Mexico's emerging research institutions (ERIs) with the broader state research ecosystem consisting of national laboratories, high-tech industries and established research universities. By strengthening New Mexico's research infrastructure, the project will foster innovation, which will lead to economic growth in critical sectors and create high-value employment opportunities for graduates from ERIs. The project will also provide the state legislature with insights on economic and workforce trends to enable strategic investments in key areas and foster a culture of inclusion and diversity, thereby broadening participation in the scientific enterprise across individuals, institutions and sectors.
Collaborating institutions (subawardees): Central New Mexico Community College, New Mexico Institute of Mining and Technology, Navajo Technical University and New Mexico State University. E-CORE RII: Rhode Island Inclusive Network for Excellence in Science and Technology The University of Rhode Island is leading this project to enable the state of Rhode Island and the Narragansett Indian Tribe and its citizens to develop and maintain a sustainable, broadly inclusive and competitive research ecosystem that supports use-inspired S&T and workforce development. The project will sustainably develop capacity, programming, platforms and partnerships that serve and benefit institutions of higher education across Rhode Island by institutionalizing research infrastructure support programs and implementing innovative programs that lead to increased collaborations across the state's institutions. These platforms and systems will lead to an inclusive network for scientific opportunities with low barriers to entry, an increased number of students from minoritized and tribal backgrounds that flourish in STEM, and the creation of new initiatives that align with the strategic diversity, equity, inclusion, justice and access plans of the collaborating institutions.
Collaborating institutions (subawardees): Brown University, Rhode Island College, Rhode Island School of Design and Roger Williams University. E-CORE RII: Mississippi Research Alliance The vision of this project, led by Mississippi State University, is to be a transformative force in the Mississippi research and innovation ecosystem. The project will forge strategic partnerships that harness and enhance existing human and physical assets and coordinate new investments to position Mississippi as a national front-runner in S&T. The project will strengthen strategic governance, improve sustainable access to instrumentation and foster cross-institutional collaborations, thereby boosting cutting-edge research carried out by interdisciplinary teams and resulting in exponential gains to Mississippi's knowledge-based economy. The project's integrated approach will create a research and development ecosystem that builds strategic alliances among research and ERIs, state agencies and public and private organizations to positively impact education, workforce development and the broader societal understanding of scientific endeavors.
Collaborating institutions (subawardees): The University of Southern Mississippi, The University of Mississippi, Mississippi Vally State University. E-RISE RII: Maine Algal Research Infrastructure and Accelerator The Bigelow Laboratory for Ocean Sciences leads this project to build the Maine Algal Research Infrastructure and Accelerator which will serve as a nucleus for algae-based innovation in Maine and catalyze economic growth and workforce development. This state-of-the-art research infrastructure will be used to streamline exploration of algae's commercial potential -- from individual cell-level analysis to product optimization and eventual scaling. The project will lead to the discovery of novel approaches to harness algae as efficient biofactories for synthesizing new high-value products relevant to the "Maine Innovation Economy Action Plan," while aligning strategic collaborations, including with local farmers and algal companies, to create an accelerated network to enhance the agricultural, aquaculture and pharmaceutical potential of algae in Maine.
Collaborating institutions (subawardees): Mount Desert Island Biological Laboratory, University of New England, Colby College, Maine Center for Entrepreneurs and Gulf of Maine Ventures. E-RISE RII: Cracking the Developmental Blueprint of Life: Omics, Computational Science, and Artificial Intelligence This project, led by the University of Puerto Rico-Rio Piedras, will position Puerto Rico as a thriving hub for innovation and economic growth in the life science and biotech/molecular sectors. Faculty from seven institutions will come together to unravel the complexities of developmental biology by examining the evolutionary and developmental framework of butterfly divergence. The project will delve into the fundamental science of evolution and adaptation, seeking to decipher the molecular intricacies that govern cellular processes and organismal development. The novelty of the project lies in the single cell-genomic resolution around which all other molecular information will be integrated using cutting-edge computational and AI approaches. Also included in the project will be workforce development initiatives that integrate STEM education and interventions to cultivate skills for both academic and non-academic careers, in part by generating important resources for the broader scientific community and through outreach activities tailored to K-12 teachers and students.
Collaborating institutions (subawardees): Centro Comprensivo de Cancer de la Universidad de Puerto Rico.
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To help you get started, here are 107 video game essay topic ideas and examples to inspire your writing: The impact of violent video games on children's behavior. The evolution of video game graphics over the years. The rise of esports and its influence on the gaming industry.
Video Games Research Paper Topics For College. Of course, we have a list of video games research paper topics for college students. These are a bit more difficult than the others in our list: Linking video game addiction to substance abuse. The use of first person shooter games in military training programs.
Here, we've collected excellent essay topics for true gaming enthusiasts. Whether you're looking for argumentative essay ideas on video games, research topics, or questions for debate, you will find them here. We will write a custom essay specifically for you by our professional experts. 189 writers online. Learn More.
Here are some simple video game research paper topics: The impact of video games on problem-solving skills. Violent video games and aggressive behavior. Using video games for teaching in the classroom in 2023. The influence of video game design on player engagement.
Quantitative research topics about video games refer to specific areas of study within the field of academic research that focus on using numerical data, statistical analysis, and empirical evidence to explore various aspects related to video games. These topics involve conducting systematic investigations and employing quantitative methods to ...
The game genres examined were 3D adventure, first-person shooting (FPS), puzzle, rhythm dance, and strategy. The total training durations were 16-90 h. Results of this systematic review demonstrated that video gaming can be beneficial to the brain. However, the beneficial effects vary among video game types.
Playing video games for a couple of hours a day can improve mental health, according to a study on gamers in Japan during the COVID-19 pandemic 1. The research — which was done from December ...
An International Journal of Theory, Practice and Research has served as a leading international forum for the exploration and development of simulation/gaming methodologies used in education, training, consultation, and research." Here are some examples of video game research which was published in non-gaming journals: American Historical Review.
The Library's video game collection was established in 2012 to support the research and teaching of students and faculty working on transmedia, new media or comparative media studies, as well as reflecting an emerging research interest on campus in game programming, the sociology of games, videogame music, and other areas that touch on ...
By creating games that bake the process of data collection into their mechanics, players can contribute data and even uncover new insights just by playing along. Gamification, along with the growing movement known as citizen science, which invites volunteers to take part in real science research, is, in its own way, reshaping what it means to ...
Project Muse. This resource is a general favorite for anything art or media related, with tons of scholarly, peer-reviewed articles about video games including articles on diversity in video games, video games and the ecosystem, video games and civic development, and more. When starting research on video games, this database is highly ...
The research team realized this represented an opportunity to test the impact of video game playing on a captive group of players. They created a questionnaire designed to measure mental health ...
A study of almost 100,000 people in Japan aged 10 to 69 found playing video games - or even owning a console - can be good for mental health.
Video games are the subject of constant transformation, defining their aesthetics, functions, and audiences. Video game content can vary significantly from one game to another (Sevin & DeCamp ...
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ORDER NOW. Select Page. 122 Video Games Research Paper Topics For Students. Oct 6, 2022. Oct 6, 2022| Topics. Video games are a big part of our lives, just like political science, and they have been since the early days. Even with all that gaming available to us, there's still something about a classic game that keeps us coming back for more.
Pick an up and coming technology and explain how it works. Explain the history and development behind an upcoming technological advancement in video tech. Discuss the trend of gamers as designers. Other Video Technology Essay Ideas. Write a compare contrast essay on virtual reality in gaming vs. augmented reality.
A new study from Japanese researchers indicates that playing video games can have an unexpectedly positive effect on mental health. Research published in Nature Human Behaviour reveals that people who play video games for less than three hours a day report higher life satisfaction, a crucial element of mental well-being, than non-gamers.. However, the study also found that those who play for ...
Here are seven open research topics for PhD students who like Game technology. 1- Real-time rendering techniques for virtual and augmented reality: This research topic would explore ways to optimize the performance of rendering algorithms in order to improve the visual quality of virtual and augmented reality games and applications.
U.S. association serving the business and public affairs needs of companies that publish computer and video games for video game consoles, personal computers, and the Internet. Open access, international journal of computer game research. Focuses on aesthetic, cultural, and communicative aspects of computer games.
Video games are interactive computer games that you play by using buttons or controls to move images on a computer screen. Video games are now everywhere, and their impacts on society are worth studying. One of the best ways to understand the impacts of video games is by researching it. Although student enjoy playing video games, they find it ...
"The global number of individuals playing video games has reached nearly three billion, accompanied by an increase in gaming time." The study surveyed 97,602 people across Japan between the ages of 10 and 69. Of this sample, 8,192 had been part of the console lottery.
The video game industry is thriving like never before. According to a 2018 study, 60% of Americans report playing video games daily (Entertainment Software Association, 2015). Red Dead Redemption 2, released by Rockstar Games in October of 2018, …. Analysis of the Attractiveness of Video Games.
In the U.S., four-in-ten women and roughly a quarter of adults ages 65 and older say they play video games at least sometimes. Why join the gig economy? For many, the answer is 'for fun'. Nearly a quarter of Americans say they've earned money in the digital "platform economy" in the past year, according to a new Pew Research Center ...
Video games. Video games involve interaction with a user interface or input device to generate visual feedback. Video games may be played in an arcade; on a console, personal computer, or mobile device; on virtual or augmented reality systems; or remotely through the cloud. Besides their entertainment value, appropriately-designed video games ...
Whether journalism, political science, sociology or public health student looking for convincing and informative video games essay topics, TopicsBase has got you covered. Get Writing Help. Rated 4.8 out of 5. The Role Video Games Play in Improving Learning. Violence and Video Games.
Consult the top 50 dissertations / theses for your research on the topic 'Video games industry.' Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago ...
The 2024 Paris Olympics marked breaking's debut as a sport at the global event, with 36-year-old lecturer and breaker Rachael "Raygun" Gunn representing Australia for the first time.
The results show: "Video games are a waste of time" - About one-quarter of all adults (26%) think most video games are a waste of time, while a similar number (24%) do not think this is true of most games. One-third thinks some video games are a waste of time while others are not, and 16% are not sure. Whites (28%), those ages 65 or older ...
NSF awards $38M to strengthen research infrastructure, build partnerships and improve STEM workforce development; ... Topics. People & Society Share Facebook X (formerly known as Twitter) ... NSF invites K-12 students to design their own video games and compete for Game Maker Awards . Top. 2415 Eisenhower Ave Alexandria, VA 22314 (703) 292-5111 ...