Gaming & Science

LinkofTime

L99: LIMIT BREAKER
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Moin moin,

die Gaming-Branche ist nun set etlichen Jahren Teil unserer Gesellschaft, ähnlich wie das Fernsehen, Musik oder andere Unterhaltungsmedien und gewinnt immer mehr an wirtschaftlicher und kultureller Bedeutung. Nicht nur verändert sich das Geschäft der Videospiele von Generation zu Generation, auch haben Videospiele einen Einfluss auf das tägliche Leben der Konsumenten (oder etwa doch nicht?). Aufgrund der steigenden Attraktivität und Bedeutung dieses Bereiches, findet man auch immer häufiger wissenschaftliche Arbeiten, die sich mit diesem Medium gefassen.

Das soll auch das übergreifende Thema dieses Threads sein: Hier geht es um wissenschaftliche Ausarbeitungen rund um das Thema Gaming. Und selbstverständlich die damit einhergehende Diskussion.

Um das ganze einmal zu starten schicke ich gleich mal zwei Paper ins Rennen:

Is Playing Video Games Related to Cognitive Abilities?
Autoren: Nash Unsworth (University of Oregon), Thomas S. Redick (Purdue University), Brittany D. Mcmillan (University of Oregon), David Zach Hambrick (Michigan State University),Michael J. Kane (University of North Carolina at Greensboro), Randall W. Engle (Georgia Institute of Technology)
Link
Abstract schrieb:
The relations between video-game experience and cognitive abilities were examined in the current study. In two experiments, subjects performed a number of working memory, fluid intelligence, and attention-control measures and filled out a questionnaire about their video-game experience. In Experiment 1, an extreme-groups analysis indicated that experienced video-game players outperformed nonplayers on several cognitive-ability measures. However, in Experiments 1 and 2, when analyses examined the full range of subjects at both the task level and the latent-construct level, nearly all of the relations between video-game experience and cognitive abilities were near zero. These results cast doubt on recent claims that playing video games leads to enhanced cognitive abilities. Statistical and methodological issues with prior studies of video-game experience are discussed along with recommendations for future studies.
- Psychological Science. 04/2015

____________________

Everyday sadism predicts violent video game preferences
Autor: Tobias Greitemeyer (University of Innsbruck)
Link
Abstract schrieb:
Playing violent video games has become an integral part of the lives of many people, although some people more than others may be predisposed to enjoy violent video games. Two cross-sectional studies examined the extent to which everyday sadism predicts the amount of violent video game play. Past research has shown that everyday sadists obtain pleasure from cruel behaviors. Hence, I reasoned that everyday sadists are drawn to violent video games because killing game characters might be an opportunity to satisfy their need for cruelty. In fact, results revealed a positive link between everyday sadism and the amount of violent video game exposure. Moreover, this relation statistically held when controlling for the impact of trait aggression, the Big 5, narcissism, Machiavellianism, and psychopathy.
- Personality and Individual Differences. Volume 75, March 2015, Pages 19–23​
 
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