Search results for 'Video games Moral and ethical aspects' (try it on Scholar)

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  1. Miguel Sicart (2009). The Ethics of Computer Games. Mit Press.score: 183.6
    Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design.
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  2. Monique Wonderly (2008). A Humean Approach to Assessing the Moral Significance of Ultra-Violent Video Games. Ethics and Information Technology 10 (1):1-10.score: 136.0
  3. Suzanne Shale (2012). Moral Leadership in Medicine: Building Ethical Healthcare Organizations. Cambridge University Press.score: 104.4
    Machine generated contents note: Preface; Acknowledgements; 1. Why medicine needs moral leaders; 2. Creating an organizational narrative; 3. Understanding normative expectations in medical moral leadership; Prologue to chapters four and five; 4. Expressing fiduciary, bureaucratic and collegial propriety; 5. Expressing inquisitorial and restorative propriety; Epilogue to chapters four and five; 6. Understanding organizational moral narrative; 7. Moral leadership for ethical organizations; Appendix 1. How the research was done; Appendix 2. Accountability for clinical performance: individuals and (...)
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  4. Ezekiel J. Emanuel (ed.) (2003). Ethical and Regulatory Aspects of Clinical Research: Readings and Commentary. Johns Hopkins University Press.score: 104.4
    All investigators funded by the National Institutes of Health are now required to receive training about the ethics of clinical research. Based on a course taught by the editors at NIH, Ethical and Regulatory Aspects of Clinical Research is the first book designed to help investigators meet this new requirement. The book begins with the history of human subjects research and guidelines instituted since World War II. It then covers various stages and components of the clinical trial process: (...)
     
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  5. Gemán Vargas Guillén (2005). La Representación Computacional de Dilemas Morales: Investigación Fenomenológica de Epistemología Experimental. Universidad Pedagógica Nacional, Facultad de Humanidades, Departamento de Ciencias Sociales.score: 101.4
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  6. Thomas W. Kallert, Juan E. Mezzich & John Monahan (eds.) (2011). Coercive Treatment in Psychiatry: Clinical, Legal and Ethical Aspects. Wiley-Blackwell.score: 99.0
    This book considers coercion within the healing and ethical framework of therapeutic relationships and partnerships at all levels, and addresses the universal ...
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  7. Stephanie L. Patridge (2013). Pornography, Ethics, and Video Games. Ethics and Information Technology 15 (1):25-34.score: 98.0
    In a recent and provocative essay, Christopher Bartel attempts to resolve the gamer’s dilemma. The dilemma, formulated by Morgan Luck, goes as follows: there is no principled distinction between virtual murder and virtual pedophilia. So, we’ll have to give up either our intuition that virtual murder is morally permissible—seemingly leaving us over-moralizing our gameplay—or our intuition that acts of virtual pedophilia are morally troubling—seemingly leaving us under-moralizing our game play. Bartel’s attempted resolution relies on establishing the following three theses: (1) (...)
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  8. Marcus Schulzke (2010). Defending the Morality of Violent Video Games. Ethics and Information Technology 12 (2):127-138.score: 96.6
    The effect of violent video games is among the most widely discussed topics in media studies, and for good reason. These games are immensely popular, but many seem morally objectionable. Critics attack them for a number of reasons ranging from their capacity to teach players weapons skills to their ability to directly cause violent actions. This essay shows that many of these criticisms are misguided. Theoretical and empirical arguments against violent video games often suffer from (...)
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  9. Iva Smit, Wendell Wallach & G. E. Lasker (eds.) (2005). Cognitive, Emotive, and Ethical Aspects of Decision Making in Humans and in Ai. International Institute for Advanced Studies in Systems Research and Cybernetics.score: 96.0
  10. Jon Cogburn & Mark Silcox (2005). Computing Machinery and Emergence: The Aesthetics and Metaphysics of Video Games. Minds and Machines 15 (1):73-89.score: 94.2
    We build on some of Daniel Dennett’s ideas about predictive indispensability to characterize properties of video games discernable by people as computationally emergent if, and only if: (1) they can be instantiated by a computing machine, and (2) there is no algorithm for detecting instantiations of them. We then use this conception of emergence to provide support to the aesthetic ideas of Stanley Fish and to illuminate some aspects of the Chomskyan program in cognitive science.
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  11. Vasil Gluchman (2013). Pious Aspects in the Ethical and Moral Views of Matthias Bel. History of European Ideas 39 (6):776-790.score: 93.0
    Summary The author of the paper studies the ethical views of Matthias Bel expressed in his Preface to Johann Arndt's treatise and in Davidian-Solomonian Ethics, which contain a critique of false Christianity and ancient (especially Aristotle's) ethics. Bel refuses any philosophical ethics based on human nature, since man, in his very essence, is sinful and vicious. This leads to the general moral downfall of the young and mankind. He only recognises ethics whose source and the highest good is (...)
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  12. Gosia M. Brykczyńska & Joan Simons (eds.) (2011). Ethical and Philosophical Aspects of Nursing Children and Young People. John Wiley & Sons.score: 92.4
    This important new book provides a philosophical and historical analysis of the subject, looking at a review of sociological and political theories concerning ...
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  13. Lars-Eric Nilsson (2008). "But Can't You See They Are Lying": Student Moral Positions and Ethical Practices in the Wake of Technological Change. Distribution, Acta Universitatis Gothoburgensis.score: 92.4
     
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  14. Richard Burnor (2011). Ethical Choices: An Introduction to Moral Philosophy with Cases. Oxford University Press.score: 91.2
    Ideal for students with little or no background in philosophy, Ethical Choices: An Introduction to Moral Philosophy with Cases provides a concise, balanced, and highly accessible introduction to ethics. Featuring an especially lucid and engaging writing style, the text surveys a wide range of ethical theories and perspectives including consequentialist ethics, deontological ethics, natural and virtue ethics, the ethics of care, and ethics and religion. Each chapter of Ethical Choices also includes compelling case studies that are (...)
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  15. David I. Waddington (2007). Locating the Wrongness in Ultra-Violent Video Games. Ethics and Information Technology 9 (2):121-128.score: 90.2
    The extremely high level of simulated violence in certain recent video games has made some people uneasy. There is a concern that something is wrong with these violent games, but, since the violence is virtual rather than real, it is difficult to specify the nature of the wrongness. Since there is no proven causal connection between video-game violence and real violence, philosophical analysis can be particularly helpful in locating potential sources of wrongness in ultra-violent video (...)
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  16. William Ernest Barton (1966). The Moral Challenge of Communism: Some Ethical Aspects of Marxist-Leninist Society. London, Friends Home Service Committee.score: 86.6
     
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  17. Donald A. Brown (2013). Climate Change Ethics: Navigating the Perfect Moral Storm. Routledge.score: 86.4
    Part 1. Introduction -- Introduction: Navigating the Perfect Moral Storm in Light of a Thirty-Five Year Debate -- Thirty-Five Year Climate Change Policy Debate -- Part 2. Priority Ethical Issues -- Ethical Problems with Cost Arguments -- Ethics and Scientific Uncertainty Arguments -- Atmospheric Targets -- Allocating National Emissions Targets -- Climate Change Damages and Adaptation Costs -- Obligations of Sub-national Governments, Organizations, Businesses, and Individuals -- Independent Responsibility to Act -- Part 3. The Crucial Role of (...)
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  18. J. Arlebrink (1997). The Moral Roots of Prenatal Diagnosis. Ethical Aspects of the Early Introduction and Presentation of Prenatal Diagnosis in Sweden. Journal of Medical Ethics 23 (4):260-261.score: 85.6
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  19. Rudy McDaniel & Stephen M. Fiore (2012). Best Practices for the Design and Development of Ethical Learning Video Games. International Journal of Cyber Ethics in Education 2 (4):1-23.score: 85.6
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  20. Stephanie Patridge (2011). The Incorrigible Social Meaning of Video Game Imagery. Ethics and Information Technology 13 (4):303-312.score: 84.8
    In this paper, I consider a particular amoralist challenge against those who would morally criticize our single-player video play, viz., “come on, it’s only a game!” The amoralist challenge with which I engage gains strength from two facts: the activities to which the amoralist lays claim are only those that do not involve interactions with other rational or sentient creatures, and the amoralist concedes that there may be extrinsic, consequentialist considerations that support legitimate moral criticisms. I argue that (...)
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  21. David Aspin (1975). Ethical Aspects of Sport and Games and Physical Education. Journal of Philosophy of Education 9 (1):49–71.score: 84.6
  22. Gary Duhon (2008). An Uncomfortable Refusal Pp. 15-15 HTML Version | PDF Version (78k) Subject Headings: Premature Infants -- Medical Care -- Moral and Ethical Aspects. Commentary. [REVIEW] Hastings Center Report 38 (5):pp. 15-16.score: 84.6
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  23. Andrea Viggiano (2008). Ethical Naturalism and Moral Twin Earth. Ethical Theory and Moral Practice 11 (2):213 - 224.score: 84.0
    In order to rebut G. E. Moore’s open question argument, ethical naturalists adopt a theory of direct reference for our moral terms. T. Horgan and M. Timmons have argued that this theory cannot be applied to moral terms, on the ground that it clashes with competent speakers’ linguistic intuitions. While Putnam’s Twin Earth thought experiment shows that our linguistic intuitions confirm the theory of direct reference, as applied to ‘water’, Horgan and Timmons devise a parallel thought experiment (...)
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  24. Mary Briody Mahowald (2006). Bioethics and Women: Across the Life Span. Oxford University Press.score: 83.4
    All persons, while different from one another, have the same value: this is the author's relatively uncontroversial starting point. Her end point is not uncontroversial: an ideal of justice as human flourishing, based on each person's unique set of capabilities. Because the book's focus is women's health care, gender justice, a necessary component of justice, is central to examination of the issues. Classical pragmatists and feminist standpoint theorists are enlisted in support of a strategy by which gender justice is promoted. (...)
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  25. Lilie Chouliaraki (2006). The Spectatorship of Suffering. Sage Publications.score: 83.4
    "The work is on an important topic that has been oft debated but rarely systematically studied – the political, cultural, and moral effects of distant news coverage of suffering. [The book] is extremely well steeped in the relevant literature, including semiotics, discourse analysis, meda and social theory and makes a fresh methodological contribution by looking at the codes and formats of news about suffering. It has a fresh vision and answer to some of the stickiest moral and media (...)
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  26. Daniel J. Simons Walter R. Boot, Daniel P. Blakely (2011). Do Action Video Games Improve Perception and Cognition? Frontiers in Psychology 2.score: 83.4
    Frequent action video game players often outperform non-gamers on measures of perception and cognition, and some studies find that video game practice enhances those abilities. The possibility that video game training transfers broadly to other aspects of cognition is exciting because training on one task rarely improves performance on others. At first glance, the cumulative evidence suggests a strong relationship between gaming experience and other cognitive abilities, but methodological shortcomings call that conclusion into question. We discuss (...)
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  27. Robert Francis John Seddon (2013). Getting 'Virtual' Wrongs Right. Ethics and Information Technology 15 (1):1-11.score: 83.2
    Whilst some philosophical progress has been made on the ethical evaluation of playing video games, the exact subject matter of this enquiry remains surprisingly opaque. ‘Virtual murder’, simulation, representation and more are found in a literature yet to settle into a tested and cohesive terminology. Querying the language of the virtual in particular, I suggest that it is at once inexplicit and laden with presuppositions potentially liable to hinder anyone aiming to construct general philosophical claims about an (...)
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  28. Daniel M. Hausman (2006). Economic Analysis, Moral Philosophy, and Public Policy. Cambridge University Press.score: 82.4
    This book shows through accessible argument and numerous examples how understanding moral philosophy can improve economic analysis, how moral philosophy can benefit from economists' analytical tools, and how economic analysis and moral philosophy together can inform public policy. Part I explores rationality and its connections to morality. It argues that in defending their model of rationality, mainstream economists implicitly espouse contestable moral principles. Part II concerns welfare, utilitarianism and standard welfare economics, while Part III considers important (...)
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  29. Richard Hull, Philosophical, Ethical, and Moral Aspects of Health Care Rationing: A Review of Daniel Callahan's Setting Limits. [REVIEW]score: 82.0
    My assigned task in today’s colloquium is to review philosophers’ perspectives on the broad question of whether health care rationing ought to target the elderly. This is a revolutionary question, particularly in a society that is so sensitive to apparent discrimination, and the question must be approached carefully if it is to be successfully dealt with. Three subordinate questions attend this one and must be addressed in the course of answering it. The first such question has to do with (...)
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  30. B. G. Gazzard (1992). AIDS a Moral Issue -- Ethical, Legal and Social Aspects. Journal of Medical Ethics 18 (1):51-52.score: 82.0
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  31. Hugh Matthews (2001). Power Games and Moral Territories: Ethical Dilemmas When Working with Children and Young People. Ethics, Place and Environment 4 (2):117 – 118.score: 82.0
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  32. S. M. van Geelen, L. L. E. Bolt & M. J. H. van Summeren (2010). Moral Aspects of Bariatric Surgery for Obese Children and Adolescents: The Urgent Need for Empirical-Ethical Research. American Journal of Bioethics 10 (12):30-32.score: 81.0
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  33. Daniela Karine Ramos (2013). Jogos eletrônicos e aspectos morais: a borda entre o virtual e o atual // Electronic games and moral aspects: the border between virtual and actual. Conjectura: Filosofia E Educação 18.score: 81.0
    Este trabalho tem como objetivo discutir aspectos relacionados à virtualização e à liberdade presentes nos jogos eletrônicos que se configuram como novos espaços de vivências, interação e subjetivação. Para tanto, buscamos captar a singularidade presente na relação que os jogadores estabelecem com o espaço virtual, utilizando como inspiração metodológica a cartografia. Na pesquisa, cinco jovens foram observados e relataram suas experiências com os jogos eletrônicos. A partir disso, identificamos que os jogos eletrônicos como espaços virtuais permitem lidar com a noção (...)
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  34. Daniela Karine Ramos (2013). Jogos eletrônicos e aspectos morais: a borda entre o virtual e o atual // Electronic games and moral aspects: the border between virtual and actual. Conjectura: Filosofia E Educação 18 (1):105-119.score: 81.0
    Este trabalho tem como objetivo discutir aspectos relacionados à virtualização e à liberdade presentes nos jogos eletrônicos que se configuram como novos espaços de vivências, interação e subjetivação. Para tanto, buscamos captar a singularidade presente na relação que os jogadores estabelecem com o espaço virtual, utilizando como inspiração metodológica a cartografia. Na pesquisa, cinco jovens foram observados e relataram suas experiências com os jogos eletrônicos. A partir disso, identificamos que os jogos eletrônicos como espaços virtuais permitem lidar com a noção (...)
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  35. Bertram Bandman (2003). The Moral Development of Health Care Professionals: Rational Decisionmaking in Health Care Ethics. Praeger.score: 80.4
    A central challenge motivates this work: How, if at all, can philosophical ethics help in the moral development of health professionals?
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  36. Mary Midgley (1994/1996). The Ethical Primate: Humans, Freedom, and Morality. Routledge.score: 80.4
    In The Ethical Primate , Mary Midgley, 'one of the sharpest critical pens in the West' according to the Times Literary Supplement , addresses the fundamental question of human freedom. Scientists and philosophers have found it difficult to understand how each human-being can be a living part of the natural world and still be free. Midgley explores their responses to this seeming paradox and argues that our evolutionary origin explains both why and how human freedom and morality have come (...)
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  37. Elliot N. Dorff & Louis E. Newman (eds.) (1995). Contemporary Jewish Ethics and Morality: A Reader. Oxford University Press.score: 80.4
    Over the past decade much significant new work has appeared in the field of Jewish ethics. While much of this work has been devoted to issues in applied ethics, a number of important essays have explored central themes within the tradition and clarified the theoretical foundations of Jewish ethics. This important text grew out of the need for a single work which accurately and conveniently reflects these developments within the field. The first text of its kind in almost two decades, (...)
     
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  38. Christen M. Wemmer & Catherine A. Christen (eds.) (2008). Elephants and Ethics: Toward a Morality of Coexistence. Johns Hopkins University Press.score: 80.4
    The entwined history of humans and elephants is fascinating but often sad. People have used elephants as beasts of burden and war machines, slaughtered them for their ivory, exterminated them as threats to people and ecosystems, turned them into objects of entertainment at circuses, employed them as both curiosities and conservation ambassadors in zoos, and deified and honored them in religious rites. How have such actions affected these pachyderms? What ethical and moral imperatives should humans follow to ensure (...)
     
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  39. Steven M. Flipse, Maarten C. A. Sanden & Patricia Osseweijer (2013). The Why and How of Enabling the Integration of Social and Ethical Aspects in Research and Development. Science and Engineering Ethics 19 (3):703-725.score: 80.2
    New and Emerging Science and Technology (NEST) based innovations, e.g. in the field of Life Sciences or Nanotechnology, frequently raise societal and political concerns. To address these concerns NEST researchers are expected to deploy socially responsible R&D practices. This requires researchers to integrate social and ethical aspects (SEAs) in their daily work. Many methods can facilitate such integration. Still, why and how researchers should and could use SEAs remains largely unclear. In this paper we aim to relate motivations (...)
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  40. Steven M. Flipse, Maarten Ca van der Sanden & Patricia Osseweijer (2013). The Why and How of Enabling the Integration of Social and Ethical Aspects in Research and Development. Science and Engineering Ethics 19 (3):703-725.score: 80.2
    New and Emerging Science and Technology (NEST) based innovations, e.g. in the field of Life Sciences or Nanotechnology, frequently raise societal and political concerns. To address these concerns NEST researchers are expected to deploy socially responsible R&D practices. This requires researchers to integrate social and ethical aspects (SEAs) in their daily work. Many methods can facilitate such integration. Still, why and how researchers should and could use SEAs remains largely unclear. In this paper we aim to relate motivations (...)
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  41. Aaron Smuts (2005). Are Video Games Art? Contemporary Aesthetics 2.score: 79.2
    I argue that by any major definition of art many modern video games should be considered art. Rather than defining art and defending video games based on a single contentious definition, I offer reasons for thinking that video games can be art according to historical, aesthetic, institutional, representational and expressive theories of art. Overall, I argue that while many video games probably should not be considered art, there are good reasons to think (...)
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  42. Aaron Smuts (2005). Video Games and the Philosophy of Art. American Society for Aesthetics Newsletter.score: 79.2
    The most cursory look at video games raises several interesting issues that have yet to receive any consideration in the philosophy of art, such as: Are videogames art and, if so, what kind of art are they? Are they more closely related to film, or are they similar to performance arts, such as dance? Perhaps they are more akin to competitive sports and games like diving and chess? Can we even define “video game” or “game”? We (...)
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  43. Jon Cogburn (2009). Philosophy Through Video Games. Routledge.score: 79.2
    I, player : the puzzle of personal identity (MMORPGS and Virtual Communities) -- The game inside the mind, the mind inside the game (The Nintendo Wii Gaming Console) -- Realistic blood and gore : do violent games make violent gamers? (First-person Shooters) -- Games and God's goodness (World-builder and Tycoon Games) -- The metaphysics of interactive art (Puzzle and Adventure Games) -- Artificial and human intelligence (Single-player RPGS) -- Epilogue: Video games and the meaning (...)
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  44. Aaron Smuts (2003). Film Theory Meets Video Games: An Analysis of the Issues and Methodologies in 'ScreenPlay'. [REVIEW] Film-Philosophy 7 (54).score: 79.2
    "ScreenPlay" is the first collection of essays devoted to exploring the relationship between cinema and video games. It attempts to introduce the field of video game studies while also increasing our understanding of the two artforms. Although not all of the essays are models of clear thinking on the subject, the volume will be a valuable resource for those working in film, philosophy, new media, and video game studies. Geoff King and Tanya Krzywinska have brought together (...)
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  45. Marcus Schulzke (2014). Simulating Philosophy: Interpreting Video Games as Executable Thought Experiments. [REVIEW] Philosophy and Technology 27 (2):251-265.score: 79.2
    This essay proposes an alternative way of studying video games: as thought experiments akin to the narrative thought experiments that are frequently used in philosophy. This perspective incorporates insights from the narratological and ludological perspectives in game studies and highlights the philosophical significance of games. Video game thought experiments are similar to narrative thought experiments in many respects and can perform the same functions. They also have distinctive advantages over narrative thought experiments, as they situate counterfactuals (...)
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  46. Gitte Jantzen & Jans F. Jensen (1993). Powerplay — Power, Violence and Gender in Video Games. AI and Society 7 (4):368-385.score: 79.2
    Unlike the bulk of electronic media the computer game or video game is a distinctly gendered medium. All investigations confirm that we are dealing with a medium which almost exclusively appeals to and is used by, boys and young men. Therefore, the video games and computer games are very suited for investigating the form of entertainment, the pleasure, that appeals to men, i.e. the specific ‘masculine pleasure’.The paper deals with questions such as: What do computer (...) mean? What does violence in computer games signify? Why do computer games, especially the violent ones, mean something special to a certain group of men? These questions are discussed from the perspective of semiotics, media and control studies.Finally, the paper discusses the connections between women and the male dominated video games, and attempts to explain why, nevertheless, some girls and women do play these games. (shrink)
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  47. Michiel Kamp (2014). Musical Ecologies in Video Games. Philosophy and Technology 27 (2):235-249.score: 79.2
    What makes video games unique as an audiovisual medium is not just that they are interactive, but that this interactivity is rule bound and goal oriented. This means that player experience, including experience of the music, is somehow shaped or structured by these characteristics. Because of its emphasis on action in perception, James Gibson’s ecological approach to psychology—particularly his concept of affordances—is well suited to theorise the role of music in player experience. In a game, players perceive the (...)
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  48. Walter R. Boot, Michael Champion, Daniel Patrick Blakely, Timothy Wright, Dustin Souders & Neil Charness (2013). Video Games as a Means to Reduce Age-Related Cognitive Decline: Attitudes, Compliance, and Effectiveness. Frontiers in Psychology 4.score: 79.2
    Recent research has demonstrated broad benefits of video game play to perceptual and cognitive abilities. These broad improvements suggest that video game-based cognitive interventions may be ideal to combat the many perceptual and cognitive declines associated with advancing age. Furthermore, game interventions have the potential to induce higher rates of intervention compliance compared to other cognitive interventions as they are assumed to be inherently enjoyable and motivating. We explored these issues in an intervention that tested the ability of (...)
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  49. Carl Senior Nick Tannahill, Patrick Tissington (2012). Video Games and Higher Education: What Can “Call of Duty” Teach Our Students? Frontiers in Psychology 3.score: 79.2
    Video Games and Higher Education: What Can “Call of Duty” Teach Our Students?
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  50. Joseph Hilgard, Christopher R. Engelhardt & Bruce D. Bartholow (2013). Individual Differences in Motives, Preferences, and Pathology in Video Games: The Gaming Attitudes, Motives, and Experiences Scales (GAMES). Frontiers in Psychology 4.score: 78.4
    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called “game addiction”). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory (...)
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