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Book Video Games as Tools to Achieve Insight into Cognitive Processes

Download or read book Video Games as Tools to Achieve Insight into Cognitive Processes written by Walter R. Boot and published by Frontiers Media SA. This book was released on 2015-06-04 with total page 89 pages. Available in PDF, EPUB and Kindle. Book excerpt: Though traditionally designed for entertainment, video games are being used more and more by psychologists to understand topics such as skill acquisition, cognitive capacity and plasticity, aging, individual differences, and development. The appeal of using video games over simpler laboratory paradigms partly comes from their ability to present rich and complex cognitive challenges more representative of the demands of the complex everyday tasks we perform outside of the laboratory. However, this complexity also presents a host of methodological and analytic challenges. This Research Topic brings together research using games to explore cognitive processes, with a special focus on the challenges of this approach. Challenges are in terms of design, implementation, or data analysis.

Book Adaptive Instructional Systems

Download or read book Adaptive Instructional Systems written by Robert A. Sottilare and published by Springer. This book was released on 2019-07-10 with total page 664 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the First International Conference on Adaptive Instructional Systems, AIS 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 50 papers presented in this volume are organized in topical sections named: Adaptive Instruction Design and Authoring, Interoperability and Standardization in Adaptive Instructional Systems, Instructional Theories in Adaptive Instruction, Learner Assessment and Modelling, AI in Adaptive Instructional Systems, Conversational Tutors.

Book Progress in Computer Gaming and Esports  Neurocognitive and Motor Perspectives

Download or read book Progress in Computer Gaming and Esports Neurocognitive and Motor Perspectives written by Mark J. Campbell and published by Frontiers Media SA. This book was released on 2021-06-16 with total page 117 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Handbook of the Psychology of Aging

Download or read book Handbook of the Psychology of Aging written by and published by Academic Press. This book was released on 2015-08-19 with total page 551 pages. Available in PDF, EPUB and Kindle. Book excerpt: Handbook of the Psychology of Aging, Eighth Edition, tackles the biological and environmental influences on behavior as well as the reciprocal interface between changes in the brain and behavior during the course of the adult life span. The psychology of aging is important to many features of daily life, from workplace and the family, to public policy matters. It is complex, and new questions are continually raised about how behavior changes with age. Providing perspectives on the behavioral science of aging for diverse disciplines, the handbook explains how the role of behavior is organized and how it changes over time. Along with parallel advances in research methodology, it explicates in great detail patterns and sub-patterns of behavior over the lifespan, and how they are affected by biological, health, and social interactions. New topics to the eighth edition include preclinical neuropathology, audition and language comprehension in adult aging, cognitive interventions and neural processes, social interrelations, age differences in the connection of mood and cognition, cross-cultural issues, financial decision-making and capacity, technology, gaming, social networking, and more. Tackles the biological and environmental influences on behavior as well as the reciprocal interface between changes in the brain and behavior during the course of the adult life span Covers the key areas in psychological gerontology research in one volume Explains how the role of behavior is organized and how it changes over time Completely revised from the previous edition New chapter on gender and aging process

Book Sports Vision

    Book Details:
  • Author : Graham B. Erickson
  • Publisher : Elsevier Health Sciences
  • Release : 2020-11-24
  • ISBN : 0323755445
  • Pages : 294 pages

Download or read book Sports Vision written by Graham B. Erickson and published by Elsevier Health Sciences. This book was released on 2020-11-24 with total page 294 pages. Available in PDF, EPUB and Kindle. Book excerpt: From basic eye care services to visual performance training, this evidence-based resource explores a range of sports vision services, including assessment and treatment procedures, outcome expectations, and applications to a variety of sports. Optometrists, ophthalmologists, and sports medicine practitioners will find a thorough review and discussion of the role of vision care in an athlete's performance, as well as practical recommendations for applying current research findings to clinical practice. - Contains practical, clinically oriented chapters on visual assessment, prescribing, and ocular injuries in athletes. - Takes a task analysis approach allowing the reader to develop solid reasoning skills and evaluate information needed for clinical practice. - Includes a new chapter on Assessment and Management of Sports-Related Concussion. - Features visual aids throughout including photographs, tables, and boxes to help clarify and visualize important concepts. - Addresses sports vision training approaches and updated digital options reflecting the collaboration between athletic trainers, optometrists, and ophthalmologists in helping optimize vision in athletes.

Book Twenty Ways to Assess Personnel

Download or read book Twenty Ways to Assess Personnel written by Adrian Furnham and published by Cambridge University Press. This book was released on 2021-07-01 with total page 557 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over the years, there has been more and more research to test the validity of personnel assessment methods, an area which is far from easy. This book compares traditional practices against new techniques, including social media analytics, wearables, mobile phone logs, and gamification. Researchers and businesses alike know the importance of making good, and avoiding bad, selection decisions, but are unsure of how to proceed effectively. This book maps out the viable options and advises on best practice. The author combines both practical applications and academic, psychological research to explain how each method works, the theory behind it, and the extent of the evidence that supports it.

Book Handbook of Research on Serious Games as Educational  Business and Research Tools

Download or read book Handbook of Research on Serious Games as Educational Business and Research Tools written by Cruz-Cunha, Maria Manuela and published by IGI Global. This book was released on 2012-02-29 with total page 1434 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.

Book What Video Games Have to Teach Us About Learning and Literacy  Second Edition

Download or read book What Video Games Have to Teach Us About Learning and Literacy Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Book Learning from Video Games  and Everything Else

Download or read book Learning from Video Games and Everything Else written by Douglas A. Gentile and published by Cambridge University Press. This book was released on 2021-12-23 with total page 141 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games can have many effects on players, some of which could be intentional effects (e.g., games designed to train health compliance behaviors), and most of which are unintentional (e.g., violent games, stereotypes, gaming disorder). Some of these areas of research have been seen as controversial, but many of the controversies can be at least partially resolved by considering the learning mechanisms underlying the effects. We describe the General Learning Model in greater detail than has been provided elsewhere, including short-term and long-term mechanisms, processes of learning and forgetting, and moderators of learning. Video games use many of the best practices to train for both mastery and for transfer of learning. The implications for re-interpreting the literature on violent video games and gaming disorder, as well as for applied social psychology broadly defined, are discussed.

Book The Psychology of Video Games

Download or read book The Psychology of Video Games written by Celia Hodent and published by Routledge. This book was released on 2020-10-07 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.

Book Brainplay

    Book Details:
  • Author : Michael John Saiger
  • Publisher :
  • Release : 2018
  • ISBN :
  • Pages : 0 pages

Download or read book Brainplay written by Michael John Saiger and published by . This book was released on 2018 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are a growing industry, one that is exploring markets such as education, healthcare and society. The problem is that video games, or serious games, for health have yet to make an impact in a commercial market. The question that arises is why healthcare has not adopted video games in health care? Previous work in health and psychology has explored the benefits video games can have on the following: cognitive processes; behaviour; and quality of life. However, the gap in previous research does not consider the development of a serious game for health by commercial game developers or investigate what healthcare professionals perceive a serious game to offer. To approach this gap, this research reviewed the literature on game design frameworks and utilised one specific framework, the mechanics dynamics aesthetics (MDA) framework, to design a set of serious games for health referred to as Brainplay. The study involved three user studies to explore the potential usability and perceived usefulness of the games in the intended context: (i) to understand whether Brainplay was still perceived by the general public as a game and elicited 'play' using a quantitative user experience survey; (ii) to understand whether the MDA framework could be understood by commercial game developers through thematic analysis of one-to-one interviews; (iii) to understand whether healthcare professionals would perceive a potential use for Brainplay in healthcare, again through thematic analysis of one-to-one interviews. The conclusions this thesis can make is that Brainplay still elicited play with the public. Yet, when commercial game developers were interviewed, knowledge and usage of the MDA, or other game design frameworks, did not seem necessary to developing games for health. This thesis also concluded that the three healthcare professionals interviewed, from different background of healthcare, perceived different purposes for Brainplay within healthcare.

Book Video Game Influences on Aggression  Cognition  and Attention

Download or read book Video Game Influences on Aggression Cognition and Attention written by Christopher J. Ferguson and published by Springer. This book was released on 2018-08-21 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book addresses the ongoing scientific debates regarding video games and their effects on players. The book features opposing perspectives and offers point and counterpoint exchanges in which researchers on both sides of a specific topic make their best case for their findings and analysis. Chapters cover both positive and negative effects of video games on players’ behavior and cognition, from contributing to violence and alienation to promoting therapeutic outcomes for types of cognitive dysfunction. The contrasting viewpoints model presents respectful scientific debate, encourages open dialogue, and allows readers to come to informed conclusions. Key questions addressed include: · Do violent video games promote violence? · Does video game addiction exist? · Should parents limit children’s use of interactive media? · Do action video games promote visual attention? · Does sexist content in video games promote misogyny in real life? · Can video games slow the progress of dementia? · Are video games socially isolating? Video Game Influences on Aggression, Cognition, and Attention is a must-have resource for researchers, clinicians and professionals as well as graduate students in developmental psychology, social work, educational policy and politics, criminology/criminal justice, child and school psychology, sociology, media law, and other related disciplines.

Book User Centric Studies in Game Translation and Accessibility

Download or read book User Centric Studies in Game Translation and Accessibility written by Mikołaj Deckert and published by Taylor & Francis. This book was released on 2024-11-05 with total page 165 pages. Available in PDF, EPUB and Kindle. Book excerpt: This innovative collection makes the case for a push within the discipline to adopt user-centric perspectives on translated video games and their corresponding accessibility features. The volume demonstrates how audiovisual translation (AVT) and media accessibility (MA) involve decisions that can re-shape the gaming experience of players and other audiences. Contributions in the book outline this in two ways. First, they collectively provide an account of the prospects and challenges that come with user-centric scholarly inquiry in game translation and accessibility. Second, complementarily, they report on original studies and new, exciting findings while adopting the perspective of global users. Taken together, the collection serves as a call to action to systematically advance research eliciting variable types of input from users who take advantage of translation and accessibility services. Such research will facilitate a clearer understanding of how the particular decisions of translators and other relevant agents shape game reception. This book will be of interest to scholars in both translation studies and video game research, as well as those interested in media accessibility and media studies more broadly.

Book Introduction to Language Development

Download or read book Introduction to Language Development written by Shelia M. Kennison and published by SAGE Publications. This book was released on 2013-07-18 with total page 497 pages. Available in PDF, EPUB and Kindle. Book excerpt: There are between 4,000 and 6,000 languages remaining in the world and the characteristics of these languages vary widely. How could an infant born today master any language in the world, regardless of the language’s characteristics? Shelia M. Kennison answers this question through a comprehensive introduction to language development, taking a unique perspective that spans the period before birth through old age. Introduction to Language Development offers in-depth discussions on key topics, including: the biological basis of language, perceptual development, grammatical development, development of lexical knowledge, social aspects of language, bilingualism, the effect of language on thought, cognitive processing in language production and comprehension, language-related delays and disorders, and language late in life.

Book Handbook of Research on Promoting Economic and Social Development Through Serious Games

Download or read book Handbook of Research on Promoting Economic and Social Development Through Serious Games written by Bernardes, Oscar and published by IGI Global. This book was released on 2022-03-18 with total page 665 pages. Available in PDF, EPUB and Kindle. Book excerpt: While gaming has become an increasingly popular leisure activity in society, the success of the videogame market has also contributed to the application of serious games in many different contexts and most importantly for learning purposes. This technological novelty is the basis for an innovative change in myriad environments such as education, commerce, marketing, healthcare, and many more. It is of great import to understand these applications in order to improve organizational development. The Handbook of Research on Promoting Economic and Social Development Through Serious Games provides reflection on the multidisciplinary applications of serious games. This book contextualizes the importance of serious games in organizational and societal improvement. Covering topics such as cultural heritage, mental health, and tourism, this book is a dynamic resource for policymakers, academicians, interdisciplinary researchers, graduate and post-graduate students, technology developers, faculty of K-12 and higher education, and government officials.

Book Digital Technology and Organizational Change

Download or read book Digital Technology and Organizational Change written by Cecilia Rossignoli and published by Springer. This book was released on 2017-10-03 with total page 280 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book includes a selection of the best research papers presented at the annual conference of the Italian chapter of the Association for Information Systems (AIS), which took place in Verona, Italy in October 2016. Tracing various aspects of the ongoing phenomenon of evolution towards a global society, and consequently the ever-innovating digital world, it first discusses emerging technologies and the new practices in the information-systems world. It then examines the new businesses and ongoing business transformations. Lastly, it considers the economic and societal changes brought about by access to and exploitation of socio-technical networks. The plurality of views offered makes the book particularly relevant for users, companies, scientists and governments.

Book Video Games in Psychotherapy

Download or read book Video Games in Psychotherapy written by Robert Rice and published by Taylor & Francis. This book was released on 2022-08-22 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video Games in Psychotherapy provides the reader with a practical session-by-session framework for using video games, interactive media, and gaming metaphors to help make the process of psychotherapy more engaging for today’s youth. Using concepts from narrative, collaborative, cognitive behavioral, and other evidenced-based approaches to psychotherapy, the book gives examples of possible therapist questions, responses, and activities involving language and concepts that are appealing to young gamers. Addressing issues with psychophysiological self-regulation, anxiety disorders, and autism spectrum disorders, among others, this book uses multiple case examples to demonstrate each idea and is written in a way that is understandable for all mental health providers, regardless of their own familiarity with gaming. A review of over 40 popular video games with specific ideas for their use in psychotherapy is provided, allowing mental health providers to easily individualize therapy based on client goals and gaming preferences. Concepts for individual and group psychotherapy using games and interactive media, ranging from Pac Man to virtual reality, are also covered. Providing the reader with useful templates, worksheets, and other therapy resources, this book is a must-have for mental health providers working with children, adolescents, and transition-age youth.