Video Games as Tools to Achieve Insight into Cognitive Processes

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Publisher : Frontiers Media SA
ISBN 13 : 2889195538
Total Pages : 89 pages
Book Rating : 4.8/5 (891 download)

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Book Synopsis Video Games as Tools to Achieve Insight into Cognitive Processes by : Walter R. Boot

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.

Adaptive Instructional Systems

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Publisher : Springer
ISBN 13 : 3030223418
Total Pages : 664 pages
Book Rating : 4.0/5 (32 download)

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Book Synopsis Adaptive Instructional Systems by : Robert A. Sottilare

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.

Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives

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Publisher : Frontiers Media SA
ISBN 13 : 2889668819
Total Pages : 117 pages
Book Rating : 4.8/5 (896 download)

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Book Synopsis Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives by : Mark J. Campbell

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:

Sports Vision

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Publisher : Elsevier Health Sciences
ISBN 13 : 0323755445
Total Pages : 294 pages
Book Rating : 4.3/5 (237 download)

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Book Synopsis Sports Vision by : Graham B. Erickson

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.

Twenty Ways to Assess Personnel

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Publisher : Cambridge University Press
ISBN 13 : 1108956629
Total Pages : 557 pages
Book Rating : 4.1/5 (89 download)

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Book Synopsis Twenty Ways to Assess Personnel by : Adrian Furnham

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.

Handbook of the Psychology of Aging

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Publisher : Academic Press
ISBN 13 : 0124115233
Total Pages : 550 pages
Book Rating : 4.1/5 (241 download)

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Book Synopsis Handbook of the Psychology of Aging by : K Warner Schaie

Download or read book Handbook of the Psychology of Aging written by K Warner Schaie and published by Academic Press. This book was released on 2015-08-19 with total page 550 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

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

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Publisher : IGI Global
ISBN 13 : 1466601507
Total Pages : 1434 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Handbook of Research on Serious Games as Educational, Business and Research Tools by : Cruz-Cunha, Maria Manuela

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.

Learning from Video Games (and Everything Else)

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Publisher : Cambridge University Press
ISBN 13 : 1108967671
Total Pages : 141 pages
Book Rating : 4.1/5 (89 download)

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Book Synopsis Learning from Video Games (and Everything Else) by : Douglas A. Gentile

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.

The Psychology of Video Games

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Publisher : Routledge
ISBN 13 : 1000194760
Total Pages : 105 pages
Book Rating : 4.0/5 (1 download)

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Book Synopsis The Psychology of Video Games by : Celia Hodent

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.

Working with Video Gamers and Games in Therapy

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Publisher :
ISBN 13 : 9781138747128
Total Pages : 198 pages
Book Rating : 4.7/5 (471 download)

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Book Synopsis Working with Video Gamers and Games in Therapy by : Anthony M. Bean

Download or read book Working with Video Gamers and Games in Therapy written by Anthony M. Bean and published by . This book was released on 2018-06-13 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: What are video games? -- Video game genres -- Video games, relationships, and online interpersonal communication -- Society and video games -- Archetypes -- Video game archetypes -- The importance of play and imagination -- Understanding video gaming as immersive -- Working therapeutically with video gamers -- For the families : guiding ideas and resources for therapists and families

Brainplay

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Publisher :
ISBN 13 :
Total Pages : 0 pages
Book Rating : 4.:/5 (141 download)

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Book Synopsis Brainplay by : Michael John Saiger

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.

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

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Publisher : IGI Global
ISBN 13 : 1799897346
Total Pages : 665 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Promoting Economic and Social Development Through Serious Games by : Bernardes, Oscar

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.

Digital Technology and Organizational Change

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Publisher : Springer
ISBN 13 : 3319620517
Total Pages : 284 pages
Book Rating : 4.3/5 (196 download)

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Book Synopsis Digital Technology and Organizational Change by : Cecilia Rossignoli

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 284 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.

Video Games in Psychotherapy

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Publisher : Taylor & Francis
ISBN 13 : 1000619982
Total Pages : 249 pages
Book Rating : 4.0/5 (6 download)

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Book Synopsis Video Games in Psychotherapy by : Robert Rice

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.

Computer Games for Learning

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Publisher : MIT Press
ISBN 13 : 0262324512
Total Pages : 303 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Computer Games for Learning by : Richard E. Mayer

Download or read book Computer Games for Learning written by Richard E. Mayer and published by MIT Press. This book was released on 2014-07-18 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.

Video Games and the Mind

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Publisher : McFarland
ISBN 13 : 0786499095
Total Pages : 225 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis Video Games and the Mind by : Bernard Perron

Download or read book Video Games and the Mind written by Bernard Perron and published by McFarland. This book was released on 2016-06-30 with total page 225 pages. Available in PDF, EPUB and Kindle. Book excerpt: Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming--the video game experience itself--and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.

Computers and Games for Mental Health and Well-Being

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Publisher : Frontiers Media SA
ISBN 13 : 2889454967
Total Pages : 311 pages
Book Rating : 4.8/5 (894 download)

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Book Synopsis Computers and Games for Mental Health and Well-Being by : Yasser Khazaal

Download or read book Computers and Games for Mental Health and Well-Being written by Yasser Khazaal and published by Frontiers Media SA. This book was released on 2018-07-12 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?