Video Games As Tools To Achieve Insight Into Cognitive Processes

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Video Games as Tools to Achieve Insight into Cognitive Processes

Author : Walter R. Boot
Publisher : Frontiers Media SA
Page : 89 pages
File Size : 50,6 Mb
Release : 2015-06-04
Category : Cognition
ISBN : 9782889195534

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Video Games as Tools to Achieve Insight into Cognitive Processes by Walter R. Boot Pdf

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

Author : Robert A. Sottilare,Jessica Schwarz
Publisher : Springer
Page : 664 pages
File Size : 48,7 Mb
Release : 2019-07-10
Category : Computers
ISBN : 9783030223410

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Adaptive Instructional Systems by Robert A. Sottilare,Jessica Schwarz Pdf

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

Author : Mark J. Campbell,David Putrino,Cornelia Frank,Adam Joseph Toth
Publisher : Frontiers Media SA
Page : 117 pages
File Size : 49,8 Mb
Release : 2021-06-16
Category : Science
ISBN : 9782889668816

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Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives by Mark J. Campbell,David Putrino,Cornelia Frank,Adam Joseph Toth Pdf

Sports Vision

Author : Graham B. Erickson
Publisher : Elsevier Health Sciences
Page : 294 pages
File Size : 46,9 Mb
Release : 2020-11-24
Category : Medical
ISBN : 9780323755443

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Sports Vision by Graham B. Erickson Pdf

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

Author : Adrian Furnham
Publisher : Cambridge University Press
Page : 557 pages
File Size : 45,7 Mb
Release : 2021-07
Category : Business & Economics
ISBN : 9781108844680

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Twenty Ways to Assess Personnel by Adrian Furnham Pdf

We have many ways to assess people, but which method is best? Discover psychology-based methods optimized for accuracy.

Handbook of the Psychology of Aging

Author : K Warner Schaie,Sherry Willis
Publisher : Academic Press
Page : 550 pages
File Size : 45,6 Mb
Release : 2015-08-19
Category : Psychology
ISBN : 9780124115231

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Handbook of the Psychology of Aging by K Warner Schaie,Sherry Willis Pdf

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

Author : Cruz-Cunha, Maria Manuela
Publisher : IGI Global
Page : 1434 pages
File Size : 50,6 Mb
Release : 2012-02-29
Category : Education
ISBN : 9781466601505

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

"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.

Gaming and Cognition: Theories and Practice from the Learning Sciences

Author : Van Eck, Richard
Publisher : IGI Global
Page : 405 pages
File Size : 51,6 Mb
Release : 2010-05-31
Category : Computers
ISBN : 9781615207183

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Gaming and Cognition: Theories and Practice from the Learning Sciences by Van Eck, Richard Pdf

"This book applies the principles of research in the study of human cognition to games, with chapters representing 15 different disciplines in the learning sciences (psychology, serious game design, educational technology, applied linguistics, instructional design, eLearning, computer engineering, educational psychology, cognitive science, digital media, human-computer interaction, artificial intelligence, computer science, anthropology, education)"--Provided by publisher.

Instructional Techniques to Facilitate Learning and Motivation of Serious Games

Author : Pieter Wouters,Herre van Oostendorp
Publisher : Springer
Page : 218 pages
File Size : 43,5 Mb
Release : 2016-10-31
Category : Education
ISBN : 9783319392981

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Instructional Techniques to Facilitate Learning and Motivation of Serious Games by Pieter Wouters,Herre van Oostendorp Pdf

The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the respective technique into a particular game.

Gamification for Human Factors Integration: Social, Education, and Psychological Issues

Author : Bishop, Jonathan
Publisher : IGI Global
Page : 362 pages
File Size : 49,5 Mb
Release : 2014-01-31
Category : Technology & Engineering
ISBN : 9781466650725

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Gamification for Human Factors Integration: Social, Education, and Psychological Issues by Bishop, Jonathan Pdf

With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centered issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behavior, it is believed that applying gaming principles to non-gaming environments through gamification can assist in improving human interaction online. Gamification for Human Factors Integration: Social, Educational, and Psychological Issues presents information and best practices for promoting positive behavior online through gamification applications in social, educational, and psychological contexts. Through up-to-date research and practical applications, educators, academicians, information technology professionals, and psychologists will gain valuable insight into human-internet interaction and a possible solution for improving the relationship between society and technology.

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

Author : Bernardes, Oscar,Amorim, Vanessa
Publisher : IGI Global
Page : 665 pages
File Size : 49,8 Mb
Release : 2022-03-18
Category : Computers
ISBN : 9781799897347

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Handbook of Research on Promoting Economic and Social Development Through Serious Games by Bernardes, Oscar,Amorim, Vanessa Pdf

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

Author : Cecilia Rossignoli,Francesco Virili,Stefano Za
Publisher : Springer
Page : 284 pages
File Size : 43,9 Mb
Release : 2017-10-03
Category : Computers
ISBN : 9783319620510

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Digital Technology and Organizational Change by Cecilia Rossignoli,Francesco Virili,Stefano Za Pdf

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

Author : Robert Rice
Publisher : Taylor & Francis
Page : 249 pages
File Size : 49,9 Mb
Release : 2022-08-22
Category : Games & Activities
ISBN : 9781000619980

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Video Games in Psychotherapy by Robert Rice Pdf

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.

Learning from Video Games (and Everything Else)

Author : Douglas A. Gentile,J. Ronald Gentile
Publisher : Cambridge University Press
Page : 141 pages
File Size : 54,8 Mb
Release : 2021-12-23
Category : Psychology
ISBN : 9781108967679

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Learning from Video Games (and Everything Else) by Douglas A. Gentile,J. Ronald Gentile Pdf

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.

Video Games and the Mind

Author : Bernard Perron,Felix Schröter
Publisher : McFarland
Page : 225 pages
File Size : 49,6 Mb
Release : 2016-06-30
Category : Games & Activities
ISBN : 9780786499090

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Video Games and the Mind by Bernard Perron,Felix Schröter Pdf

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.