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Jozkowski, Amanda C.; Cermak, Sharon A. – International Journal of Developmental Disabilities, 2020
Background: Young adults with autism spectrum disorder (ASD) are at increased risk for a sedentary lifestyle and its associated health problems. In neurotypical (NT) individuals, social participation and enjoyment are related to physical activity engagement. Exergaming has been shown to increase energy expenditure compared to traditional video…
Descriptors: Autism, Pervasive Developmental Disorders, Interaction, Interpersonal Relationship
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Akyüz, Beyza – International Online Journal of Education and Teaching, 2022
In this study, it is aimed to reveal the importance of physical training in e-sports. Today, with the development of technology, people have become sedentary and even carried the sports in their lives to the virtual world. E-sports is a good example of this subject. It is necessary to find an answer to the question of how this situation can be…
Descriptors: Physical Education, Electronic Learning, Online Courses, Computer Simulation
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Cowley, Benjamin; Ravaja, Niklas – Cogent Education, 2014
Motivated by the link between play and learning, proposed in literature to have a neurobiological basis, we study the electroencephalogram and associated psychophysiology of "learning game" players. Forty-five players were tested for topic comprehension by a questionnaire administered before and after solo playing of the game Peacemaker…
Descriptors: Diagnostic Tests, Questionnaires, Games, Classification
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Anderson, Craig A.; Shibuya, Akiko; Ihori, Nobuko; Swing, Edward L.; Bushman, Brad J.; Sakamoto, Akira; Rothstein, Hannah R.; Saleem, Muniba – Psychological Bulletin, 2010
Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusion criteria than in past…
Descriptors: Research Design, Antisocial Behavior, Video Games, Aggression
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Barlett, Christopher P.; Anderson, Craig A.; Swing, Edward L. – Simulation & Gaming, 2009
This literature review focuses on the confirmed, suspected, and speculative effects of violent and non-violent video game exposure on negative and positive outcomes. Negative outcomes include aggressive feelings, aggressive thoughts, aggressive behavior, physiological arousal, and desensitization, whereas positive outcomes include various types of…
Descriptors: Video Games, Violence, Aggression, Desensitization
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Research Quarterly for Exercise and Sport, 2016
By bringing together the national German sports game community and an international scientific community in a joint conference, the 6th International Teaching Games for Understanding Conference (TGfU) Meets the 10th German Sports Games Symposium of the German Association of Sport Science (DVS), held July 25-27, 2016, at the German Sport University…
Descriptors: Foreign Countries, Team Sports, Racquet Sports, Athletics
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Russell, William D.; Newton, Mark – Educational Technology & Society, 2008
Recent interest in interactive video game technology (IVGT) has spurred the notion that exercise from this technology may have meaningful physiological and psychological benefits for children and adolescents. The purpose of this study was to examine the short-term psychological effects of interactive video game exercise in young adults and whether…
Descriptors: Exercise, Interactive Video, Video Games, Young Adults
Lindgren, Robb – ProQuest LLC, 2009
An extensive research literature in education and psychology demonstrates positive effects of perspective-taking on various forms of learning. Until recently, perspective-taking has been limited to the mental simulation of how someone with different beliefs, knowledge, physical location, etc., perceives an object or event. Over the last decade…
Descriptors: Photography, Videotape Recorders, Educational Technology, Training Methods
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Calvert, Sandra L.; Tan, Siu-Lan – Journal of Applied Developmental Psychology, 1994
Compared to college students who only watched a violent virtual reality game, those who played the game exhibited a higher heart rate after the game, reported more dizziness and nausea during the game, and exhibited more aggressive thoughts on a posttest questionnaire. Results suggest support for arousal and cognitive, but not psychoanalytic,…
Descriptors: Aggression, Arousal Patterns, College Students, Comparative Analysis