The driving force behind the initiative is designer / researcher Inger Ekman who spends her days
doing game researcher whilst also instructing schools on how to use programming tools in the classroom.
Not exact matches
No sooner
did the UPMC study issue, however, then came a second study by the Virginia Tech - Wake Forest
researchers [4]- this one of an older group of 9 - to 12 - year - old football players - which found that reducing the number of head hits in practice
did not lead to higher force impacts during
games, precisely as they had predicted would be the case if the amount of contact was reduced during practice, and pouring a significant amountg of cold water on the UPMC study.
Significantly, the data showed that reducing the number of head hits in practice
did not, as a later study by
researchers at the University of Pittsburgh Medical Center [4] predicted, lead to higher force impacts during
games.
Researchers found that most controlling parents are unable to read their child's mood or engage in open two - way communication so that, for instance, during the car ride back home after a
game, she wouldn't want to speak with the parent and didn't want any feedback.
A 2013 study [28] by
researchers at Wake Forest Baptist Hospital and Virginia Tech [24] showed that reducing the number of head hits in practice
did not, as some had predicted [29][25] lead to higher force impacts during
games.
The
researchers envision all these constituents together in a virtual room,
doing a planning exercise with the
game and real - time visualizations, such as heat maps of potential danger zones.
In a study published in PLOS Computational Biology,
researchers applied widely used neuroscience approaches to analyze the classic
games console Atari 2600 - which runs the videogame «Donkey Kong» - and found that such approaches
do not meaningfully describe how the console's microprocessor really works.
On the first night, the volunteers
did not play any video
games, but
researchers woke them during REM sleep — the stage of sleep most associated with dreaming — and asked them to recall their dreams.
«We could make it harder if we presented important
game - related items where we didn't think people were paying attention,» says James J Clark, a computer vision
researcher at McGill University in Montreal.
Researchers found that people who played violent video
games in 3 - D showed more evidence of anger afterward than
did people who played using traditional 2 - D systems — even those with large screens.
Eye know what you're
doing People behave less selfishly when they know others are watching them, which can lead to a complicated
game of cat and mouse when the watched try to fool the observers they are acting naturally,
researchers explain this week in Science.
A system debuted today by a team of Google
researchers is not clever enough to perform surgery or drive a car safely, but it
did master several dozen classic arcade
games, in many cases surpassing the best human players without ever observing how they play.
For their study,
researchers defined Internet use as visiting web sites, emailing, instant messaging, playing
games,
doing homework, shopping, downloading software and creating or maintaining webpages.
A judge dismissed the lawsuits, but the post-Columbine uproar led more
researchers to begin dissecting
games, much as Bandura
did for TV, in search of the roots of aggression.
The
researchers also identified genes responsible for important traits such as disease resistance, wood formation, and stress response; they
did not, however, find any genes for ruining presidential golf
games.
Playing violent action adventure
games for prolonged periods
does not make adults more aggressive say
researchers from the Max Planck Institute for Human Development and the University Clinic Hamburg - Eppendorf in Germany.
But recognising and resisting fake news doesn't require a PhD in media studies either,» says Jon Roozenbeek, a
researcher from Cambridge's Department of Slavonic Studies and one of the
game's designers.
But few rigorous studies have been conducted on them, and many
researchers question whether even the best programs
do anything more than make people better at the
game itself.
Researchers found participants in the group treated with tDCS showed significantly greater improvements on sensitive, computer - based measures of complex attention and increases in their response times across trials compared to the group that
did cognitive training
games alone.
A study from Iowa State University
researchers has found a statistical inclination towards violence among children who play violent video
games, though caution that the results
do not automatically mean at - risk children will develop antisocial behaviors.
Yet
researchers still don't know why immunotherapy, once hailed as a
game changer, works in only a minority of patients.
The
researchers also compared sugary ready - to - eat cereal to oatmeal and found oatmeal's nutritional advantage (more nourishing whole food meal) made it a better choice at improving brain power and encouraging better test scores.1 Additional stats show higher test grades and better school attendance in breakfast eaters than in non-breakfast eaters too.2 Bottom line: to excel in whatever we
do, whether it be school, work, play or relationships, we need breakfast to be at the top of our mental
game.
Researchers from Harvard University
did find that the virtual reality
game gave a slight, short - term boost to adults» physical activity levels, but it didn't last.
Johnson refers to the research of James Flynn and others on this increase, though I
do not believe any of the
researchers ascribe this increase to video
games or the increasing complexity of some products of the mass media.
Toppo briefly worries that the
game might reduce the meaning of Walden to a few truisms, but a
researcher assures him that if students «invest a little bit more in thinking about why Thoreau
did what he
did, why the
game is the way that it is, if they allow the experience to affect them, they'll take away a lot more.»
Researchers Robert Weis and Brittany C. Cerankosky of Denison University in Granville, Ohio, recruited families who had boys between the ages of 6 and 9 and who
did not own video -
game systems.
In her TED talk, «Gaming Can Make a Better World,» author and
researcher Jane McGonigal posits that in
game worlds people are «motivated to
do something that matters, inspired to collaborate, to cooperate.»
It became apparent to me soon thereafter, that I was merely a pawn in their media
game, so that they could ultimately assert that: «The Times shared [what they
did] with leading
researchers, including skeptics of value added methods, and incorporated their input.»
ACE graduates have gone on to
do many great things after their time serving through ACE Teaching Fellows, and ACE was blessed to honor a few of those graduates this year for their outstanding contributions to their fields — from transformational principals to
game - changing
researchers, both in education and in other fields.
In a study published by the Journal of Strength and Conditioning Research,
researchers found that athletes who set goals prior to training were more motivated and more likely to be able to self - regulate to pull off their goals than those who didn't have a plan in mind before a
game.
Then the
researchers asked 43 other people who don't usually play video
games to spend 90 hours over about 10 weeks playing either action video
games or Super Mario
games in a controlled setting.
In an article posted to Forbes in 2013, several Canadian
researchers revealed that they
did a study over the course of several months which revealed
game piracy statistics to be severely inflated.
Playing violent action adventure
games for prolonged periods
does not make adults more aggressive say
researchers from the Max Planck Institute for Human Development and the University Clinic Hamburg - Eppendorf in Germany.
Being a diehard adventure
game player
does not automatically qualify oneself as a
games researcher, though.
Researchers across academia and industry have applied called machine learning techniques — a method of computer programming that allows the programme to change when exposed to new data — to train models that can zero in on a person's playstyle, predict what the player will
do in the future, and the kinds of problems that might hinder the player from enjoying the
game.
Nor
do researchers have access to inside industry information about how
game - makers produce the most effective content.»