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Media influences on social behaviour- the positive effects of video games and
Some games have been found to improve specific cognitive skills, hand-eye
co-ordination and some aspects of vision.
Social networking improves self esteem- Gonzales and Hancock
This study used 16 boys and 47 girls. There were 3 conditions from looking at
their facebook page, looking at themselves in the mirror or doing nothing at all.
They did one of these conditions for 3 minutes. The results showed that there was
a significant difference, demonstrating support for the alternate hypothesis. This
suggests that facebook has a positive influence on self esteem. However, the boost
in self esteem could be due to the number of facebook friends or viewing selected
information about you as most information has been found to be positive hence
boosting a positive self esteem.
Does `exergaming' achieve the same levels of fitness intensity as unstructured
activity? Graham 2011
This study used 13 10 year olds who were overweight. There were 3 conditions: 10
minute physical activity on Wii fit, 20 minute unstructured activities with a
mentor or 10 minute physical activity on Wii sports. This found that Wii fit is as
good as the unstructured activity but Wii sports were worse than the
unstructured activity. However, it was an unfair comparison as the sample was so
small and the times for each activity had changed depending on the activity.
Action video games improve visual attention- Green and Bavelier
This experiment used non video game players aged between 18 and 23. They had to
play one of 2 video games for 1 hour a day for 10 days. They played either Tetris
or Medal of Honor. The study showed that those who played Medal of Honor had
an increase in visual attention, spatial ability and processing speed. Then they did
a study of 4 experiments. This used both video game players and non video game
players aged between 18 and 23 years, boys and girls. The video game players had
played action video games on at least 4 days per week for a minimum of 1 hour per
day for 6 months. The findings were the same as before in the original experiment.
The effects of pro-social games on personal behaviour- Greitimeyer and Osswald
They told participants that they were testing the enjoyment of classical video
games (deception). The 3 games were Lamers, Lemmings and Tetris. Participants
played the game for 8 minutes, and then the experimenter accidently dropped her
pencils on the floor. She found that 67% of those who played Lemmings helped her
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pick up the pencils, compared to 28 of those who played Lamers and 32% of those
who played tetris.
The same experiment was repeated, only this time the experimenters `exboyfriend'
came in after 8 minutes, kicked over a bin and tried to drag the experimenter out
of the room. In this situation 56% of the participants helped the experimenter.…read more