Positive effects of video games and computers

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Positive effects of video games and computers
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
Used 16 boys and 47 girls. 3 conditions involving looking at their facebook page,
looking at themselves in the mirror or doing nothing. Found a significant
difference suggesting facebook had a positive effect on self esteem although this
could be due to the number of facebook friends or viewing selected information as
most information has been found to be positive hence boosting self esteem.
Effects of exergaming on fitness intensity- Graham
Used 13 overweight 10 year olds in 3 conditions of either a 10 minute physical
activity on wii fit, 20 minute unstructured activity or 10 minute physical activity
on wii sport. Found that wii fit is as good as the unstructured activity but wii
sports are worse. However, it was an unfair comparison as the sample was small
and the times of each activity varied.
Effects of action video games on visual attention-Green and Bavelier
Used non video game players aged 18-23. They had to play 1 of 2 video games for
1hr a day for 10 days. They played either tetris or medal of honor. Those who
played Medal of Honor had an increase in visual attention, spatial ability and
processing speed. They then did a study of 4 experiments using video game players
and non video game players who played action video games on at least 4 days per
week for a minimum of 1hr per day for 6 months and found the same findings as
the original experiment
Effects of pro-social games on personal behaviour- Greitimeyer and Osswald
Used deception as they told participants they were testing the enjoyment of
classical video games of Lemmings, Lemers and Tetris. Participants played the
game for 8 minutes and then the experimenter accidentally dropped her pencils on
the floor. Found that 67% of those who played Lemmings helped her pick up the
pencils compared to 28% who played Lamers and 32% who played Tetris. The same
experiment was repeated although this time the experimenters `exboyfriend' came
in after 8 minutes, kicked over a bin and tried to drag her out of the room. In this
situation 56% of the participants helped her.


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