Qualitative Study: Video Games and Intelligence

Qualitative Study: Video Games and Intelligence
Title Qualitative Study: Video Games and Intelligence PDF eBook
Author Aljoriz M. Dublin
Publisher Aljoriz Dublin
Pages 17
Release 2014-03-15
Genre
ISBN

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This Paper has also been published by the University of the Visayas Center for Research and Development.

Gaming and Simulations: Concepts, Methodologies, Tools and Applications

Gaming and Simulations: Concepts, Methodologies, Tools and Applications
Title Gaming and Simulations: Concepts, Methodologies, Tools and Applications PDF eBook
Author Management Association, Information Resources
Publisher IGI Global
Pages 2164
Release 2010-11-30
Genre Games & Activities
ISBN 1609601963

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"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.

Conducting Qualitative Research of Learning in Online Spaces

Conducting Qualitative Research of Learning in Online Spaces
Title Conducting Qualitative Research of Learning in Online Spaces PDF eBook
Author Hannah R. Gerber
Publisher SAGE Publications
Pages 233
Release 2016-03-17
Genre Social Science
ISBN 1483333833

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Qualitative researchers have grappled with how online inquiry shifts research procedures such as gaining access to spaces, communicating with participants, and obtaining informed consent. Drawing on a multimethod approach, Conducting Qualitative Research of Learning in Online Spaces explores how to design and conduct diverse studies in online environments. Authors Hannah R. Gerber, Sandra Schamroth Abrams, Jen Scott Curwood, and Alecia Marie Magnifico focus on formal and informal learning practices that occur in evolving online spaces. The text shows researchers how they can draw upon a variety of theoretical frameworks, methodological approaches, and data sources. Examples of qualitative research in online spaces, along with guiding questions, support readers at every phase of the research process.

Handbook of Critical Studies of Artificial Intelligence

Handbook of Critical Studies of Artificial Intelligence
Title Handbook of Critical Studies of Artificial Intelligence PDF eBook
Author Simon Lindgren
Publisher Edward Elgar Publishing
Pages 941
Release 2023-11-03
Genre Computers
ISBN 1803928565

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As artificial intelligence (AI) continues to seep into more areas of society and culture, critical social perspectives on its technologies are more urgent than ever before. Bringing together state-of-the-art research from experienced scholars across disciplines, this Handbook provides a comprehensive overview of the current state of critical AI studies.

How Video Games Impact Players

How Video Games Impact Players
Title How Video Games Impact Players PDF eBook
Author Ryan Rogers
Publisher Lexington Books
Pages 173
Release 2016-05-17
Genre Social Science
ISBN 1498513085

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How Video Games Impact Players provides a balanced and nuanced look at the complex role that video games play in society through an analysis of the positive and negative effects of game rules, feedback, and self-presentation. Rogers examines the positive aspects of video games like their use in education, encouragement of prosocial behaviors, and enablement of mood management, as well as the negative aspects like their association with violence and diversity issues, promotion of substance use behaviors, and their role as an outlet for harassment behaviors.

Methods for Studying Video Games and Religion

Methods for Studying Video Games and Religion
Title Methods for Studying Video Games and Religion PDF eBook
Author Vít Šisler
Publisher Routledge
Pages 319
Release 2017-11-28
Genre Religion
ISBN 1315518317

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Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.

Effects of Game and Game-like Training on Neurocognitive Plasticity

Effects of Game and Game-like Training on Neurocognitive Plasticity
Title Effects of Game and Game-like Training on Neurocognitive Plasticity PDF eBook
Author Guido P. H. Band
Publisher Frontiers Media SA
Pages 105
Release 2016-05-17
Genre Game theory
ISBN 2889198405

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Cognitive training is not always effective. This is also the case for the form of cognitive training that this Research Topic focuses on: prolonged performance on game-like cognitive tasks. The ultimate goal of this cognitive training is to improve ecologically-valid target functions. For example, cognitive training should help children with ADHD to stay focused at school, or help older adults to manage the complexity of daily life. However, so far this goal has proven too ambitious. Transfer from trained to non-trained tasks is not even guaranteed in a laboratory, so there is a strong need for understanding how, when and for how long cognitive training has effect. Which cognitive functions are amenable to game training, for whom, and how? Are there mediating factors for success, such as motivation, attention, or age? Are the improvements real, or can they be attributed to nonspecific factors, such as outcome expectancy or demand characteristics? Are there better strategies to improve cognitive functions through game training? This Research Topic of Frontiers in Human Neuroscience charts current insights in the determinants of success of game training.