The Experts below are selected from a list of 12021 Experts worldwide ranked by ideXlab platform

Ashley A Ricker - One of the best experts on this subject based on the ideXlab platform.

  • a narrative review of methods used to examine Digital Gaming impacts on learning and cognition during middle childhood
    International Journal of Child-Computer Interaction, 2021
    Co-Authors: Rachel Flynn, Erica Kleinknecht, Ashley A Ricker, Fran C Blumberg
    Abstract:

    Abstract Middle childhood remains a privileged albeit understudied developmental period in studies examining child-computer interactions, particularly as it pertains to Digital game play. Middle childhood also is marked by increasing Digital game play, arguably the most common form of child-computer interactions during this developmental period. For example, children between the ages of 6 and 8 play Digital games 60-90 min per day and 47% of 3rd to 8th grade teachers reported using Digital games in their classrooms several times a week (Vega & Robb, 2019). Surprisingly, how content learning and cognition may be facilitated through Digital Gaming remains sparsely investigated among children during this period. In the studies that do examine the linkages between game play and content learning or cognition, research methodologies vary markedly. The goal of this narrative review is to help bring greater cohesion to the research literature, which often spans many disciplines. This review emphasizes the games, measurement of outcomes, and research designs that have been used to examine content learning and cognitive skills among children ages 6 to 12 in the context of Digital games.

  • Digital Gaming and metacognition in middle childhood
    Computers in Human Behavior, 2021
    Co-Authors: Ashley A Ricker, Rebekah A Richert
    Abstract:

    Abstract Interactive Digital game play is a popular activity of childhood. The current study examined metacognitive affordances provided by Digital games for children 6- to 10-years-old. Fifteen games from five different genres were coded for features of interactivity, including level-of-control, feedback, and adaptivity. Parents reported time their child spent on each of these games, and children completed a measure of metacognitive awareness. Children's preference for different Gaming environments were also examined. Results indicated that exposure to games high in interactive features was positively associated with children's metacognitive awareness. However, exposure to games with fewer interactive features was unrelated to metacognitive awareness. Game preferences did not differ by age or sex. These results support the hypothesis that different Digital games provide children with differential opportunities for metacognitive experience and have implications for future research investigating interactive media and children's cognitive development during middle childhood.

Linda K Kaye - One of the best experts on this subject based on the ideXlab platform.

  • exploring stereotypical perceptions of female players in Digital Gaming contexts
    Cyberpsychology Behavior and Social Networking, 2017
    Co-Authors: Linda K Kaye, Claire E Gresty, Natasha Stubbsennis
    Abstract:

    Abstract Gender stereotypes are still reported to exist in Digital Gaming contexts, despite the fact that participation of females is relatively equal to that of males. The current research explored a number of factors and their impact upon stereotypical perceptions and attitudes toward female players. This included avatar gender, gender identity by Gaming context, as well as more general gender-role beliefs. We undertook two studies, each utilizing an online questionnaire targeted toward online players. Study 1 recruited online gamers (N = 489) and compared competence perceptions of players, which varied by player gender (male, female) and avatar gender (male, female), whereby four conditions were established. Overall, player competence was perceived to be highest when male avatars were used, specifically when female players were depicted in this way. Study 2 explored the relationships between male social identity and gender-role beliefs, with sexist attitudes in Gaming, and whether this varied by Gaming...

  • exploring flow experiences in cooperative Digital Gaming contexts
    Computers in Human Behavior, 2016
    Co-Authors: Linda K Kaye
    Abstract:

    Given the social nature of Digital Gaming, an investigation into social processes underpinning the experiences within social contexts of play is greatly warranted. The current research explored the underpinnings of "group flow" within cooperative-based Gaming. In particular, this was intended to provide insight into the social processes which facilitate flow experiences in these contexts. This was achieved through a questionnaire in which gamers (N?=?76) provided retrospective open-ended accounts of flow during cooperative Gaming. Additionally, quantitative data was obtained on flow and post-gameplay mood within this experience, as well as in solo Gaming for comparative analysis. Thematic analysis of the qualitative responses revealed a number of factors which determined the experience of flow. These were; effective communication and team-work and task relevant knowledge of group members. Additionally, although flow was found to be lower in cooperative versus solo Gaming, no differences in post-gameplay mood were observed. These findings aid conceptual development of facilitators of group flow in cooperative Gaming, with insights into how this may extend to other cooperative activities. Additionally, they also provide new practical insight for representatives in the Gaming industry on how Gaming may be developed with the aim of promoting positive shared group experiences. An exploration of "real-world" accounts of social Gaming.An exploration into the social processes underpinning flow.Evidence to indicate group flow in Digital Gaming.

Prateek Varshney - One of the best experts on this subject based on the ideXlab platform.

  • Digital Gaming interventions a novel paradigm in mental health perspectives from india
    International Review of Psychiatry, 2021
    Co-Authors: Debanjan Banerjee, Bhavika Vajawat, Prateek Varshney
    Abstract:

    The mental health gap has been a persistent concern globally, especially in low and middle-income countries (LMIC). In an attempt to mitigate resource limitations, the psychiatric practice has been undergoing a paradigm shift into Digitalized mental health interventions. One such innovation involves Digital Gaming utilizing the principles of 'gamification' to incorporate both the playfulness component of online Gaming as well as the domain-targeted design of Gaming elements. Digital Gaming-based interventions have been to deliver psychotherapy, biofeedback, cognitive training and rehabilitation, as well as behavioural modification and social skills training. Research shows their utility in autism spectrum disorders, attention deficit disorders, schizophrenia, depression, anxiety disorders, post-traumatic stress, eating disorders, neurocognitive disorders and also to promote healthy aging. Though promising in scope, these interventions face pragmatic challenges for implementation in developing countries. Even though increased use of technology, internet penetration and growing Digital literacy have enhanced their accessibility and feasibility, various factors like socio-cultural diversity, lack of standardization, poor infrastructural support, bandwidth issues and lack of practice can impair their use and acceptability. Keeping this in the background, this commentary critically discusses the scope, applications and challenges of Digital Gaming in mental healthcare delivery in one of the rapidly globalizing LMIC nations, India.

Fran C Blumberg - One of the best experts on this subject based on the ideXlab platform.

  • a narrative review of methods used to examine Digital Gaming impacts on learning and cognition during middle childhood
    International Journal of Child-Computer Interaction, 2021
    Co-Authors: Rachel Flynn, Erica Kleinknecht, Ashley A Ricker, Fran C Blumberg
    Abstract:

    Abstract Middle childhood remains a privileged albeit understudied developmental period in studies examining child-computer interactions, particularly as it pertains to Digital game play. Middle childhood also is marked by increasing Digital game play, arguably the most common form of child-computer interactions during this developmental period. For example, children between the ages of 6 and 8 play Digital games 60-90 min per day and 47% of 3rd to 8th grade teachers reported using Digital games in their classrooms several times a week (Vega & Robb, 2019). Surprisingly, how content learning and cognition may be facilitated through Digital Gaming remains sparsely investigated among children during this period. In the studies that do examine the linkages between game play and content learning or cognition, research methodologies vary markedly. The goal of this narrative review is to help bring greater cohesion to the research literature, which often spans many disciplines. This review emphasizes the games, measurement of outcomes, and research designs that have been used to examine content learning and cognitive skills among children ages 6 to 12 in the context of Digital games.

Hannah R Marston - One of the best experts on this subject based on the ideXlab platform.

  • a scoping review of Digital Gaming research involving older adults aged 85 and older
    Games for health journal, 2016
    Co-Authors: Hannah R Marston, Shannon Freeman, Kristen A Bishop, Christian Beech
    Abstract:

    Abstract Background: Interest in the use of Digital game technologies by older adults is growing across disciplines from health and gerontology to computer science and game studies. The objective of this scoping review was to examine research evidence involving the oldest old (persons 85 years of age or greater) and Digital game technology. Materials and Methods: PubMed, CINHAL, and Scopus were searched, and 46 articles were included in this review. Results: Results highlighted that 60 percent of articles were published in gerontological journals, whereas only 8.7 percent were published in computer science journals. No studies focused directly on the oldest old population. Few studies included sample sizes greater than 100 participants. Seven primary and 34 secondary themes were identified, of which Hardware Technology and Assessment were the most common. Conclusions: Existing evidence demonstrates the paucity of studies engaging older adults 85 years of age and above regarding the use of Digital Gaming a...

  • from needy and dependent to independent homo ludens exploring Digital Gaming and older people
    Games and Culture, 2016
    Co-Authors: Charles Musselwhite, Hannah R Marston, Shannon Freeman
    Abstract:

    We began assembling this special issue because the use of Digital computers for Gaming (Digital Gaming) in later life has been rather underresearched, yet we know of a growing body of interested parties across the world starting to look into it and needed a place to bring it together. For this introduction to the articles on offer, we wanted to explore first why such a topic is so underresearched. We live in an aging society and in many nations across the globe, life expectancy is rising. In the United Kingdom, for example, there are now more people aged over 60 than those aged under 18 for the first time in history (Office for National Statistics [ONS], 2014b). In such countries, the number and proportion of people aged 65 and older are expected to continue to rise, with the prevalence of older adults increasing the most. The first issue is that an aging population is often viewed as dire and problematic for society; the burden of the old age utilizing health care and accessing benefits and pensions creating a drain on society.

  • Digital Gaming perspectives of older adults content vs interaction
    Educational Gerontology, 2013
    Co-Authors: Hannah R Marston
    Abstract:

    There were two objectives to this study: (a) to establish flow and (2) to establish whether computer game interaction or content was important to the older adult, using the Nintendo Wii and the Sony PlayStation 2 consoles. An earlier study had identified the sports genre as a preference, and three games (golf, tennis, and boxing) were selected that suited play on the game consoles. Participants completed a survey that incorporated the Flow State Scale (FSS). Observations undertaken used, a seven-point scale adapted from the FSS measuring subjects’ ease of use, control of game, enjoyment, concentration, and skill. Participants reported a more positive experience on the Wii console than on the PS2 in relation to the sports genre. Qualitative data collected illustrated participants’ experienced fun, laughter, and smiling and gave more positive aural feedback than the PS2. Two of the three games (golf and tennis) played on the Wii console identified the experience of flow by participants.