Dissertations / Theses on the topic 'Video games and children – Psychological aspects'

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1

Chan, Holing Sarah, and 陳可苓. "The associations between video gaming, sleep, and neuropsychological functioning in Hong Kong children." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2014. http://hdl.handle.net/10722/209534.

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This study examined the associations between video gaming, sleep, and neuropsychological functioning. A total of 143 mother-children dyads were included in the study. The children’s neurocognitive functions were measured using the Wechsler Intelligence Scale for Children– Fourth Edition (Hong Kong), the Test of Everyday Attention for Children (TEA-Ch), and the Grooved Pegboard Test. Sleep quality was measured by the Children's Sleep Habits Questionnaire (CSHQ) and the Pittsburgh Sleep Quality Index (PSQI). Problematic behaviors were measured using the Child Behavior Checklist (CBCL). It was found that (1) more video gaming was associated with poorer subjective sleep quality and shorter total bed time, but not any actual reported sleep time or any domains of problematic sleep in children, (2) playing video games before bed was not associated with more sleep problems in children, (3) children with more sleep problems were perceived to have more internalizing and externalizing behaviors, (4) sleep problem was negatively associated with tests of perceptual reasoning abilities, and had a moderating effect on the relationship between video-gaming and a hand-eye coordination task. Results implied video gaming might not be predominantly bad for children, and the use of it as a training tool must target specific cognitive skills in order to be effective. Children’s sleep problems should be part of a clinical computation and adequately addressed.
published_or_final_version
Clinical Psychology
Master
Master of Social Sciences
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2

Wang, Jing Jing. "The effect of a health videogame with story immersion for childhood obesity prevention among Hong Kong Chinese children." HKBU Institutional Repository, 2015. https://repository.hkbu.edu.hk/etd_oa/177.

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Introduction: Video game is an emerging technology with potential to overcome many of the current barriers to behavior change. Video game playing is now woven into the fabric of children’s life and has been developed to educate individuals in health-related areas. Story immersion refers to the experience of being fully absorbed within a story in the game and is a key factor that contributes to the mechanism of behavior change. “Escape from Diab (Diab)is a health videogame designed to lower the risk of obesity and type 2 diabetes through behavior change components that were integrated into activities within the game storyline. This thesis was designed to investigate the effect of Diab for childhood obesity prevention among Hong Kong Chinese children. Methods: A literature review was conducted. Subsequently, study one conducted the validation of the Physical Activity Questionnaire for Older Children (PAQ-C) with 469 Hong Kong Chinese children. Study two was a cross-sectional study to explore the associations of self-efficacy, motivation, preference with both self-reported and objective physical activity (PA) in 301 children. Study three consisted of two phases. Phase one conducted individual interviews with 34 Hong Kong Chinese children to gather their perceptions of Diab and to assess Diab’s acceptability and applicability. Phase two examined the effect of playing nine episodes of Diab on children’s health outcomes (i.e., motivation, self-efficacy, preference for diet and PA, and PA behavior) through a non-randomized intervention. Results: The review demonstrated the effects of interventions by using health videogames on the psychological correlates. However, limited evidence is available to draw conclusions on the games’ behavioral modification efficacy. In study one, good internal consistency and test-retest reliability suggest that the PAQ-C is an adequately reliable instrument for use among Chinese children. The significant moderate correlation between the PAQ-C score and accelerometer measured moderate-to-vigorous PA support the PAQ-C’s acceptable validity. Study two revealed the important effects of self-efficacy and autonomous motivation in predicting PA. Differences were found between the prediction of self-reported PA and objective PA, which is likely due to self-reported error variance common to the PAQ-C and psychological correlates but not common to acclerometry. Study three indicated that Diab was perceived to be an immersive game by most of participating Hong Kong Chinese children. Four themes emerged from the interviews indicated that story immersion was a perceptible component and that Diab, developed for American children, was acceptable to the Hong Kong Chinese children. The pilot intervention study found short-term benefits after completing the game. However, the effects were not sustained at follow-up testing 8-10 weeks later. Conclusion: The current thesis demonstrated the validity of PAQ-C and the important effects of self-efficacy and autonomous motivation in predicting PA, which could inform the development of efficacious interventions. Diab, a Health videogames with appealing characters and immersive stories, partially motivated children to improve their motivation, self-efficacy, and preference for diet and PA behaviors immediately after completing nine episodes of the game, however, the lasting effectiveness and mechanisms of change require more thorough investigation.
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3

Spoors, Glen R. "Meaning and emotion in Squaresoft's Final Fantasy X: Re-theorising realism and identification in video games." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2005. https://ro.ecu.edu.au/theses/619.

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This thesis takes the position that traditional theories of "realism" and "identification" misrepresent the relationships between players and videogames, and that a cross·disciplinary approach is needed. It uses Ed Tan's (1997) and Torben Grodal's (1997) analyses of narrative, cognition, and emotion in film as a basis for interrogating existing research on, and providing a working model of, video gameplay. It develops this model through an extended account of Squaresoft's adventure role-playing game Final Fantasy X (FFX) (2001), whose hybrid narrative and game macrostructures foreground many of the problems associated with video games. The chapters respectively address; existing research on video games; how perceptual qualities of the interface determine the reality status of gameplay; how narrative and game codes regulate or retard interest; FFX's henneneutic coding of reality; the dual narrative and game coding of video game characters; the uses and limits of the psychoanalytic concept of identification when analysing video games; how gameplay promotes empathetic emotions towards characters; how players develop empathetic emotions towards themselves; and how the disjunctive quality of play may have un existential quality.
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4

Kim, Jung K. "The influence of flow experience on video games and agression." Virtual Press, 2007. http://liblink.bsu.edu/uhtbin/catkey/1371467.

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The relationships between violent content and aggression have not been fully understood and explained in video game research literature. This study sought to determine if video game players" flow experience--a psychological absorption—explains the aggression that can follow video game playing. Employing a survey, this project sought to determine if relationships existed among degrees of violence portrayed in video games, degrees of flow experience, and subsequent aggressive attitudes after gaming. In this study, it was determined that a player's flow experience is more strongly correlated with aggression than is the violent content of video games. Moreover, contradicting the common belief that the video game companies make more profit by increasing the quantity of violent content, there is actually no significant relationship between violence and purchase of video games. However, along the same lines of Hoffman and Novak (1977), this study discovered an increase in purchasing intent related to flow experiences in video games.
Department of Telecommunications
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5

Kumar, Arati. "Level of challenge and task persistence : a study of children in a cognitive activity /." Thesis, This resource online, 1991. http://scholar.lib.vt.edu/theses/available/etd-11072008-063215/.

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6

Sutterfield, Curtis T. "The relationship between video game user and character." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337637.

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This thesis identifies and explores the types of communication modes that exist in video games. Different types of communication are identified and discussed based on Frye's audience centered theory of modes. The inferior communication mode, the mimetic communication mode, the leader-centered communication mode, the romantic communication mode, and the mythical communication mode are all explained. A convenience sample of six video game players were interviewed about video games. An analysis of their self-identification statements revealed that players seek a high level of romantic communication when playing video games. The romantic communication mode makes the video game world an idealized place where the players are able to manipulate their circumstances or show more intelligence than the user in reality. Uses of the communication modes are also explained.
Department of Telecommunications
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7

Behrenshausen, Bryan G. "Touching is Good: An Eidetic Phenomenology of Interface, Interobjectivity, and Interaction in Nintendo's "Animal Crossing: Wild World"." Fogler Library, University of Maine, 2007. http://www.library.umaine.edu/theses/pdf/BehrenshausenBG2007.pdf.

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8

Cheung, Mei Fung Meily. "The role of video game in the cultivation of literacy : a medium perspective." HKBU Institutional Repository, 2009. http://repository.hkbu.edu.hk/etd_ra/1053.

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9

Dapra, Charles. "Action Video Game Skill Level Predicts Performance on Target Detection and Identification in a Simulated Combat Environment." Honors in the Major Thesis, University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1214.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.
Bachelors
Sciences
Psychology
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10

Enigk, Mary Ellen. "A study on the nature and frequency of adult comments at Little League baseball games." Virtual Press, 2002. http://liblink.bsu.edu/uhtbin/catkey/1231339.

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The National Alliance for Youth Sports compared field reports released in 1995 to those in 2000, illustrating a 5% to 15% increase in adults that have gotten out of line at youth events (Carlozo, 2000). The purpose of this study was to assess the nature and frequency of adult comments at Little League baseball games for children ages 9 to 12. In addition, adults were surveyed in order to evaluate their personal opinions of crowd conduct.The participants in this study consisted of adults attending Little League baseball games in rural Indiana from May 30, 2001 to June 26, 2001. To address the purpose of the study, the researcher recorded adult comments using an adaptation of the Parent Observation Instrument for Sports Events (Kidman et al., 1999). An additional sample of 65 adults attending the last game of the season was purposefully selected to complete the survey portion of the study.The researcher tried to determine if there were significant differences between the nature of the adult comments (positive or negative), the frequency of adult comments by team play (offense or defense), by gender of the adult, by team status (winning or losing), or by competitive level (major league or minor league). Additionally, the researcher tried to determine whether there were qualitative differences between actual comments and adult opinions of comments.A chi square analysis was calculated for hypotheses 1 - 5 (p < .05) and the last hypothesis compared a chi square calculation to the frequency counts on a survey of adults. The results showed a significant difference in the frequency of comments based on the nature of the comment (positive/negative), gender, and competitive level (major league/minor league). There was no significant difference between team status (winning/losing) and frequency of comments made. There was consistency between adults' opinions of comments and actual observations. Observation results showed higher frequencies of positive comments than negative comments. Through survey data analysis, it was determined that adults believed more positive comments were made at the games.
School of Physical Education
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11

McMahan, Timothy. "Real Time Assessment of a Video Game Player's State of Mind Using Off-the-Shelf Electroencephalography." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc955121/.

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The focus of this research is on the development of a real time application that uses a low cost EEG headset to measure a player's state of mind while they play a video game. Using data collected using the Emotiv EPOC headset, various EEG processing techniques are tested to find ways of measuring a person's engagement and arousal levels. The ability to measure a person's engagement and arousal levels provide an opportunity to develop a model that monitor a person's flow while playing video games. Identifying when certain events occur, like when the player dies, will make it easier to identify when a player has left a state of flow. The real time application Brainwave captures data from the wireless Emotiv EPOC headset. Brainwave converts the raw EEG data into more meaningful brainwave band frequencies. Utilizing the brainwave frequencies the program trains multiple machine learning algorithms with data designed to identify when the player dies. Brainwave runs while the player plays through a video gaming monitoring their engagement and arousal levels for changes that cause the player to leave a state of flow. Brainwave reports to researchers and developers when the player dies along with the identification of the players exit of the state of flow.
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12

Alhidari, Abdullah. "Co-Creating Value in Video Games: The Impact of Gender Identity and Motivations on Video Game Engagement and Purchase Intentions." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc799485/.

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When games were first developed for in-home use, they were primarily targeted almost exclusively at children and males. However, today’s marketplace manifests a more diverse population plays Internet-enabled games that can be played virtually anywhere. The average gamer is now 30 years old. Many gamers, obviously, are much older. Yet more strikingly, and more germane to this study’s purpose, 47% of the U.S. gamer population is female, as compared to 40% in 2010. Despite these trends the gaming industry remains a male-dominated culture. The marketer’s job is to facilitate game engagement and to motivate gamers to play. The notion of “engagement” is not new in business. The term was developed in the last decade. Many studies were devoted to understand, explain, and define the term. It suggests that within interactive, dynamic business environments, consumer engagement (CE) represents a strategic position that companies can use to enhance their sales growth, competitive advantage, and profitability. Moreover, there are three levels of engagement in any experiential consumption (i.e., playing video game): presence, flow, and psychological absorption. The findings of this study affirm that consumer engagement, including presence, flow and psychological absorption are explanatory factors that impact gamer’s purchase intentions. Our results show that consumers experience different mental engagement in an interactive environment (i.e., playing video games) compared to passive environments (i.e., visiting a website). These findings change our understanding of consumers’ engagement and flow state. We also found that male and female gamers experience different engagement level. However, we did not find a significant result that masculinity and femininity traits impact gamers’ engagement or intention. We argue that macroeconomic factors results in sales fluctuation may have resulted in reject in this hypothesis. Thus, marketers shed a light into the consumer’s interactive environment and flow states in that environments. Consumers not only determine the value in using a product as Vargo and Lusch suggested, but they also create that value. Also, consumer experience is an ongoing process that does not have a specific point to start, making the value creation a temporally accumulative process that includes past, present, and future experience. Therefore, the value created by consumers is not created while physically interacting with a device to play, but it may include imagined and indirect interaction with the product. Therefore, consumers (i.e., gamers) need to maintain a balance between presence and psychological absorption (i.e., flow) to get the best experience in play video gaming. Empirical evidence suggest that consumers’ flow state engagement is the most important variable in determining their ensuing purchase intention for video games, regardless of game genre.
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13

Ask, Alexander A. "To kill or not to kill : competition, aggression, and videogames, in adolescents /." Title page, contents and abstract only, 1999. http://web4.library.adelaide.edu.au/theses/09PH/09pha834.pdf.

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14

Maningat, Josephine I. "Video games and human performance." 1985. http://hdl.handle.net/2097/27489.

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15

Metcalf, Olivia. "The cognitive, physiological and behavioural indicators of excessive and regular video gaming." Phd thesis, 2013. http://hdl.handle.net/1885/151031.

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The past decade has seen the proliferation of video gaming as a pastime. Research has shown that a significant proportion of video gamers are gaming excessively, in that they report suffering significant negative consequences as a result of uncontrollable gaming. Subsequently, there has been debate as to whether excessive gaming constitutes an addiction. The primary aim of this thesis was to investigate behavioural, personality and physiological markers of addiction in excessive gamers to determine whether or not this behaviour can be classified as an addiction. A secondary aim was to address the tendency in cyberpsychology literature to treat gamers as a homogenous group by further investigating cognitive, behavioural and physiological differences between genres of excessive gamers. Manuscript 1 investigated the presence of an attentional bias, a phenomenon found in addiction, in gamers of the popular massively multiplayer online-role playing games (MMORPGs). The results indicated a clear attentional bias in excessive MMORPG gamers but not in highly engaged or non-MMORPG gamers, consistent with previous research investigating attentional bias in other forms of addiction. Manuscript 2 further investigated attentional bias by employing a non-reaction time dependent paradigm. There was an attentional bias for excessive MMORPG gamers, replicating Manuscript 1 findings and furthermore showed that the findings from Manuscript 1 cannot be attributed to faster reaction times in gamers. Study 2 in Manuscript 2 investigates evidence for impulsivity in regular and excessive MMORPG use, with results showing a limited relationship between impulsivity and MMOPRG addiction. Manuscript 3 and 4 investigated the relationship between impulsivity and another popular type of game known as first-person shooters (FPS). The results indicate a clear preference for highly impulsive individuals to play FPS games, but no behavioural indicators of impulsivity were found in regular FPS gamers. Excessive FPS gamers had significant higher levels of behavioural impulsivity, consistent with addiction. Possible game training effects and the heterogeneous nature of gaming genres is discussed. Research has shown that playing FPS games improves visuo-spatial ability, but Manuscripts 1-4 all provide evidence of how genres affect gamers differently. Manuscript 5 set out to investigate whether visuo-spatial improvements in regular FPS gamers also apply to MMORPG gamers. There were no differences in visuo-spatial ability between non-gamers and MMORPG gamers, indicating a specific benefit from FPS gaming to visuo-spatial ability. Manuscript 6 extends the cue-reactivity and impulsivity investigated in the first two manuscripts by investigating physiological arousal and sensation-seeking in regular and excessive MMORPG and FPS gamers during gaming. The results showed that excessive MMORPG gamers used MMORPGs to lower their arousal whereas excessive FPS gamers used FPS games to increase their arousal. Together this thesis shows that excessive gaming is consistent with an addiction and there are significant differences between genres of game addiction. Furthermore, the aetiology of gaming addiction is related to impulsivity and arousal-seeking preferences, which differ by genre of game played.
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16

Truby, Elvir Joan. "The use of digital media within gestalt play therapy." Diss., 2011. http://hdl.handle.net/10500/4818.

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The world is dominated by digital media that have become central to many children’s lives. Children born in the last 30 years have become known as ‘digital natives’, as digital technology has always been part of their experiential field. The use of such media in play therapy could offer innovative ways of enhancing dialogue with those children in whose field they are included, as they have been to date unexplored in play therapy interventions, possibly resulting in missed therapeutic opportunities. This mixed methods research took the form of an email questionnaire sent out to play therapists in South Africa to ascertain whether digital technology is being used in therapy and, if so, which digital media are being used and how. Additionally, a focus group interview was conducted using the same questionnaire to ensure data triangulation. The data gathered were analysed qualitatively, and an understanding was gained regarding the current use of digital media in play therapy.
Social Work
M. Diac. (Play Therapy)
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17

Ntsihlele, Flora Mpho. "Games,gestures and learning in Basotho children's play songs." Thesis, 2003. http://hdl.handle.net/10500/1768.

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Colonialism in Africa had an impact on the indigenous peoples of Africa and this is shown in some of their games. The purpose of this study is to gain deeper insight into Basotho children's games and to demonstrate that the Western ideas of music and games are not necessarily the same as Basotho folk children's conceptions. The literature on Basotho children's games is reviewed though not much has been contributed by early and present Basotho writers who have generally approached it from the angle of literature without transcribing the songs. The Sesotho word for games (lipapali) embraces entertainment but a further investigation of it shows that aspects of learning of which the children were aware in some cases and in others they were not aware, are present. These are supported by musical examples and texts. The definition of play versus games is treated (with regard to infants and children) and these two concepts are still receiving constant attention and investigation by scholars and researchers as the words are synonymous and can be misleading. Infants' play is unorganised and spontaneous while games are organised structures. Furthermore, play and games are important in child development education. In this study, they are given attention in order to lay the foundation for the understanding and interpretation of games used in both cultures. It is a misconception that African children's games are accompanied with music in the Western sense. Hence, the word `music' in Sesotho children's games takes on a different connotation from those in the West. Music' in Sesotho children's games embraces not only tunes that are sung, but game verses chanted in a rhythmic manner as opposed to spoken verse. Yet, mino (music) exists in Sesotho and is equivalent to the Western idea. These chanted rhythms and games are analysed against the backdrop of specific cultural dimensions for children depending on the function of the game played. The results of this study indicated that though the idea of music in children's games is not the same, games are an educational in character building and learning. Recommendations are made for educationists and music educators.
ART HIST, VIS ARTS & MUSIC
DLITT ET PHIL (MUSICOLOGY)
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18

De, Villiers Jolandi. "Terapeutiese perdry ter bevordering van bewustheid by die kind met Fetale Alkohol Sindroom." Diss., 2004. http://hdl.handle.net/10500/1889.

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Text in Afrikaans with a summary in Afrikaans and English
The motivation for this study was to use animal-assisted therapy to the advantage of the child with Fetal Alcohol Syndrome. The purpose of this study was to describe the use of therapeutic horse riding in Gestalt therapy and its influence on the awareness levels of the child with Fetal Alcohol Syndrome that present with Attention deficit/Hyperactivity disorder. For the purpose of this study a quantitative research approach with a descriptive nature was used. Semi-structured interviews were used to compile information about a single child in a therapeutic milieu. This information was combined with information gathered from the literature to compile guidelines for the counsellor. In this study horse riding was effectively combined with Gestalt play therapy to enhance the awareness levels of the child with Fetal Alcohol Syndrome.
Die motivering van hierdie ondersoek was om diergefasiliteerde terapie tot voordeel van die kind met Fetale Alkohol Sindroom te benut. Die doel van die studie was om die benutting van terapeutiese perdry in Gestaltspelterapie en die invloed daarvan op die bewustheidsvlakke van die kind met Fetale Alkohol Sindroom wat met Aandagafleibaarheid/hiperaktiwiteitsindroom presenteer te beskryf. Vir die doel van hierdie studie is kwalitatiewe navorsing met 'n beskrywende aard benut. Semi-gestruktureerde onderhoude is gebruik om inligting in te samel rakende 'n enkele kind in 'n terapeutiese milieu. Hierdie inligting is gekombineer met die inligting uit die literatuur ten einde riglyne vir die berader op te stel. In hierdie studie is perdry effektief by Gestaltspelterapie geintegreer om die kind met Fetale Alkohol Sindroom se bewustheidsvlakke te verhoog.
Practical Theology
M.Diac. (Play Therapy)
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