| Frontiers in Psychology | |
| The Future of Action Video Games in Psychological Research and Application | |
| Harun Karimpur1  | |
| 关键词: ageing (aging); attention; visual perception; spatial cognition; treatment; dyslexia; action video games; gaming; | |
| DOI : 10.3389/fpsyg.2015.01747 | |
| 学科分类:心理学(综合) | |
| 来源: Frontiers | |
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【 摘 要 】
When it comes to the question whether video games (in general) are harmful or not, a heated debate is very likely to start. Especially demographic groups which are not familiar with video games are four to six times more likely to hold a negative opinion regarding that matter (Przybylski, 2014). One reason might simply be the unfamiliarity with gaming in those cohorts. In addition, headlines in the news might also contribute to a negative bias just due to the innuendo effect (Wegner et al., 1981). An innuendo (“games might be harmful”) is a statement about something (“games are harmful”) with a qualifier about the statement (“statement could probably be true”). The innuendo effect occurs when the qualifier has little or no effect. In this case, games would be perceived as harmful. Furthermore, it could be shown that (1) incriminating innuendos had almost the same effect as directly incriminating accusations and (2) the innuendo effect was only minimally reduced, even if the source was one of a bad reputation (Wegner et al., 1981). Further findings show that attempts to reduce this effect (e.g., clarifying statements or major campaigns) might be especially unsuccessful in the case of low processing motivation of the audience (Kim and Chun, 2009).
【 授权许可】
CC BY
【 预 览 】
| Files | Size | Format | View |
|---|---|---|---|
| RO201904022714961ZK.pdf | 763KB |
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