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[DOWNLOAD] "Effects of Peppermint Scent Administration on Cognitive Video Game Performance (Report)" by North American Journal of Psychology # Book PDF Kindle ePub Free

Effects of Peppermint Scent Administration on Cognitive Video Game Performance (Report)

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eBook details

  • Title: Effects of Peppermint Scent Administration on Cognitive Video Game Performance (Report)
  • Author : North American Journal of Psychology
  • Release Date : January 01, 2011
  • Genre: Education,Books,Professional & Technical,
  • Pages : * pages
  • Size : 199 KB

Description

A struggle within the realm of video game research involves the games' so-called "bad reputation." As many video games involve violence, aggression, addiction, and gender bias (Selfton-Green, 2005; Schrader & McCreery, 2007), many critics dismiss them as learning tools entirely, despite the widespread appeal and educational value they may possess. This "bad reputation" stems from the violence and illegality portrayed in games such as "Grand Theft Auto"[TM] and from the demeaning sexuality illustrated in games such as "Dead or Alive"[TM] (Gee, 2003). Other games, such as the violent African zombie game "Resident Evil 5"[TM], create controversy for their racial stereotyping. Because, in part, of the huge popularity of such games, other more socially or educationally appropriate games have been overshadowed. However, the Nintendo Wii[TM] game system is changing the way video games are considered; many of that system's games involve an active and family-friendly approach to video game play. Despite the occasionally questionable outlook on video games, research and real world findings note their benefits and applicability. The games themselves can provide goals for the player, positive reinforcement, and increasing challenge as he or she progresses through different levels (Gee, 2003). Games can support intrinsic motivation, since many require the player to be actively engaged through observing the environment, discover new aspects to a particular level or challenge, and solve problems (Dickey, 2005).


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