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31.
This study investigated the most effective way to present an instructional video that contains words in the students' second language. Korean‐speaking university students received a 16‐min video lesson on Antarctica that included English narration (video + narration group), English text subtitles (video + text group), or English narration with simultaneous text subtitles (video + narration + text group). On a comprehension test, the video + text group scored higher than each of the other two groups, in contrast to the modality effect; and the video + narration + text group outscored the video + narration group, in contrast to the redundancy effect. Each of the lessons that included text was rated as less difficult than the lesson with narration only. The narration + text group reported lower effort than each of the other groups. Results highlight boundary conditions for two principles of multimedia instructional design that apply for college students who are learning in a second language. Theoretical implications are discussed.  相似文献   
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Public discussions about the harmfulness of violent media are often held in the aftermath of violent felony. At the same time, we know little about whether and how experiencing real‐life violence impacts the way laypersons perceive and evaluate debates about virtual violence. In Study 1, we provided data indicating that both real‐life violence and violent video games are perceived as morally threatening by people who regard nonviolence to be an important moral value (i.e., pacifists). In Study 2, we hypothesized and found that when pacifists perceive threat from the presence of real‐life violence, they are especially susceptible to scientific and political claims indicating that violent video games are harmful. Our findings are in line with the value protection model and research on the psychological consequences of threat. Implications of the present findings are discussed with regard to a better understanding of the violent video games debate in the general public.  相似文献   
34.
Massively multiplayer online role‐playing games (MMORPGs) are a type of video game that is considered to have particular potential to be associated with life interference and psychopathology when played frequently and intensively. This study sought to compare players of MMORPGs with players of other types of video game in terms of problematic use, life interference, and levels of psychopathology. An international sample of 1,945 video game players completed a series of questionnaires online. While MMORPG players reported increased rates of problematic use and life interference compared with non‐MMORPG players, there were no differences in levels of psychopathology. Differences between MMORPG players and non‐MMORPG players appeared to be associated with the increased amounts of time that MMORPG players played for: The amount of time spent playing appeared to mediate the relationships between type of game played and each of the problematic use and life interference variables. The implications of these findings are discussed.  相似文献   
35.
This article explores the intense psychological effects of compulsive Internet use, which has become increasingly common among adolescent boys and young men. Two cases are presented and discussed to illustrate some of the psychic distortions around thinking and feeling, as these occurred in the analysis of a mid‐adolescent boy and of another patient in later adolescence. A kind of narcissistic omnipotence grounded in magical thinking appeared to take root in their minds, and it led to an avoidant pattern in relationships because of such strong wishes for both distance and control. A short review of the conceptual origins of magical thinking underscores its continued relevance because so many now engage with the Internet. In addition, Anzieu's idea of the ‘skin ego’ is applied to the clinical case material to provide a theoretical framework for the developmental challenges that can appear in adolescent boys who seek to use the Internet as a form of psychic container. Emerging problems that immersion in the Internet might bring into our practices, for example the depleting effects of massive projective identification, are considered and discussed, along with the obvious ways in which using the Internet can be beneficial for connecting with others, for creating new platforms of expression, and for education.  相似文献   
36.
BackgroundImpaired motor development can significantly affect a child’s life and may result in an increased risk of a range of physical and psychological disorders. Active video game (AVG) interventions have been demonstrated to enhance motor skills in children with Developmental Coordination Disorder (DCD); however a home-based intervention has not been assessed.ObjectivesThe primary aim of this study was to compare the changes in motor coordination between a 16 week period of AVG use, with 16 weeks of normal activities (NAG). The secondary aim was to compare the child and parent perceptions of their physical performance between the AVG and NAG conditions.MethodsTwenty-one 9–12 year olds (10 males) were confirmed to be at risk of DCD (⩽16th percentile Movement Assessment Battery for Children-2nd edition (MABC-2) and ⩽15th percentile Developmental Coordination Disorder Questionnaire (DCDQ)) and participated in this crossover randomised and controlled trial. Data was collected at study entry, after the first 16 week condition and following the final 16 week condition, including; (1) the MABC-2, (2) three-dimensional motion analysis of single leg balance and finger–nose tasks, and (3) parent perception of physical skills. Participant perception of physical skills was collected only after the first and second conditions.ResultsThere was no significant difference between AVG and NAG for any of the primary variables including the MABC-2, balance centre-of-mass path distance and finger–nose path distance. There was no significant intervention effect for secondary measures of motor coordination; however the children perceived their motor skills to be significantly enhanced as a result of the AVG intervention in comparison to the period of no intervention.ConclusionA 16 week home based AVG intervention did not enhance motor skills in children with DCD, although they perceived their physical skills to be significantly improved.Trial Registration: Australia and New Zealand Clinical trials Registry (ACTRN 12611000400965).  相似文献   
37.
Childhood obesity, which is due in part to lack of physical activity, is a serious concern that requires the attention of the behavioral community. Although excessive video game play has been noted in the literature as a contributor to childhood obesity, newer video gaming technology, called exergaming, has been designed to capitalize on the reinforcing effects of video games to increase physical activity in children. This study evaluated the effects of exergaming on physical activity among 4 inactive children in a physical education (PE) classroom. Results showed that exergaming produced substantially more minutes of physical activity and more minutes of opportunity to engage in physical activity than did the standard PE program. In addition, exergaming was socially acceptable to both the students and the PE teacher. Exergaming appears to hold promise as a method for increasing physical activity among inactive children and might be a possible intervention for childhood obesity.  相似文献   
38.
Although research in social psychology has repeatedly refuted the idea that aggression reduces subsequent aggression (e.g., Bushman, 2002), we suggest a more fine-grained analysis of catharsis. We will present and discuss a social-cognitive goal model of cathartic effects in aggression that predicts under which conditions aggression increases or reduces subsequent aggression. The model assumes that the accessibility of aggression-related constructs is a function of goal fulfilment: Prior to goal fulfilment constructs related to the goal are highly accessible in order to facilitate goal fulfilment. However, after goal fulfilment this heightened accessibility loses its functionality and aggressive constructs are consequently inhibited. In the present article we will review empirical work testing this model. Moreover, we will extend this model to the effects of violent computer games. Finally we will discuss theoretical challenges and applied relevance of our model for intervention strategies aimed at reducing aggression.  相似文献   
39.
This study aimed to explore Chinese children's social value orientation across different ages and contexts. Revised decomposed games were used to measure the social value orientation of 9‐, 11‐, and 14‐year‐old children and college students as an adult group. About half of them were assigned to the hypothetical context of “equal payment group,” providing equal compensation for participation in the study, and the others to the “real payment group,” who got payment according to their own choices in the games. Results showed that 9‐ and 11‐year‐old children's choices differed between the two contexts: They made more prosocial choices in the hypothetical context, and more competitive choices in the “real payment” context. The 14‐year‐olds’ and adults’ choices were not significantly different in the two contexts. These results may imply that by 14 years of age, children have stable social value orientation, and their behavior reflects this value.  相似文献   
40.
The authors investigated the relation between mental rotation (MR) and computer game-playing experience. Third grade boys (n = 24) and girls (n = 23) completed a 2-dimensional MR test before and after playing computer games (during 11 separate 30-min sessions), which either involved the use of MR skills (the experimental group) or did not involve the use of MR skills (the control group). The experimental group outperformed the control group on the MR posttest but not on the pretest. Boys outperformed girls on the pretest but not on the posttest. Children whose initial MR performance was low improved after playing computer games that entailed MR skills. The findings imply that computer-based instructional activities can be used in schools to enhance children's spatial abilities.  相似文献   
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