ISS 210 Society and Video Games - Games Good

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What are the two dimensions present in Granic et al.'s conceptual map of video game genre?

Complexity and social interaction

Granic et al. argue that all of the following are benefits of gaming EXCEPT:

Economic

So-called "serious" games have shown promise in what field, according to Granic et al.?

Health

This study found that video gamers were better than non-gamers at performing a probabilistic learning task that involved different types of memory:

Schenk et al. (2017)

The main limitation to the lack of randomization in observational video game studies is:

We cannot be sure all possible confounding variables have been accounted for

This longitudinal cohort analysis finds that playing strategy games increases how you perceive your own problem-solving abilities:

Adachi and Willoughby (2013)

In summarizing existing research, Green and Seitz argue that video games can have which of the following cognitive consequences?

All of the Above

In terms of their ability to address real-world problems, video games, according to Green and Seitz:

Increase positive surgical outcomes

Which of the following is NOT a limitation identified by Green and Seitz that hinders our ability to conclude that video games provide cognitive benefits?

The impact of a game differs given how someone interacts with it

This experimental study shows that playing a game cooperatively (as opposed to alone) increases subsequent cooperative behavior outside of the game:

Jin and Li (2017)

According to the experimental study on video games and cooperation, playing on a team increases cooperation:

None of the above

The release of Grand Theft Auto 5 in the Netherlands, according to this study, resulted in a statistically significant reduction in the number of reported crimes among juvenile and young males:

None of the above


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