In the abstract of our report, the authors introduce the fact that men and women have different distribution of spatial attention, which means, there is a gender differences in spatial cognition. Surprisingly, this group of researches composed of Jing Feng, Ian Spence, and Jay Pratt from the University of Toronto has found that playing action video games reduce this gender difference in spatial cognition. In addition, after a training of 10 hours, all subjects including females did a remarkable improvement in special attention and mental rotation. Moreover, women benefited more than males. And logically, those who did not have the action game training did not show any improvement. Women should be more interested in the scientific fields because …show more content…
In our daily life, we notice that at a very early age of their childhood, men play more games than women. This may explain the future gender difference in spatial cognition. Playing action video games may also have a positive impact on spatial cognition; because, action video games players enhance their visual cognition, which is a great constituent of the spatial cognition. Unfortunately, action video games are not one of the first preferences of girls. Boys, on the other hand, are taking advantage from playing these games because they may be developing higher-level of spatial attention. But, is there any likely difference between males and females in poor-level spatial attentional processes and their consequences on greater-level spatial …show more content…
Two groups participated in the experience a control group trained with non-action games, a 3-D puzzle game. And an experimental group, mainly trained by “Medal of Honor: Pacific Assault”, like the games played by the players subjects in experiment one. The subjects were twenty undergraduate students from 18 to 32 years old, different from those who participated in the first experiment. They did not play any video games for four years. Six from them were males and the others were females. In this experiment, the UFOV task was used in addition to a “Mental Rotation Test (MRT)” to evaluate the level of spatial abilities. In this test, participants had to select which two of four pictures displayed on the right portrayed objects identical to the one exposed on the left. Groups of ten same gender were formed by matching the participants according to their pretest scores in UFOV task and MRT. In each pair, one member was assigned randomly to the action game group, and the other one was attributed to the non-action game group. After 10 hours video games training in an interval of five months, participants completed a UFOV task and MRT
In her day, females weren’t seen in STEM fields, majority of women
Although the individual may or may not accept these identities which are presented to them. These portrayals of gender norms within video games can affect the players attitude towards women and their expectations about the behaviour of women. This may have substantial consequences in relation to women obtaining gender equality with men in the future, as men will learn to believe that the acceptable roles of women include being weak, dependent of males, and subordinate. According to Bialeschki (1990), “By conforming to gender role expectations, young girls restrict their own potential because so many important skills and activities have been designated as ‘inappropriate’ for them” (Bialeschki, 1990:54). This is mainly due to gender norms which are presented to individuals within the gaming culture, this can have major consequences when it comes to the gender socialisation of individuals within society, as traditional gender roles wherein the female is viewed as subordinate are expected and rewarded.
World War Video Games In Steven Johnson ’s essay “Games” (2005), he constructs his argument by saying that playing video games is no better or worse than reading, it is simply exercising different skills. What kept my interest in this short essay was the fresh take on the subject on how video games effect young adults. He addresses the audience knowing they will agree with his contrast of the two subjects or take it to be completely true. His explanation of it allows him to reach even the biased of readers to accept the rest of his argument.
The Women’s Brains essay was first published in Natural History in 1980 by Stephen Jay Gould, a geology and zoology professor at Harvard University. In this essay, Paul Broca, a respectable and influential professor of clinical surgery at the Faculty of Medicine in Paris, concluded from his research on brain sizes that women “could not equal them [men] in intelligence”. Despite the prevalent acceptance of this conclusion in the nineteenth century, Gould refused to concede and argued against Broca’s claim through a scientific filter, where historical information, quantitative numbers and experts’ opinions were used to present an objective and credible counterargument. The clever manipulation and usage of the evidences effectively substantiated
Title: Mental Rotation Experiment: The effect of Gender on Mental Rotation Reaction Time Introduction: Mental rotation is an important function of visual representation in the human brain when dealing with misoriented stimuli, which is the ability to rotate two and three-dimensional objects in one’s mind. In everyday life, people’s ability to recognize faces and objects from unconventional perspectives stems from their ability to mentally rotate objects. The earliest experiment to research on the concept of mental rotation was by Shepard and Metzler (1971). In the classic experiment, participants were presented with drawings of pairs of two-dimensional figures and three-dimensional cubes that were asymmetrically assembled.
What a great fun that I feel when I win a difficult video game, it is really exciting. It took me a very long period to forget the massage on the screen (GAME OVER ).But with the time I realized that Playing violent video games is no more likely to be damaging to young children’s behavior than those considered harmless, so that I choose some researches that can deal with case . More and more kids are playing video and computer games — especially ultra-violent ones that are top sellers. Research shows that children are also spending increasing amounts of time playing them: an average of 13 hours per week for boys and five hours for girls.
In addition, the structure of today 's video games requires certain types of learning that are very helpful to students, specifically computer skills. This proves, that kids are gaining new knowledge from these games. They also improve hand-eye coordination, and raises players’ self-esteem. The article (Wiley 2016) Science Daily states, “Gaming use was associated with better function in brain circuits critical for learning based on the acquisition of new skills through practice.”
Firstly, video games improves our interaction skills which is the ability to catch, kick, and throw. ISABEL GRANIC is a Professor and chairman in the developmental psychopathology department, in the behavioural science institute at RadBoud University. She did a research where she studied the difference between the attitude of a group of people who didn’t play video games and another group of people who played interaction video games. She saw that the people who have played video games seems to have much faster
Children around the world play adult content video game And many parents say it is bad for their children; however video games can actually help their children learn. Approximately 90% of children in the United States play video games, and more than 90% of those games involve mature content that often includes violence (Park, 2014). There are those that believe video games are detrimental to society, however playing video games including those with mature content can actually be beneficial to both individuals and society by increasing knowledge expanding the ability to react positively at real life situations and improving cognitive thinking skills. Children that play video games not only have the potential to increase their ability to learn right from wrong, and to improve their cognitive thinking skills the game can also increase a child’s knowledge.
Over the years there has been a big controversy over whether video games are relatively good or extremely bad for children. Video games are super beneficial to a kid’s learning process and have been proven to increase social skills, productivity, and stress. The fear that video games are harmful to a child, is proven through countless experiments that they are actually great for their growth and brain capacity. Video games can increase the social skills in a child, Xbox and PlayStation provide great opportunities for cooperation and competition. Two different studies, one by Katherine Keyes and the other by Vinay Devnath, both have proved that the use of video games can increase the social skills that many children can’t grasp, “Video game playing is often a collaborative leisure time activity for school-aged children, and these results indicate that children who frequently play video games may be socially cohesive with peers and integrated into the school”( Keyes, PhD).
In the view of education academics, video games may play an essential role in boosting the performance in particular subjects and the development of varying of skill [3]. While acknowledging that engaging in video games may cause a negative mental effect on the secondary school students, this essay argues that video games education should be implemented because the benefits of digital game based education would possibly become primary to the high school students because it could improve social behavior and increase academic behaviour and performance. The argument that scholars question that video games may cause negative effects on
In this essay I will write about the strengths and weaknesses of perception as a way of knowing. Perception is the way we perceive the world through our senses. We use all five of our senses, which are sight, hearing, smell, taste and touch to understand the world and interpret it. We can then say it’s a Primary way of knowledge. We can also say that, because the senses is the way our body communicates, we have at least three more senses: kinesthetic sense, which is our awareness of our body’s dimensions and movement; vestibular sense, which is the awareness of the human’s balance and spacial orientation; and organic sense, which is the manifest of the internal organs (for example, hunger or thirst).
Various games are activities that have been around since the beginning of time has evolved into a technology based forum for all ages called video games. These types of games have become an extremely popular activity and are a big part of a lot of people’s everyday lives. Instead of looking at video games as a leisurely hobby that one plays in their spare time, it is now looked as a positive benefit for people to play. Playing video games are beneficial, according to some studies they can develop cognitive skills, create social connections, and stimulate creativity.
Do Video Games Promote Violence? Does virtual violence lead to actual violence? As we all know at this age of sophisticated technology and information, children are more exposed to video gaming compared to the past decades. As a result, video gaming industry has gained tremendous growth since coming into the market in the 1980s. This is because of the increased number of its consumers, especially children and teenagers.
So playing video games also gives you a chance to practicing control your emotion. According the result of Gottman’s research on 1986, video game is enought safe to help players practice controlling negative emotions even the pretend context of video games may be real enough to push players to finish the goals matter. It also helps players to adapt regulation strategies for instance problem solving, acceptance, and reappraisal have been frequently related to less impact, improve social helps, and decreases the levels of depressive symptoms. Playing game with the continuously provide novels challenges, demanding the players to change their strategies to archieve the goals effectively for instance: Portal, which is a popular first-person shooter puzzle game, challenges the players to solve the question in form of the difficult maze by using physics – based rule.