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pro vyhledávání: '"Sharon Mayell"'
Publikováno v:
Journal of Media Psychology. 27:53-63
The study reported here compared how younger and older adults processed the same set of media messages which were selected to vary on two factors, arousing content and valence. Results showed that older and younger adults had similar arousal response
Publikováno v:
Journal of Media Psychology. 24:154-166
This paper reports a study designed to investigate whether playing violent video games elicits the psychological conditions theoretically required for media use to cause aggressive behavior. Specifically, the study was designed to examine whether the
Autor:
James Leonard, Emily Polander, Richard Catrambone, Brianne Eby, Kinneret Teodorescu, Sharon Mayell, Taleri Hammack, Gloria Berry, Lucas Lemaster, Elizabeth S. Veinott, Brandon Perleman, Elizabeth Whitaker
Publikováno v:
GEM
Does visual fidelity and cognitive fidelity affect learning in a video game? In this paper we present data collected from 65 participants who played one of four different versions of a 3D video game, Heuristica, designed to train decision making. We
Autor:
Elizabeth Lerner Papautsky, Jared Hoteling, James Leonard, John M. Flach, Robert R. Hoffman, Marcia Clover, Oliver Gray, Elizabeth S. Veinott, Juan Colado, Gwen Mullinix, Christopher R. Hale, Peter M. Todd, Travis L. Ross, Sharon Mayell, Olivia Fox, Steven Sickles, Chris Argenta, Elizabeth Whitaker, Jared Lorince, Edward Castronova
Publikováno v:
IGIC
This paper describes the design process and development of a 3D immersive serious game, Heuristica. The objective of this video game is to train players to improve their decision making by mitigating cognitive biases in an engaging and effective way.