Published December 18, 2014 | Version v1
Journal article Open

Intelligence and video games Attention theory

  • 1. University of the Visayas

Description

This study aims to determine describe the perceived relationship between video games and intelligence among the selected individuals. The study makes use of the video game “BRAIN AGE” as one of the tools of the research. Responses of the informants showed that video games can slightly contribute to mental development and a new theory was developed the “Dublin game attention theory” where as a person grows older his time to attention span for playing video games becomes more shorter but does not necessarily reflect a loss of interest in the gaming hobby.

Files

44-Article Text-53-1-10-20181124.pdf

Files (1.3 MB)

Name Size Download all
md5:321161fed2adf5edcedc931e61ff047c
1.3 MB Preview Download

Additional details

References

  • Alvesson, M., & Sköldberg, K. (2009). Reflexive methodology: New vistas for qualitative research. California, LA: Sage Publications Inc.
  • Creswell, J., (2007). Qualitative inquiry & research designs (2nd ed.). California, LA: Sage Publications Inc.
  • Fernandez, A. (2010). BBC "brain training" experiment. Retrieved February 20, 2013 from http://sharpbrains.com/blog/2010/04/20/bbcbrain-training-experiment-the-good-thebad-the-ugly/
  • Gentile, D. (July, 2009). Video games affect the brain. Retrieved February 2013 from http://www.dana.org/Cerebrum/Default.aspx?id=39414
  • Hao, L., Hotz, V.J., & Jin, G.Z. (2008). Games parents and adolescents play: Risky behaviour, parental reputation and strategic transfers. The Economic Journal, 118(528), 515–555. doi: 10.1111/j.1468-0297.2008.02132.x
  • Harrel, E. (2010). Study: Brain exercises don't improve cognition. Retrieved March 5, 2014 from http://content.time.com/time/health/article/0,8599,1983306,00.html#ixzz0lhe3Oiri
  • Jootun, D., McGhee, G., & Marland, G.R. (2009). Reflexivity: Promoting rigour in qualitative research. Nursing Standard, 23(23), 42-46.
  • Kariithi, N.K. (2011). Is the devil in the data? A literature review of piracy around the world. The Journal of World Intellectual Property, 14(2), 133–154. doi: 10.1111/j.1747-1796.2010.00412.x
  • Kawashima, R. (June, 2008). Neuro Science and smart aging. Retrieved March 10,2014 from www.dijtokyo.org/events/SMP_DAY1_Kawashima.pdf
  • Ki, E.-J., Chang, B.-H., & Khang, H. (2006). Exploring Influential Factors on Music Piracy Across Countries. Journal of Communication, 56(2), 406–426. doi: 10.1111/j.1460-2466.2006.00026.x
  • Lau, E.K.W. (2003). An empirical study of software piracy. Business Ethics: A European Review, 12(3), 233–245. doi: 10.1111/1467-8608.00323
  • Narine, N., & Grimes, S.M. (2009). The turbulent rise of the "child gamer": Public fears and corporate promises in cinematic and promotional depictions of children's digital play. Communication, Culture and Critique, 2(3), 319–338. doi: 10.1111/j.1753-9137.2009.01040.x
  • Niu, H.-J., Chiang, Y.-S. & Tsai, H.-T. (2012). An exploratory study of the Otaku adolescent consumer. Psychology and Marketing, 29(10), 712–725. doi: 10.1002/mar.20558
  • Scharrer, E., & Leone, R. (2008). First-person shooters and the third-person effect. Human Communication Research, 34(1): 210–233. doi: 10.1111/j.1468-2958.2008.00319.x
  • Yin, R.K. (2009). Case study research: Design and methods (Vol. 5). California: Sage Publications, Inc.
  • Yin, R.K. (2011). Qualitative research from start to finish. New York, NY: The Guilford press.