Paradigm Class - Video Games
Video Games
Play video games often to measure emotional changes (e.g., aggression), perceptual learning/transfer of skills, or skilled vs. unskilled players. First: Jones, Kennedy & Bittner, 1981 Most: Mathaik & Weber, 2006
- 395 Subjects
- 14 relevant publications
- 72 experimental contrasts
- 569 coordinates reported
Co-coded Terms
- Context - Normal Mapping
- Behavioral Domain - Cognition, All Subdomains
- Response Type - Button Press
- Stimulus Type - Videogame
- Behavioral Domain - Emotion, All Subdomains
- Behavioral Domain - Emotion.Negative, All Subdomains
- Behavioral Domain - Emotion.Negative, Unspecified
- Stimulus Laterality - Bilateral
- Behavioral Domain - Cognition.Social Cognition
- Paradigm Class - Competition/Cooperation
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