Age

New entry in the Digiplay Games Research Bibliography:

Trick, L.M.; Jaspers-Fayer,F.; Sethi, N. (2005)
Cognitive Development

Image of booksMultiple-object tracking involves simultaneously tracking positions of a number of target-items as they move among distractors. The standard version of the task poses special challenges for children, demanding extended concentration and the ability to distinguish targets from identical-looking distractors, and may thus underestimate children's tracking abilities. As a result, a modified version of the task called "Catch the Spies" was developed. Participants tracked one to four moving "spies" (targets) that had "disguised" themselves so that they could blend in with a crowd of 10 people (happy-faces). Tracking accuracy was measured in live age groups (6, 8, 10, 12, and 19 years old). All performed well above chance though there were age-related increases in the number that could be tracked at once. Overall, when the effects of age were statistically controlled, tracking performance was significantly better for action videogame players than non-players, and marginally better for action-sports participants than non-participants. Read more...

New entry in the Digiplay Games Research Bibliography:

Eggermont, S.; Van den Bulck, J. (2006)
Journal of Paediatrics and Child Health

Image of booksAim: To describe the use of media as a sleep aid in adolescents and relate this to their sleep routines and feelings of tiredness. Methods: A questionnaire about using media as a sleep aid, media presence in bedrooms, time to bed and time out of bed on average weekdays and average weekend days, and questions regarding level of tiredness in the morning, at school, after a day at school and after the weekend was completed by 2546 seventh and 10th grade children in a random sample of 15 schools. Results: Of the adolescents, 36.7% reported watching television to help them fall asleep. In total, 28.2% of the boys and 14.7% of the girls used computer games as a sleep aid. Music was used to fall asleep by 60.2% of the adolescents in this sample. About half of the adolescents read books to fall asleep. Except for reading books, using media as a sleep aid is negatively related to respondents' time to bed on weekdays, their number of hours of sleep per week and their self-reported level of tiredness. Conclusion: Using media as a sleep aid appears to be common practice among adolescents. Those who reported using music, television, and computer games more often as a sleeping aid slept fewer hours and were significantly more tired. Read more...

Syndicate content