New research finds that narrative design and psychological state shape how strongly people connect with fictional characters.
video games
- Cyberpsychology & Technology
- Cyberpsychology & Technology
Study Aims to Use Video Games to Support Mental Health Resilience in Autistic Youth
Video games are being developed to help autistic youth build emotional resilience and coping skills through science-backed positive psychology.
- Cyberpsychology & Technology
Video Gaming Is More Physically Engaging Than Watching Television, But Remains Sedentary
A study has found that video gaming increases metabolic and cardiovascular activity compared to television viewing but remains a sedentary behaviour.
- Cyberpsychology & Technology
New Research Casts Doubt on the Link Between Violent Video Games and Aggression
A recent study has reignited the ongoing debate over the effects of violent video games (VVGs) on aggression, challenging longstanding assumptions within psychological research.
Researchers at the University of Tehran recently discovered that video games, particularly those in the strategic genre, can significantly improve managers’ strategic thinking and cognitive abilities.
- Mind & Brain
Anger and Aggression Are Major Predictors of Toxic Behaviour in MOBA Games, Finds New Study
A new study has found that anger and aggression are significant predictors of toxic behaviour in multiplayer online battle arena (MOBA) games.
Video games can enrich children’s development and creativity while fostering social skills when guided by thoughtful parental involvement.
A study recently conducted by Currys highlights the top video games based in the UK.
- Cyberpsychology & Technology
Innovative Video Game Shows Promise in Supporting Adolescent Mental Health
Adolescence is a critical phase for mental health interventions, and with the increasing digitalisation of mental health resources, new methods are being explored.
- Cyberpsychology & Technology
Digital Content Could Be Altering Your Visual Perception, New Research Shows
So much of modern life is spent on screens: Zoom meetings and websites, smartphones and videogames, televisions and social media.
Boys are the main source of parents’ concern, and maybe rightly so. 69 per cent of boys aged 9–17 report that they play daily, while only 15%–19% of the girls …
- Cyberpsychology & Technology
Purchasing Loot Boxes in Video Games Associated With Problem Gambling Risk, Says Study
Gamers who buy “loot boxes” are up to two times more likely to gamble.
Over a third (37%) of mobile gamers in the UK spend more than ten hours per week gaming on their mobile devices.
- Society & Culture
Sims 5 Release: Predecessor Sims 4 Revealed Among ‘Most Addictive Video Games’
by News Releaseby News ReleaseVideo games even in their simplest forms like puzzles still can hook players in for hours at a time.
One of the most addictive features of games is that many do not have pre-defined ends – this is most common in MMORPG games.