One hundred fifty-one subjects from 10 to 20 years old were surveyed to determine their attitudes toward video game playing and its role in their lives. Concerns have been expressed in the public media that video game playing is addictive for youngsters and leads to excessive expenditures of time and money, poorer school performance, reduced involvement in sports, and less opportunity to develop social skills. The survey data did not support these contentions. Although approximately 10% of the subjects appeared to show some compulsive aspects in their play, no identifiable problems were correlated with the amount of time spent playing. For the great majority, video game playing was an enjoyable activity held in perspective with other aspects of their lives.One result of the recent progress in microcomputer technology has been the development of video game machines. Although introduced in a primitive form in 1972 , their greatest rise in sophistication and popularity began in 1979 with the introduction of the game Space Invaders (Surrey, 1982). In the period from 1979 to late 1981 , game sales rose from approximately $40 million to about $500 million (Greenburg , 1981b). By 1982 , approximately $4 billion worth of quarters was being spen t to play games annually across the world (Surrey, 1982).The rapid growth in video game popularity , together with the avid way young people play , has generated concern among social scientists, parents, and politicians about the effect the games have on their players (e.g., Greenburg, 1981a;Mandel, 1983). Such concerns include the fears that young people who play video games will not develop necessary social skills due to the apparent nonsocial nature of such playing and that video game playing is an addictive type of behavior, resulting in players' spending excessive amounts of money on the games, participating less in active sports, and ignoring school work. Further concerns are that the violent themes common in video games may encourage generalized aggressive behavior and that the social milieu of video game arcades encourages drug abuse, loitering, and other problems.The first attempts to address these issues were reported by Brooks (1983), who conducted a large survey of video game players in arcades in Los Angeles, California , and by Mitchell (1983), who studied the impact of home video games on family life . Brooks (1983) reported that We gratefully acknowledge the arcade owners'cooperation in allowing us to conduct the survey on their premises. Requests for reprints should be sent to Eric A. Egli, who is now at the Department of Psychology, University of Minnesota, Minneapolis,68% or more of those surveyed had at least a C average in school, more than half had full or part-time jobs, and 39% participated in extracurricular activities at school. In addition, the majority of the youths in the arcades played less than half the time they were inside , spending the rest of the time talking to friends or watching others playing the games. His conclusion was that video game pl...
Lever control stereotypes for translational and rotational motions in a cartesian coordinate system were examined. Two methods were used, one with drawings of cube motions on paper, the other with computer graphics. In the graphics version a lever actually controlled cube motions, allowing subjects to interact with control schemes before selecting a preferred one.Stereotypes found common to both methods were: push lever to move cube. away, pull lever to bring cube nearer; and push lever to rotate the top of the cube away, pull lever to rotate the top nearer. A very strong push for up and pull for down stereotype was found in the paper test, but no stereotype for these cube motions was found in the graphics test. This is of particular interest because pull for up and push for down are the usual control schemes for heavy equipment. These differences may relate to subjects having the opportunity to interact with the control scheme. Smaller differences between methods were observed with translations and rotations about the X-axis. Some of these differences may be due to unintentional cues within the drawings themselves, a problem not present in the graphics version.The determination of lever stereotypes has commonly relied upon paper-based tests. Conclusions based upon paper tests may not accurately reflect expectations for actual machine operations. Use of computer graphics adds realism and possibly better generalizability of results to real life.
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