@article{BuschingKrahe2013, author = {Busching, Robert and Krah{\´e}, Barbara}, title = {Charging neutral cues with aggressive meaning through violent video game play}, series = {Societies}, volume = {3}, journal = {Societies}, number = {4}, publisher = {MDPI}, address = {Basel}, issn = {2075-4698}, doi = {10.3390/soc3040445}, pages = {445 -- 456}, year = {2013}, abstract = {When playing violent video games, aggressive actions are performed against the background of an originally neutral environment, and associations are formed between cues related to violence and contextual features. This experiment examined the hypothesis that neutral contextual features of a virtual environment become associated with aggressive meaning and acquire the function of primes for aggressive cognitions. Seventy-six participants were assigned to one of two violent video game conditions that varied in context (ship vs. city environment) or a control condition. Afterwards, they completed a Lexical Decision Task to measure the accessibility of aggressive cognitions in which they were primed either with ship-related or city-related words. As predicted, participants who had played the violent game in the ship environment had shorter reaction times for aggressive words following the ship primes than the city primes, whereas participants in the city condition responded faster to the aggressive words following the city primes compared to the ship primes. No parallel effect was observed for the non-aggressive targets. The findings indicate that the associations between violent and neutral cognitions learned during violent game play facilitate the accessibility of aggressive cognitions.}, language = {en} } @misc{BuschingKrahe2013, author = {Busching, Robert and Krah{\´e}, Barbara}, title = {Charging neutral cues with aggressive meaning through violent video game play}, series = {Postprints der Universit{\"a}t Potsdam : Humanwissenschaftliche Reihe}, journal = {Postprints der Universit{\"a}t Potsdam : Humanwissenschaftliche Reihe}, number = {678}, issn = {1866-8364}, doi = {10.25932/publishup-47618}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-476181}, pages = {14}, year = {2013}, abstract = {When playing violent video games, aggressive actions are performed against the background of an originally neutral environment, and associations are formed between cues related to violence and contextual features. This experiment examined the hypothesis that neutral contextual features of a virtual environment become associated with aggressive meaning and acquire the function of primes for aggressive cognitions. Seventy-six participants were assigned to one of two violent video game conditions that varied in context (ship vs. city environment) or a control condition. Afterwards, they completed a Lexical Decision Task to measure the accessibility of aggressive cognitions in which they were primed either with ship-related or city-related words. As predicted, participants who had played the violent game in the ship environment had shorter reaction times for aggressive words following the ship primes than the city primes, whereas participants in the city condition responded faster to the aggressive words following the city primes compared to the ship primes. No parallel effect was observed for the non-aggressive targets. The findings indicate that the associations between violent and neutral cognitions learned during violent game play facilitate the accessibility of aggressive cognitions.}, language = {en} } @article{KaeserBascheraKohnetal.2013, author = {K{\"a}ser, Tanja and Baschera, Gian-Marco and Kohn, Juliane and Kucian, Karin and Richtmann, Verena and Grond, Ursina and Gross, Markus and von Aster, Michael G.}, title = {Design and evaluation of the computer-based training program Calcularis for enhancing numerical cognition}, series = {Frontiers in psychology}, volume = {4}, journal = {Frontiers in psychology}, number = {31}, publisher = {Frontiers Research Foundation}, address = {Lausanne}, issn = {1664-1078}, doi = {10.3389/fpsyg.2013.00489}, pages = {13}, year = {2013}, abstract = {This article presents the design and a first pilot evaluation of the computer-based training program Calcularis for children with developmental dyscalculia (DD) or difficulties in learning mathematics. The program has been designed according to insights on the typical and atypical development of mathematical abilities. The learning process is supported through multimodal cues, which encode different properties of numbers. To offer optimal learning conditions, a user model completes the program and allows flexible adaptation to a child's individual learning and knowledge profile. Thirty-two children with difficulties in learning mathematics completed the 6-12-weeks computer training. The children played the game for 20 min per day for 5 days a week. The training effects were evaluated using neuropsychological tests. Generally, children benefited significantly from the training regarding number representation and arithmetic operations. Furthermore, children liked to play with the program and reported that the training improved their mathematical abilities.}, language = {en} }