Player
Tactile communication, cooperation, and performance: An ethological study of the NBA
Michael Kraus, Cassey Huang & Dacher Keltner
Emotion, October 2010, Pages 745-749
Abstract:
Tactile communication, or physical touch, promotes cooperation between people, communicates distinct emotions, soothes in times of stress, and is used to make inferences of warmth and trust. Based on this conceptual analysis, we predicted that in group competition, physical touch would predict increases in both individual and group performance. In an ethological study, we coded the touch behavior of players from the National Basketball Association (NBA) during the 2008-2009 regular season. Consistent with hypotheses, early season touch predicted greater performance for individuals as well as teams later in the season. Additional analyses confirmed that touch predicted improved performance even after accounting for player status, preseason expectations, and early season performance. Moreover, coded cooperative behaviors between teammates explained the association between touch and team performance. Discussion focused on the contributions touch makes to cooperative groups and the potential implications for other group settings.
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Beauty Queens and Battling Knights: Risk Taking and Attractiveness in Chess
Anna Dreber, Christer Gerdes & Patrik Gränsmark
Stockholm University Working Paper, November 2010
Abstract:
We explore the relationship between attractiveness and risk taking in chess. We use a large international panel dataset on chess competitions which includes a control for the players' skill in chess. This data is combined with results from a survey on an online labor market where participants were asked to rate the photos of 626 expert chess players according to attractiveness. Our results suggest that male chess players choose significantly riskier strategies when playing against an attractive female opponent, even though this does not improve their performance. Women's strategies are not affected by the attractiveness of the opponent.
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Gaming With Mr. Slot or Gaming the Slot Machine? Power, Anthropomorphism, and Risk Perception
Sara Kim & Ann McGill
Journal of Consumer Research, forthcoming
Abstract:
We propose that risk perceptions are systematically influenced by anthropomorphism. Anthropomorphism effects, however, are moderated by the individual's feelings of social power. People with low power perceive higher risk in playing a slot machine (study 1) and in getting a skin cancer (study 2) when the risk-bearing entities (the slot machine and skin cancer) are highly anthropomorphized. In contrast, those with high power perceive greater risk when the entities are less anthropomorphized. We hypothesize these effects occur because those with high (low) power perceived a greater (lesser) degree of control over the anthropomorphized entity. In study 3, we investigate the reverse effect that higher perceived risk may increase anthropomorphism for people with low power, but decrease anthropomorphism for people with high power.
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Stretching the limits of visual attention: The case of action video games
Bjorn Hubert-Wallander, Shawn Green & Daphne Bavelier
Wiley Interdisciplinary Reviews: Cognitive Science, forthcoming
Abstract:
Visual attention is the set of mechanisms by which relevant visual information is selected while irrelevant information is suppressed, thus allowing the observer to function in a world made up of nearly infinite visual information. Recently, those who habitually play video games have been documented to outperform novices in a variety of visual attentional capabilities, including attention in space, in time, and to objects. Training studies have established similar improvements in groups of nongamers given experience playing these video games. Critically, not all video games seem to have such a beneficial effect on attention; it seems that fast-paced, embodied visuo-motor tasks that require divided attention (tasks commonly found in popular action games like Halo) have the greatest effect. At the core of these action video game-induced improvements appears to be a remarkable enhancement in the ability to efficiently deploy endogenous attention. The implications of such an enhancement are relevant to a variety of real-world applications, such as work force training, rehabilitation of clinical populations, and improvement of traditional educational approaches.
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Call of (civic) duty: Action games and civic behavior in a large sample of youth
Christopher Ferguson & Adolfo Garza
Computers in Human Behavior, forthcoming
Abstract:
The positive and negative influences of violent/action games, henceforth called "action games", remains controversial in the scholarly literature. Although debate continues whether action games influence aggressive behavior, little research has examined the influence of action games on civic engagement. The current study addresses this gap by examining the correlation between exposure to action games on civic engagement and on-line prosocial behavior in a sample of 873 teenagers. Results indicated that girls as well as teens who had parents who were more technologically savvy tended to engage in more civic behaviors. Exposure to action games predicted more prosocial behavior on-line, but did not predict civic engagement either positively or negatively. However, exposure to action games and parental involvement interacted to promote youth civic engagement. Action-game-playing-youth whose parents were involved in game play and supervision were most civically involved, compared to youth who did not play action games, or whose parents were less involved. These results indicated little support for the belief that exposure to violence in video games decreases prosocial behavior and/or civic engagement. Conversely some support was found for the possibility that playing action games is associated with small increased prosocial behavior and civic engagement in the real world, possibly due to the team-oriented multiplayer options in many of these games.
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Rani Desai, Suchitra Krishnan-Sarin, Dana Cavallo & Marc Potenza
Pediatrics, forthcoming
Objective: Video game playing may negatively impact youth. However, the existing literature on gaming is inconsistent and often has focused on aggression rather than the health correlates of gaming and the prevalence and correlates of problematic gaming.
Methods: We anonymously surveyed 4028 adolescents about gaming and reported problems with gaming and other health behaviors. A total of 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls).
Results: There were no negative health correlates of gaming in boys and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming seems to be associated with more externalizing behaviors and fewer internalizing symptoms.
Conclusions: The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies.
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Is Basic Personality Related to Violent and Non-Violent Video Game Play and Preferences?
Rebecca Chory & Alan Goodboy
Cyberpsychology, Behavior, and Social Networking, forthcoming
Abstract:
Based on the uses and gratifications perspective, personality was expected to relate to violent video game play frequency and game preferences. Participants completed measures of personality and frequency of violent video game play, and identified their most frequently played video games. Results indicate that individuals higher in openness but lower in agreeableness played violent video games more frequently. In addition, more open and extroverted but less agreeable and neurotic individuals generally preferred to play video games that are more violent. Results suggest personality may be more predictive of violent video game use than traditional media use, though the predictive personality dimensions may be consistent across media types.
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What I won't do in pixels: Examining the limits of taboo violation in MMORPGs
Monica Whitty, Garry Young & Lewis Goodings
Computers in Human Behavior, January 2011, Pages 268-275
Abstract:
This paper examined the emotional impact that engaging in or witnessing Symbolic Taboo Activities (STAs), as represented in MMORPGs (massively multiplayer online role-playing game), such as killing, torture and rape, has on adults. We focused our study on two games: World of Warcraft and Sociolotron. The study employed Interpretative Phenomenological Analysis (IPA), which was chosen because of its emphasis on ‘lived experienced' and how participants make sense of their experiences. Five participants, all over the age of 18 years, were interviewed via Instant Messenger, four of which were men. Most of our participants felt they could easily separate gamespace from the real world; however, when asked to examine specific actions in-depth, we found this was not the case for all STAs. Activities that did not have a sanctioned equivalence (e.g., rape) were found by most to be more difficult to separate, especially emotionally. However, this was not the case for all participants. The findings suggest that not all individuals can psychologically cope with engaging in and/or witnessing certain STAs in MMORPGs. The results, we believe are important for game designers, censoring bodies of video games and psychologists.
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The Role of Fatigue in NBA Wagering Markets: The Surprising "Home Disadvantage Situation"
Thomas Ashman, Alan Bowman & James Lambrinos
Journal of Sports Economics, December 2010, Pages 602-613
Abstract:
Factors related to the margin of victory in the National Basketball Association (NBA), in terms of both the actual margin of victory and the projected margin of victory as reflected in point spreads, have been analyzed in many studies. This study investigates whether the NBA wagering market appropriately accounts for the differences in team fatigue when setting point spreads. Prior studies have found that a key component of the well-documented home court advantage is rest. We find that, over a 19-year period, the home team performed poorly against the spread when playing the second of back-to-back games, while the visiting team had 1 or 2 days rest. This poor performance was magnified when the home team had traveled one or two time zones in an easterly direction between the back-to-back games.
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Nathaniel Boyden & James Carey
Journal of Quantitative Analysis in Sports, October 2010
Abstract
Although there is a modest amount of literature analyzing the career prospects of athletes in United States (U.S.) based football, basketball, and baseball leagues, little is known about the career prospects of professional soccer players in the U.S. In our analysis of Major League Soccer players, using a sample of approximately 1,100 players and 3,435 player-year observations, we identify the time-varying and time-constant variables that affect player career duration. Initial career expectancy was 2.4 years, more than a quarter of all players exit the league after one year, and the risks of career exit never fall below 12%. In addition, relative to U.S.-born players, foreign-born players face a disproportionately high exit rate.