Human development scientists and computer game developers designed a video game that teaches kids how to resolve conflicts peacefully amongst themselves. Inanimate objects, such as pencils and erasers, come to life to lead players through a series of common scenarios in which arguments are about to occur. The player is prompted for the non-violent solution and is rewarded for choosing correctly
Amid growing concern surrounding the effects violent video games have on children, a new computer game could be the alternative parents have been waiting for.
You can download it HERE for free
Kids who play together also argue together. Fights over games, toys and friendships are common, but when arguments heat up, it’s time to solve them before things get out of hand. A new computer game teaches kids how to solve playground and classroom quarrels that kids face every day in a positive way — without fists and fights.
“It helps them resolve conflicts by giving them a chance to think about what happens in the course of an actual conflict episode,” said Melanie Killen, Ph.D., a human development expert at the University of Maryland in College Park, Md.
The game, called “Cool School: Where Peace Rules” — designed by a team of human development scientists, teachers, government mediators, computer game developers and animators — helps kids solve school violence and bullying while still having fun.
“You’re learning things, but at the same time it’s having fun with it,” said student Ellen Yaffe.
Animated objects come to life and depict common conflicts. Kids experiment on how to settle each argument. Players have the option of threatening the peer, telling the teacher, forgetting about it or talking things through.
Players are rewarded for choosing positive solutions to resolve conflicts with letters they collect to win.
“What this game is doing is it’s empowering children to make choices and decisions and to see what unfolds based on their own decisions,” Dr. Killen said.
Parents and teachers praise the new game, and kids love it for their own reasons.
“I think they make it very realistic with like the names and how the school looks,” student Jacob Tycko told Ivanhoe.
The best part is the game is totally free. You can download it HERE for free
Source: Sciencedaily

May 10, 2010
Posted by peterhbrown |
Bullying, Child Behavior, Education, Parenting, Resilience, Resources, Technology | Bullying, conflict resolution, cyber, Game Studies, games, Government, kids, Law, Supreme Court of the United States, Video game, Video game controversy, Violence and Abuse |
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Iowa State University Distinguished Professor of Psychology Craig Anderson has made much of his life’s work studying how violent video game play affects youth behavior. And he says a new study he led, analyzing 130 research reports on more than 130,000 subjects worldwide, proves conclusively that exposure to violent video games makes more aggressive, less caring kids — regardless of their age, sex or culture.
Read the original research paper (PDF)
The study was published in the March 2010 issue of the Psychological Bulletin, an American Psychological Association journal. It reports that exposure to violent video games is a causal risk factor for increased aggressive thoughts and behavior, and decreased empathy and prosocial behavior in youths.
“We can now say with utmost confidence that regardless of research method — that is experimental, correlational, or longitudinal — and regardless of the cultures tested in this study [East and West], you get the same effects,” said Anderson, who is also director of Iowa State’s Center for the Study of Violence. “And the effects are that exposure to violent video games increases the likelihood of aggressive behavior in both short-term and long-term contexts. Such exposure also increases aggressive thinking and aggressive affect, and decreases prosocial behavior.”
The study was conducted by a team of eight researchers, including ISU psychology graduate students Edward Swing and Muniba Saleem; and Brad Bushman, a former Iowa State psychology professor who now is on the faculty at the University of Michigan. Also on the team were the top video game researchers from Japan — Akiko Shibuya from Keio University and Nobuko Ihori from Ochanomizu University — and Hannah Rothstein, a noted scholar on meta-analytic review from the City University of New York.
Meta-analytic procedure used in research
The team used meta-analytic procedures — the statistical methods used to analyze and combine results from previous, related literature — to test the effects of violent video game play on the behaviors, thoughts and feelings of the individuals, ranging from elementary school-aged children to college undergraduates.
The research also included new longitudinal data which provided further confirmation that playing violent video games is a causal risk factor for long-term harmful outcomes.
“These are not huge effects — not on the order of joining a gang vs. not joining a gang,” said Anderson. “But these effects are also not trivial in size. It is one risk factor for future aggression and other sort of negative outcomes. And it’s a risk factor that’s easy for an individual parent to deal with — at least, easier than changing most other known risk factors for aggression and violence, such as poverty or one’s genetic structure.”
The analysis found that violent video game effects are significant in both Eastern and Western cultures, in males and females, and in all age groups. Although there are good theoretical reasons to expect the long-term harmful effects to be higher in younger, pre-teen youths, there was only weak evidence of such age effects.
Time to refocus the public policy debate
The researchers conclude that the study has important implications for public policy debates, including development and testing of potential intervention strategies designed to reduce the harmful effects of playing violent video games.
“From a public policy standpoint, it’s time to get off the question of, ‘Are there real and serious effects?’ That’s been answered and answered repeatedly,” Anderson said. “It’s now time to move on to a more constructive question like, ‘How do we make it easier for parents — within the limits of culture, society and law — to provide a healthier childhood for their kids?'”

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But Anderson knows it will take time for the creation and implementation of effective new policies. And until then, there is plenty parents can do to protect their kids at home.
“Just like your child’s diet and the foods you have available for them to eat in the house, you should be able to control the content of the video games they have available to play in your home,” he said. “And you should be able to explain to them why certain kinds of games are not allowed in the house — conveying your own values. You should convey the message that one should always be looking for more constructive solutions to disagreements and conflict.”
Anderson says the new study may be his last meta-analysis on violent video games because of its definitive findings. Largely because of his extensive work on violent video game effects, Anderson was chosen as one of the three 2010 American Psychological Association Distinguished Scientist Lecturers
Read the original research paper (PDF)
Source: Iowa State University

April 25, 2010
Posted by peterhbrown |
Adolescence, Books, Bullying, Child Behavior, Internet, Parenting, research, Social Psychology, Technology | aggression, American Psychological Association, City University of New York, Empathy, exposure, Internet, Iowa State University, kids, kids.video game, online, Parenting, psychology, research, University of Michigan, Video game, Video game controversy, Violence |
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You’ve probably heard it before: the brain is a muscle that can be strengthened. It’s an assumption that has spawned a multimillion-dollar computer game industry of electronic brain-teasers and memory games. But in the largest study of such brain games to date, a team of British researchers has found that healthy adults who undertake computer-based “brain-training” do not improve their mental fitness in any significant way.
Read The Original Research Paper (Draft POF)
The study, published online Tuesday by the journal Nature, tracked 11,430 participants through a six-week online study. The participants were divided into three groups: the first group undertook basic reasoning, planning and problem-solving activities (such as choosing the “odd one out” of a group of four objects); the second completed more complex exercises of memory, attention, math and visual-spatial processing, which were designed to mimic popular “brain-training” computer games and programs; and the control group was asked to use the Internet to research answers to trivia questions.
All participants were given a battery of unrelated “benchmark” cognitive-assessment tests before and after the six-week program. These tests, designed to measure overall mental fitness, were adapted from reasoning and memory tests that are commonly used to gauge brain function in patients with brain injury or dementia. All three study groups showed marginal — and identical — improvement on these benchmark exams.
But the improvement had nothing to do with the interim brain-training, says study co-author Jessica Grahn of the Cognition and Brain Sciences Unit in Cambridge. Grahn says the results confirm what she and other neuroscientists have long suspected: people who practice a certain mental task — for instance, remembering a series of numbers in sequence, a popular brain-teaser used by many video games — improve dramatically on that task, but the improvement does not carry over to cognitive function in general. (Indeed, all the study participants improved in the tasks they were given; even the control group got better at looking up answers to obscure questions.) The “practice makes perfect” phenomenon probably explains why the study participants improved on the benchmark exams, says Grahn — they had all had taken it once before. “People who practiced a certain test improved at that test, but improvement does not translate beyond anything other than that specific test,” she says.
The authors believe the study, which was run in conjuction with a BBC television program called “Bang Goes the Theory,” undermines the sometimes outlandish claims of many brain-boosting websites and digital games. According to a past TIME.com article by Anita Hamilton, HAPPYneuron, an example not cited by Grahn, is a $100 Web-based brain-training site that invites visitors to “give the gift of brain fitness” and claims its users saw “16%+ improvement” through exercises such as learning to associate a bird’s song with its species and shooting basketballs through virtual hoops. Hamilton also notes Nintendo’s best-selling Brain Age game, which promises to “give your brain the workout it needs” through exercises like solving math problems and playing rock, paper, scissors on the handheld DS. “The widely held belief that commercially available computerized brain-training programs improve general cognitive function in the wider population lacks empirical support,” the paper concludes.

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Not all neuroscientists agree with that conclusion, however. In 2005, Torkel Klingberg, a professor of cognitive neuroscience at the Karolinska Institute in Sweden, used brain imaging to show that brain-training can alter the number of dopamine receptors in the brain — dopamine is a neurotransmitter involved in learning and other important cognitive functions. Other studies have suggested that brain-training can help improve cognitive function in elderly patients and those in the early stages of Alzheimer’s disease, but the literature is contradictory.
Klingberg has developed a brain-training program called Cogmed Working Memory Training, and owns shares in the company that distributes it. He tells TIME that the Nature study “draws a large conclusion from a single negative finding” and that it is “incorrect to generalize from one specific training study to cognitive training in general.” He also criticizes the design of the study and points to two factors that may have skewed the results.
On average the study volunteers completed 24 training sessions, each about 10 minutes long — for a total of three hours spent on different tasks over six weeks. “The amount of training was low,” says Klingberg. “Ours and others’ research suggests that 8 to 12 hours of training on one specific test is needed to get a [general improvement in cognition].”
Second, he notes that the participants were asked to complete their training by logging onto the BBC Lab UK website from home. “There was no quality control. Asking subjects to sit at home and do tests online, perhaps with the TV on or other distractions around, is likely to result in bad quality of the training and unreliable outcome measures. Noisy data often gives negative findings,” Klingberg says.
Brain-training research has received generous funding in recent years — and not just from computer game companies — as a result of the proven effect of neuroplasticity, the brain’s ability to remodel its nerve connections after experience. The stakes are high. If humans could control that process and bolster cognition, it could have a transformative effect on society, says Nick Bostrom of Oxford University‘s Future of Humanity Institute. “Even a small enhancement in human cognition could have a profound effect,” he says. “There are approximately 10 million scientists in the world. If you could improve their cognition by 1%, the gain would hardly be noticeable in a single individual. But it could be equivalent to instantly creating 100,000 new scientists.”
For now, there is no nifty computer game that will turn you into Einstein, Grahn says. But there are other proven ways to improve cognition, albeit only by small margins. Consistently getting a good night’s sleep, exercising vigorously, eating right and maintaining healthy social activity have all been shown to help maximize a brain’s potential over the long term.
What’s more, says Grahn, neuroscientists and psychologists have yet to even agree on what constitutes high mental aptitude. Some experts argue that physical skill, which stems from neural pathways, should be considered a form of intelligence — so, masterful ballet dancers and basketball players would be considered geniuses.
Jason Allaire, co-director of the Games through Gaming lab at North Carolina State University says the Nature study makes sense; rather than finding a silver bullet for brain enhancement, he says, “it’s really time for researchers to think about a broad or holistic approach that exercises or trains the mind in general in order to start to improve cognition more broadly.”
Or, as Grahn puts it, when it comes to mental fitness, “there are no shortcuts.”
Credit: Time.com

April 23, 2010
Posted by peterhbrown |
Age & Ageing, Books, brain, Cognition, Education, Health Psychology, Internet, research | brain, brain age, brain training, Cognition, Exercise, intelligence, Jessica Grahn, nintendo ds, North Carolina State University, Oxford University, research, sudoku, Television program, Torkel Klingberg, Video game |
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