Using Xbox Kinect Motion Capture Technology to Improve Clinical Rehabilitation Outcomes
This study found that Kinect-based VR intervention was effective at improving dynamic balance in individuals with chronic severe traumatic brain injury (TBI). The potential therapeutic applications of commercial VR games are very promising.
05.31.2017
Vigil v. Take-Two Interactive: ESA Amicus Brief
The conclusion requested by the plaintiffs—that a party need not prove any actual damage for alleged minor procedural violations of the Biometric Information Privacy Act (“BIPA”)—would impose severe penalties for insignificant defects in notice and consent that would substantially chill innovation with respect to certain personalization features preferred and enjoyed by a vast number of users.
05.24.2017
Active Video Gaming Compared to Treadmill Walking and TV Watching in Obese Children and Adolescents
This study found that active video games (AVG) were effective at increasing energy expenditure and activity levels in children and adolescents with obesity. Active video games can be a therapeutic tool to improve cardiovascular fitness, muscular strength, and body awareness.
05.18.2017
A Blended Web-Based Gaming Intervention on Changes in Physical Activity for Overweight and Obese Employees: Influence and Usage in an Experimental Pilot Study
The results of this study found that web-based gaming intervention was successful at increasing physical activity in overweight workers. Such interventions have the potential to help combat the obesity epidemic.
05.18.2017
The effects of video game therapy on balance and attention in chronic ambulatory traumatic brain injury: an exploratory study
This study found video game therapy (VGT) to be a viable treatment option for patients struggling with balance and attentive disorders following chronic traumatic brain injury. Video game therapy's reward-learning approach was proven more effective than traditional balance platform therapy (BPT) at significantly improving these areas.
05.10.2017
2017 Essential Facts About the Computer and Video Game Industry
ESA surveys more than 4,000 American households and the heads of and most frequent gamers within each household about their video game playing habits and attitudes, resulting in these survey results for 2017.
05.05.2017
Mobile Learning Game Effectiveness in Cognitive Learning by Adults: A Comparative Study
This study found mobile learning games (MLG) to be as effective as traditional textbook learning at transferring factual knowledge. In light of their popularity, mobile learning games have unquestionable potential as a learning method.
04.21.2017
Assessing implicit science learning in digital games
This study explores ways to measure implicit learning through Game-Based Learning Assessments (GBLA). GBLA has promising applications in adaptive games and in-class, data-driven formative assessments.
04.14.2017
Some Video Games Can Increase the Player’s Creativity
This study explores how video games effect and enhance creativity. Video games--especially sandbox and puzzle games--can be effective at putting people into a more creative state of mind.
04.14.2017
The Link Between Playing Video Games and Positive Youth Outcomes
Recent studies are highlighting the positive effects video games can have on young players. Different studies have found links between playing video games and enhanced well-being, problem-solving skills, intergroup relations, and physical activity.
03.17.2017
Lack of Evidence That Neural Empathic Responses Are Blunted in Excessive Users of Violent Video Games
This study found that violent video games did not cause emotional desensitization or blunt neural responses to empathy. These results highlight the lack of evidence supporting the hypothesis that violent video games cause aggression.
03.09.2017
DMCA Section 1201 Study: ESA Reply Comments
The video game industry is pursuing many initiatives to improve game play accessibility, and communities of gamers are working to assist disabled persons to enjoy video games as well.
01.01.2017