Growing up Digital: The Rise of the Net Generation
Growing up Digital: The Rise of the Net Generation
ACM SIGGROUP Bulletin - Special issue on online learning communities
Proceedings of the second Australasian conference on Interactive entertainment
Fostering scientific habits of mind in the context of online play
ICLS '06 Proceedings of the 7th international conference on Learning sciences
ICHIT '06 Proceedings of the 2006 International Conference on Hybrid Information Technology - Volume 02
A model of cognitive loads in massively multiplayer online role playing games
Interacting with Computers
The analysis of game playing experiences: focusing on massively multiplayer online role-playing game
ICHIT'06 Proceedings of the 1st international conference on Advances in hybrid information technology
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
A study on the goal value for massively multiplayer online role-playing games players
Computers in Human Behavior
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The present paper attempts to empirically study the cognitive impacts of Massive Multiplayer Online Role-Playing Games (MMORPGs) in uncontrolled contexts in light of the Cognitive Mediation Networks Theory, a new model of human intelligence that aims to explain cognition as the result of brain activity combined with the information-processing done by external structures such as tools, social groups and culture. A sample of 1280 students Brazilian high school students answered a form inquiring about socio-demographic information plus the use of computer games, and also was submitted to a short knowledge exam and a mini psychometric test. The findings indicated that, due to their underlying structure and sociocultural nature, MMORPGs are associated to a greater level of insertion into the Digital Age, higher levels of logical-numerical performance, and better scholastic ability. Finally, suggestions are made for future studies on the subject.