Personality, psychopathology, and developmental issues in male adolescent video game use.
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PURPOSE: To evaluate the effectiveness of a protective sheet in reducing eye strain caused by unnecessary light reflection on portable liquid crystal display panels while playing Game Boy (Nintendo, Kyoto, Japan). DESIGN: Nonrandomized clinical trial. METHODS: The blink rates of 24 normal volunteers were measured under relaxed conditions while viewing a portable liquid crystal display panel and playing Game Boy with and without the protective sheet of polyethylene terephthalate with antiglare coating for a total of 10 minutes each. RESULTS: The results showed a dramatic increase (from 5.6 +/- 3 to 9.1 +/- 4.9 [P <.0001]) in blinks/minute with use of the protective sheet. CONCLUSION: The protective sheet has shown the possibility of increasing the blink rate by making the screen easier to see.
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Fueled by the media, the controversy over whether playing popular arcade/computer games increases aggressiveness has only been compounded by inconsistencies within empirical research. This experiment, conducted with university students in Scotland, was designed to explore some of these inconsistencies. Aggressiveness was manipulated as the independent variable. As dependent variables, the Buss-Durkee Hostility Inventory (Buss & Durkee, 1957) and the Eysenck Personality Questionnaire (EPQ; Eysenck & Eysenck, 1975) were used. There was no linear pattern in aggressive affect change across three games that contained varying levels of violence. Results are discussed in terms of the general lack of support for the commonly held view that playing aggressive computer games causes an individual to feel more aggressive.
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