ACKNOWLEDGMENTS

This chapter provides the details of the experiment design available in the papers mentioned in Section 9.8 and in the BS FYP report of Shazlin Afiza Binti Sopian, which is available at Universiti Teknologi PETRONAS.

REFERENCES

1. Sheikholeslami C, Yuan H, He EJ, Bai X, Yang L, He B. A high resolution EEG study of dynamic brain activity during video game play. Paper presented at: Engineering in Medicine and Biology Society, 2007. EMBS 2007. 29th Annual International Conference of the IEEE 2007.

  • 2. Haninger K, Thompson KM. Content and ratings of teen-rated video games.JAMA. 2004;291(7):856-865.
  • 3. Amin HU, Malik AS, Kamel N, Hussain M. A novel approach based on data redundancy for feature extraction of EEG signals. Brain Topogr. 2016;29(2):207—217.
  • 4. Amin HU, Malik AS, Ahmad RF, et al. Feature extraction and classification for EEG signals using wavelet transform and machine learning techniques. Australas Phys Eng Sci Med. 2015;38(1):139-149.
  • 5. Amin HU, Malik AS, Mumtaz W, Badruddin N, Kamel N. Evaluation of passive polarized stereoscopic 3D display for visual & mental fatigues. Paper presented at: Engineering in Medicine and Biology Society (EMBC), 2015. 37th Annual International Conference of the IEEE; August 25-29, 2015.
  • 6. Malik AS, Khairuddin RNHR, Amin HU, et al. EEG based evaluation of stereoscopic 3D displays for viewer discomfort. BioMed Eng OnLine. 2015;14(1):21.
  • 7. Weber R, Ritterfeld U, Mathiak K. Does playing violent video games induce aggression? Empirical evidence of a functional magnetic resonance imaging study. Media Psychol. 2006;8(1):39-60.
  • 8. Zhu F, Zhang X. The influence of online consumer reviews on the demand for experience goods: The case of video games. ICIS 2006 Proceedings. 2006:25.
  • 9. Wolf MJ, Perron B. The Video Game Theory Reader. : Psychology Press; 2003.
  • 10. Spence I, Feng J. Video games and spatial cognition. Rev Gen Psychol. 2010;14(2):92.
  • 11. Cockburn A, McKenzie B. Evaluating the effectiveness of spatial memory in 2D and 3D physical and virtual environments. Paper presented at: Proceedings of the SIGCHI Conference on Human factors in Computing Systems 2002.
  • 12. Gee JP. What Video Games Have to Teach Us About Learning and Literacy. Macmillan; 2014.
  • 13. Bouchard S, Bernier F, Boivin E, et al. Modes of immersion and stress induced by commercial (off-the-shelf) 3D games. J Def Model Simul. 2012;11(4):339-352.
  • 14. Carnagey NL, Anderson CA, Bushman BJ. The effect of video game violence on physiological desensitization to real-life violence. J Exp Soc Psychol. 2007;43(3):489-496.
  • 15. Adachi PJC, Willoughby T. The effect of violent video games on aggression: is it more than just the violence? Aggress Violent Behav. 2011;16(1):55-62.
  • 16. Ferguson CJ, Rueda SM, Cruz AM, Ferguson DE, Fritz S, Smith SM. Violent video games and aggression causal relationship or byproduct of family violence and intrinsic violence motivation? Crim Justice Behav. 2008;35(3):311-332.
  • 17. Ravaja N, Turpeinen M, Saari T, Puttonen S, Keltikangas-Jarvinen L. The psychophysiology ofJames Bond: phasic emotional responses to violent video game events. Emotion. 2008;8(1):114.
  • 18. Yee N. Motivations for play in online games. CyberPsychol Behav. 2006;9(6):772-775.
  • 19. Chang A. Ezine Articles. 2013; . Accessed February 16, 2013.
  • 20. Myer C. SelfGrowth.com. 2013; . Accessed February 16, 2013.
  • 21. Robinson T, Callister M, Clark B, Phillips J. Violence, sexuality, and gender stereotyping: a content analysis of official video game web sites. Web J Mass Commun Res. 2008;13:1-17.
 
Source
< Prev   CONTENTS   Source   Next >