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DECISION-MAKING GAMES: EFFECTS ON FUTURE DECISIONS OF ADOLESCENTS
- Date Issued:
- 2018
- Abstract/Description:
- I propose research that examines whether decision making video games have positive effects on the everyday decision of adolescents. The research will be conducted on 30 adolescents/young adults, ages 18-24, who have very little gaming experience. Subjects will complete a survey examining their decision-making capabilities, problem-solving ability, and their mental speed. They will be randomly placed into two groups of 15, the experimental and the control. The experimental group will participate in an online decision-making game, Imprisoned and Alter Ego, for a total of five hours over a three-week period. The control group will not play any online games. I will then retest all the subjects. I hypothesize that moderate play of decision-making games by adolescents and young adults can improve the decision-making abilities in their everyday lives as well as enhance their problem-solving skills, and increase the speed of their thought processing capabilities.
Title: | DECISION-MAKING GAMES: EFFECTS ON FUTURE DECISIONS OF ADOLESCENTS. |
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Name(s): |
Rivera, Dalian K., author Wetterer, James K., Thesis advisor Florida Atlantic University, Degree Grantor Harriet L. Wilkes Honors College |
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Type of Resource: | text | |
Genre: | Thesis | |
Date Created: | 2018 | |
Date Issued: | 2018 | |
Publisher: | Florida Atlantic University | |
Place of Publication: | Jupiter, Florida | |
Physical Form: | application/pdf | |
Extent: | 26 p. | |
Language(s): | English | |
Abstract/Description: | I propose research that examines whether decision making video games have positive effects on the everyday decision of adolescents. The research will be conducted on 30 adolescents/young adults, ages 18-24, who have very little gaming experience. Subjects will complete a survey examining their decision-making capabilities, problem-solving ability, and their mental speed. They will be randomly placed into two groups of 15, the experimental and the control. The experimental group will participate in an online decision-making game, Imprisoned and Alter Ego, for a total of five hours over a three-week period. The control group will not play any online games. I will then retest all the subjects. I hypothesize that moderate play of decision-making games by adolescents and young adults can improve the decision-making abilities in their everyday lives as well as enhance their problem-solving skills, and increase the speed of their thought processing capabilities. | |
Identifier: | FAUHT00045 (IID) | |
Degree granted: | Thesis (B.A.)--Florida Atlantic University, Harriet L. Wilkes Honors College, 2018. | |
Collection: | FAU Honors Theses Digital Collection | |
Note(s): | Includes bibliography. | |
Held by: | Florida Atlantic University Libraries | |
Sublocation: | Digital Library | |
Persistent Link to This Record: | http://purl.flvc.org/fau/fd/FAUHT00045 | |
Use and Reproduction: | Copyright © is held by the author with permission granted to Florida Atlantic University to digitize, archive and distribute this item for non-profit research and educational purposes. Any reuse of this item in excess of fair use or other copyright exemptions requires permission of the copyright holder. | |
Host Institution: | FAU | |
Is Part of Series: | Florida Atlantic University Digital Library Collections. |