Cracking the walnut: Using a computer game to impact cognition, emotion, and behavior of highly aggressive fifth grade students

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Three fifth grade highly aggressive students participated in a study examining effects of an aggression intervention game. Using single-subject multiple baseline research design, the effect of the game was measured across three domains: attribution of peer intent (cognitive), emotional response (affective) and behavior response (behavioral). The results indicate that, while there were observable individual differences, the game had an immediate impact on attribution of peer behavior across all participants, had a less predictable impact on reported behavioral reactions, and had no discernable impact on reported emotional response. Theoretical and practical implications of the study are discussed.

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论文评审过程:Available online 11 April 2007.

论文官网地址:https://doi.org/10.1016/j.chb.2007.01.031