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Video Games: A form of interactive entertainment in which the player controls electronically generated images that appear on a video display screen. This includes video games played in the home on special machines or home computers, and those played in arcades. (McGraw Hill Encyclopedia of Science & Technology, 7th ed, v19, p223)

fMRI Validation of fNIRS Measurements During a Naturalistic Task

1Department of Psychiatry, Yale School of Medicine, 2Department of Electronics and Bioinformatics, Meiji University, 3Department of Histology and Neurobiology, Dokkyo Medical University School of Medicine, 4ADAM Center, Department of Physical Therapy, Movement and Rehabilitation Sciences, Northeastern University, 5Department of Neurobiology, Yale School of Medicine

JoVE 52116


 Behavior

Persuasion: Motivational Factors Influencing Attitude Change

JoVE 10330

Source: William Brady & Jay Van Bavel—New York University

Decades of social psychological research sought to understand a fundamental question that pervades our social life including politics, marketing and public health; namely, how are people persuaded to change their attitudes towards an idea, person, or object? Traditional work found that there are key factors that influence whether persuasion is successful or not including the source of the persuasive message ("source"), and the argument content of the message ("content"). For example, expert sources and messages with sound arguments are typically more persuasive. However, as more studies were conducted, conflicting findings began to arise in the field: some studies found that expert sources and good arguments were not always required for successful persuasion.In the 1980's, psychologists Richard Petty, John Cacioppo and their colleagues proposed a model to account for the mixed findings in studies on persuasion.1,2 They proposed the Elaboration Likelihood Model of persuasion, which stated that persuasion occurs via two routes: a central route or a peripheral route. When persuasive messages are processed via the central route, people engage in careful thinking about the messages,


 Social Psychology

Ethics in Psychology Research

JoVE 10045

Source: Laboratories of Gary Lewandowski, Dave Strohmetz, and Natalie Ciarocco—Monmouth University

When a researcher finds an interesting topic to study such as aggression, the goal is often to study it in a way that is as true to life as possible. However, researchers must act in an ethical manner.  To do this, they must balance their research goals with the best interests of the participants. Ethics often enter into the planning process when researchers identify all of the ways they can manipulate or measure a variable, but then make their final decision based on how they should manipulate or measure a variable. After receiving a poor grade on a test or paper, a college student may appear to take it out on (i.e., act in an aggressive manner toward) their roommates by being mean or nasty, screaming, throwing things, or even becoming physically violent. Aggression is an important human behavior to study and understand due to the implications it has for interpersonal violence. However, for safety reasons, a study cannot expose participants to the risk that serious types of violence presents. As a result, researchers must identify similar but benign behaviors that can help us understand more aggressive behaviors without harming participants.


 Experimental Psychology

An Introduction to Learning and Memory

JoVE 5416

Learning is the process of acquiring new information and memory is the retention or storage of that information. Different types of learning, such as non-associative and associative learning, and different types of memory, such as long-term and short-term memory, have been associated with human behaviors. Studying these components in detail helps behavioral scientists understand the neural mechanisms behind these two complex phenomena. JoVE's overview on learning and memory introduces common terminologies and a brief outline of concepts in this field. Then, key questions asked by behavioral scientists and prominent tools such as fear conditioning and fMRI are discussed. Finally, actual experiments dealing with aging, eradication of traumatic memories, and improvising learning are reviewed.


 Behavioral Science

An Introduction to Cognition

JoVE 5419

Cognition encompasses mental processes such as memory, perception, decision-making reasoning and language. Cognitive scientists are using a combination of behavioral and neuropsychological techniques to investigate the underlying neural substrates of cognition. They are interested in understanding how information is perceived, processed and how does it affect the final execution of behaviors. With this knowledge, researchers hope to develop new treatments for individuals with cognitive impairments. JoVE's introduction to cognition reviews several components of this phenomenon, such as perception, attention, language comprehension, etc. Key questions in the field of cognition will be discussed along with specific methods currently being used to answer these questions. Finally, specific studies that investigate different aspects of cognition using tools like functional Magnetic Resonance Imaging (fMRI) or Transcranial magnetic stimulation (TMS) will be explained.


 Behavioral Science

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