Appropriate Intervention In Videogames

Improved Essays
Videogames have been distracting young children from reality for decades while simultaneously allowing them to learn a multitude of skills. A case study which exemplifies these characteristics was conducted on a 4 year old biracial girl who sustained second and third degree burns to her shoulders, neck, chest, forearms, and her left thigh caused by an accidental scald injury (Sil et al, 2012). Yet, she remarkable had no damage towards her face along with no complications with her motor, hearing, or vision skills. As a result, she was capable of playing the videogame without any restrictions to her ability. This little girl was required to go through ten videogame distraction sessions which consisted of 5 passive plus 5 interactive along with 3 separate baseline recordings. …show more content…
The dimensions of ABA are: Applied, Behavioural, Analytic, Experimental, Technological, Conceptually Systematic, and last but not least Generality (Baer et al. 1968). This case study showcases the applied dimension since this information can improve the situation of future preschoolers who get burned by providing a blueprint for a feasible intervention. Second, this program uses the experimental aspect by making the application of these techniques universally understood. The element of Technological correlates to this study since it thoroughly describes the details necessary to conduct the intervention. Moreover, the component of Conceptually Systematic is identified in this case study because the description of the study is not only precise but gives the reader the ability to replicate the study themselves. Finally, the notion of Generality is present throughout the research due to the fact that the behavior change proved durable along with being applicable to a multitude of environments. Not to mention, the fact that these behavior changes are capable of spreading to related

Related Documents

  • Improved Essays

    Diego The Robot Analysis

    • 515 Words
    • 3 Pages

    Recently, video games have started to be used as a method of helping children to recover from video games. In one example, "Diego the Robot" helps a paralyzed girl, 7, to learn how to move again. After experiencing a bleed on the brain, Grace McShane had become partially paralyzed as a result. However, thanks to Diego, she has started to learn how to move again. Video games and Diego the robot helps to support her arms with overhead cables.…

    • 515 Words
    • 3 Pages
    Improved Essays
  • Great Essays

    With the introduction of computers, video games have become a main part of todays childrens’ and teens culture. As video games are becoming more and more prominent a lot of the old generation questions whether they are actually harmful for their children to be playing video games. Millions of studies are conducted to prove that video games are harmful at the same time others trying to prove the benefits of gaming life. Video gaming is a double-edged sword there are a lot of benefits of gaming and at the same time there are problems caused by gaming. But the benefits outweigh the harms by a significant amount.…

    • 2312 Words
    • 10 Pages
    Great Essays
  • Superior Essays

    Video Games: A Misunderstood Medium For many years children and adults have enjoyed a special form of entertainment that provides experiences like no other, the video game. These electronic toys have been on the market since the 1970’s, a recent development, and history has shown that new trends are often targeted as a scapegoat for problems of the time. Currently, the ever growing industry of video games has been the source of such controversy, and is frequently blamed for many of the modern world’s misfortunes. Yet, despite what the media may say, these electronic distractions may actually be better for humanity than previously imagined.…

    • 1116 Words
    • 5 Pages
    Superior Essays
  • Improved Essays

    The advent of video games started back in the 1950s, however, in 1958 Physicist William Higinbotham created what is thought to be the first video game. Rudimentary at best, the game was grandfather to the more familiar game from the 1970’s arcade game named Pong. In addition, the video game revolution first began to occur in 1977, with the introduction of the home gaming system, “Atari.” Other companies, including Sony, Nintendo and Sony would later mass produce home gaming systems and video games, which create an entire generation of video gamers. As technology has advanced the “only for playing” video game has reinvented itself.…

    • 788 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    Video games have evolved throughout the decades. When first introduced to society in the mid-20th century, they transformed from simple games like pong to complex strategy games like Call of Duty and Grand Theft Auto. As the games have changed, so have their reputation. Video games are now associated with violence, sexual themes, and R-rated content. However, what’s often not mentioned are the advantages of playing video games.…

    • 443 Words
    • 2 Pages
    Improved Essays
  • Improved Essays

    Prensky states the firm characteristics of serious games that (i) they are a kind of fun, which offer the students enjoyment and pleasure; (ii) they are a kind of play, which offer them intense and passionate involvement; (iii) they have rules, which provide them structure; (iv) they have goals, which offer them motivation; (v) they are interactive, which keep them doing; (vi) they are adaptive, which offer them flow, (vii) they have outcomes and feedback, which offer them learning; (viii) they have win states, which offer them ego gratification; (ix) they have conflict, competition, challenge and opposition, which offer students adrenaline; (x) they have problem solving, which enlighten their creativity; (xi) they have interaction, which…

    • 724 Words
    • 3 Pages
    Improved Essays
  • Superior Essays

    McClellan’s article (2005) reports that according to Johnson’s study, computer games are essentially brain exercises that holistically improves psychological fitness. This is because computer games require continuous focus, strategic decision-making, and creative thinking. Another form of display interface is video games which have also been found to improve these aspects. This is important as children often find gaming fun and must, therefore, be utilised productively to aid the development of mental acumen. An example of this would be Assassin’s Creed, a role-playing game about alternate versions of history.…

    • 1110 Words
    • 5 Pages
    Superior Essays
  • Improved Essays

    Video games absorbs not only children’s time, but mental as well, for long periods of time, causing even more blurring of boundaries (Montgomery et al., 2013), playing an immeasurable personification on the youth in society…

    • 198 Words
    • 1 Pages
    Improved Essays
  • Improved Essays

    When first trying to understand the issues of technology abuse facing children today, we must consider that times aren’t like what they used to be. Just around 10 years ago, children would play outside, ride bikes, play tag, and engage in sports. They were all masters of their own imagination, creating new and enjoyable ways to entertain themselves without costing their families an arm and a leg. But now, todays families are different, and this change has occurred due to technology. Technology’s ability for making adult’s daily lives faster has completely changed people’s values.…

    • 1537 Words
    • 7 Pages
    Improved Essays
  • Superior Essays

    Applied Behavior Analysis

    • 1161 Words
    • 5 Pages

    Applied behavior analysis (ABA) for children with autism spectrum disorders, can be very impacting for their present and future lives. Children who are artistic, stands a greater chance of being ostracized from community and other social evens because of not knowing appropriate behaviors for such settings. Applied behavior analysis or early intensive behavior is just what these children need, whether it be home, school or public spaces shared by all. For the arguments of this paper, the top reasons for this intervention will be established.…

    • 1161 Words
    • 5 Pages
    Superior Essays
  • Improved Essays

    Video games: Good or Bad? Since the last decade, video games – in the public eye - have been considered as a negative impact to our society. Government officials, news reporters, and parents alike have all pointed the finger at video games and their developers for — in one way or another — poisoning the minds of their children. However, recent studies have shown that video games is actually not a bad influence to our kids, and on the contrary, it could be the tool to develop their skills.…

    • 711 Words
    • 3 Pages
    Improved Essays
  • Superior Essays

    The goal of every game is to present the user(s) with a situation, accept their input, interpret that input into action, and calculate a new situation spawned from those actions. Games continuously loop through these stages, as this pattern corresponds to how a game engine is programmed, and the specifics depend on the game itself. Some game loops are advanced by the user’s input and remains “asleep” until it is provided. Other games may use frames of animation which progress the cycle and any change that the user input is caught at the first available turn.…

    • 721 Words
    • 3 Pages
    Superior Essays
  • Great Essays

    Parents need to become more knowledgeable of content and exert greater supervision over the games their children are playing. In a study performed by Woodard and Gridina, they stated that, “While most parents (88%) report regularly supervising their children’s use of television, only about half (48%) report regularly supervising their children’s use of video games” (Woodard & Gridina). Why are parents worried about the programs that are on television more than the content in video games? Have parents become desensitized to the content of the video games which causes little worry of long term effects? With hundreds of theories that state why youth gun violence has become a major problem, it is hard to simply explain the correct answer.…

    • 1455 Words
    • 6 Pages
    Great Essays
  • Superior Essays

    Gaming today is widely known as part of our cultural scene. Computer and video games have come a long way since the days of Pac-Man, Frogger, Tetris, Super Mario, Angry birds and Tic-Tac-Toe, and so have those who have played them. Nowadays, games are enjoyed by all type of players and backgrounds and parents are more involved in making sure that the ones their children plays are age-appropriate. Although, the initial concern on playing video games is that it is not an active way for children and adult to spend their time, even though nearly 70percent of American households play video games. The evolution of video games has evolved over the years; the odyssey game was primitive, displaying only spot of light on the TV screen, and it required…

    • 1197 Words
    • 5 Pages
    Superior Essays
  • Great Essays

    What is the use of a video game being able to heighten a child’s intelligence through brain stimulation if the child is too tired to think? Why play video games to pass the time when the body is being deprived of essential vitamins because it’s not outside? Why deliberately subject children to violent games that famous sociopaths have freely admitted to using to assist them in planning murders and other heinous acts of crime? Some of the negative side effects of video games may not be able to be seen and recognized immediately (most aren’t, in fact) but over time, they can be seen.…

    • 1310 Words
    • 5 Pages
    Great Essays