This paper highlights the advances in imaging technology that have allowed scientists to discover how memory works and the areas of the brain involved.
Abstract This paper looks at how the different advances in brain imaging-techniques have contributed to scientists increased ability to understand the concept of memory. It looks at the advent of Computed Tomography (CT), Magnetic Resonance Imaging (MRI) and Positron Emission Tomography (PET), and what they have meant to the increased ability to understand and treat brain, and memory disorders.
From the Paper "For example, fMRI was found useful for research by Awh and colleagues (1999) to observe brain activations during the performance of a spatial working memory task. In this investigation, subjects were given a spatial working memory task and a control task. Using fMRI the researchers found a functionally distinct, region that showed sustained activity during the spatial working memory task, confirming the location for the neural bases for that function. In the past, researchers who wanted detailed studies of human brain activity struggled because they lacked effective investigative tools. In experiments with humans the best technologies brought only limited success in mapping the processes of consciousness."
Abstract Technological advancements have allowed society to be actively involved in a virtual world, thus providing cognitive stimulation. This paper examines how the effects of video games can influence the six major themes in developmental psychology. These themes include nature and nurture, socio-cultural influences, the active role of the child, continuous versus discontinuous, individual differences, and the interaction among domains.
Outline
Introduction
The Effects of Video Games on the Cognitive Development of the Child
The Effects of Video Games on the Motor Performance of the Child
The Effects of Video Games on the Social Development of the Child
Recommendations
Conclusion
From the Paper "In recent events, violent acts from adolescents at school have taken precedence. An adolescent need not fire at gun to be an outstanding marksman. Video games proved the target practice that facilitates becoming one. A fascination with computer games turned Michael Carneal, a fourteen-year-old from Kentucky, into an excellent marksman. As Grossman describes it "Michael Carneal...fired eight shots...at a bunch of milling, scrambling, creaming children.... Even more astounding was the kill ratio. Each kid was hit once. Three were killed; one was paralyzed for life... He simply fired one shot at everything that popped up on this screen" (Anderson & Song, p. 4 ). Sadly, such adverse effects on varying levels are seen commonly among aggressors whose reality is tainted with the illusions of video games."