This report showcases an alternative school for children with emotional and behavioral disorders that is engaging in the practice of behavior analysis. The core principles of behavioral science at work include contingency management, goal setting, teaching self-control, mindfulness, and acceptance and commitment therapy. Student outcomes appear extremely promising.
Given the growing influence of video games and the likelihood that video games will be the focus of an increasing amount of criticism and research, we suggest that a comprehensive information resource on the topic could be of significant value to the scholarly community. The Game Scholar prototype and research study are aimed at understanding whether there is in fact a need for such a resource and if so, what information would be most useful to include in the resource.
IntroductionFrom their beginnings as primitive text-oriented applications less than fifty years ago, video games have rapidly evolved into sophisticated, graphic-intensive and immersive experiences. The appeal of these experiences has quickly lifted the videogame industry to a prominent place, both economically and culturally, in contemporary society. While optimistic predictions about the growing influence of video games, such as that they "may well soon replace cinema, cable and broadcast television as the dominant popular medium" (Shuker, 1995, as cited in Newman, 2004) might be premature, the Entertainment Software Association (2008) reported growth in video game revenue increased 28% in the year 2007 over 2006, with an estimated 267.8 million computer and video games sold during the year. The number of scholars and cultural critics who recognize the importance of video games is also increasing, as their influence on an expanding range of societal, cultural, artistic, economic, and technological factors is examined in both the popular and scholarly literature. Despite this recent increased attention (including in the information and library science world
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