Video games have become the most popular leisure activity among children and adolescents. The increasing popularity of video games has urged researchers to determine the effects of video game playing on youngsters. Given the fact that most popular video games are violent in nature, much of the research has primarily focused on the correlation between playing video games with violent content and aggressive behavior in children. Most researchers have relied on previous media violence research, assuming similarities between television viewing and video game playing. However, video games are interactive media allowing the player to participate in the game scenario, which may intensify the impact of video game playing. Furthermore, the extent of...
Across the world, video games are becoming one of the more popular pastimes for children. Many of th...
The study is devoted to the philosophical consideration of specific features of communication and ed...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
The researcher will be exploring the relationship between violence in video games and the emotional ...
A central aim of the present research was to investigate the short-term influences of video game pla...
The researcher will be exploring the relationship between violence in video games and the emotional ...
The researcher will be exploring the relationship between violence in video games and the emotional ...
Video games are a form of software and thus an obvious object of study in Human-Computer Interaction...
ii iii Video games are a form of software and thus an obvious object of study in Human-Computer Inte...
Video games are a form of software and thus an obvious object of study in Human-Computer Interaction...
Research on the effects of video game play has mainly been focusing on topics such as agression, vio...
The aim of this study was to examine the effects of violent video games on aggressive behaviour when...
Violent video games, in particular shooting games such as Call of Duty and Grand Theft Auto , are...
The relationships between violent content and aggression have not been fully understood and explaine...
With the increase in both violence in video games and aggression in children and young adults, psych...
Across the world, video games are becoming one of the more popular pastimes for children. Many of th...
The study is devoted to the philosophical consideration of specific features of communication and ed...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
The researcher will be exploring the relationship between violence in video games and the emotional ...
A central aim of the present research was to investigate the short-term influences of video game pla...
The researcher will be exploring the relationship between violence in video games and the emotional ...
The researcher will be exploring the relationship between violence in video games and the emotional ...
Video games are a form of software and thus an obvious object of study in Human-Computer Interaction...
ii iii Video games are a form of software and thus an obvious object of study in Human-Computer Inte...
Video games are a form of software and thus an obvious object of study in Human-Computer Interaction...
Research on the effects of video game play has mainly been focusing on topics such as agression, vio...
The aim of this study was to examine the effects of violent video games on aggressive behaviour when...
Violent video games, in particular shooting games such as Call of Duty and Grand Theft Auto , are...
The relationships between violent content and aggression have not been fully understood and explaine...
With the increase in both violence in video games and aggression in children and young adults, psych...
Across the world, video games are becoming one of the more popular pastimes for children. Many of th...
The study is devoted to the philosophical consideration of specific features of communication and ed...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...