Abstract: This study investigates the effects of computer games on teenagers in Famagusta, Turkish Republic of Northern Cyprus. Most games are inspired from other media as books, TV, films, etc. For this kind of media entertainment, the term ‘passive entertainment’ is used. However, computer games and video games are considered as ‘interactive entertainment’. Computer games are interactive because they make people to feel that they are inside the story. 400 teenagers, 200 boys and 200 girls participated in this research from four different schools in Famagusta. Two of the schools are high schools and two others are secondary schools. Each participant completed a questionnaire with 35 closed-ended questions. The data were collecte...
Background: The novelty of the present study was to interpret the relation of the videogame usage in...
Much research has been done to understand the effect of violent video games and children. Presentl...
Abstract Background and aim: Due to the prevalence of computer games among children and adolescents,...
Abstract Background: Today, due to developing communicative technologies, computer games and other ...
Computer and video game has gain enough popularity among teenagers also in children which is alarmin...
AbstractActuality. In recent years has been observed accelerated computerization of all spheres of p...
University of Technology, Sydney. Faculty of Science.NO FULL TEXT AVAILABLE. Access is restricted in...
The paper describes research on the role and place of computer games in the lives of children and ad...
Introduction: In the era of intensive computerization of society, the computer becomes an integral p...
Mankind has developed a lot in the field of Information Technology (IT), Computer Science and Media ...
Computer game playing is a popular leisure activity. However, there is little known about the longer...
Background and Objectives: Modern technologies have a prominent role in adolescent's daily life. The...
Playing computer games is a very popular way of spending free time among teenagers. Taking a role of...
The video game industry has evolved as one of the hugely popular in the entertainment industry. owin...
In this work I am giving a point of view at the problematic of children in higher school age using c...
Background: The novelty of the present study was to interpret the relation of the videogame usage in...
Much research has been done to understand the effect of violent video games and children. Presentl...
Abstract Background and aim: Due to the prevalence of computer games among children and adolescents,...
Abstract Background: Today, due to developing communicative technologies, computer games and other ...
Computer and video game has gain enough popularity among teenagers also in children which is alarmin...
AbstractActuality. In recent years has been observed accelerated computerization of all spheres of p...
University of Technology, Sydney. Faculty of Science.NO FULL TEXT AVAILABLE. Access is restricted in...
The paper describes research on the role and place of computer games in the lives of children and ad...
Introduction: In the era of intensive computerization of society, the computer becomes an integral p...
Mankind has developed a lot in the field of Information Technology (IT), Computer Science and Media ...
Computer game playing is a popular leisure activity. However, there is little known about the longer...
Background and Objectives: Modern technologies have a prominent role in adolescent's daily life. The...
Playing computer games is a very popular way of spending free time among teenagers. Taking a role of...
The video game industry has evolved as one of the hugely popular in the entertainment industry. owin...
In this work I am giving a point of view at the problematic of children in higher school age using c...
Background: The novelty of the present study was to interpret the relation of the videogame usage in...
Much research has been done to understand the effect of violent video games and children. Presentl...
Abstract Background and aim: Due to the prevalence of computer games among children and adolescents,...