Research has indicated that most young people spend more time watching screen media than in any other activity apart from sleeping (Strasberg, 2004). In Ireland, a large longitudinal study of children has indicated that over half of nine-year old children are playing video games daily, while the international adolescence literature indicates that the rate of game play is growing year on year (Gentile, 2008). There is a concern that the effects of video game playing are larger than the effects observed with television and film viewing (Anderson, Gentile & Buckley, 2007), and that children and young people may be at a greater risk of negative effects as a consequence of exposure to violent video games. This literature review aims to explore t...
The literature provides some evidence that the use of violent video games increases the risk for you...
© 2015 Taylor & Francis. The geographies of the current generation of young people are markedly dist...
Abstract. Entertainment computing is central to the leisure activities of many Americans, with a rem...
Children that engage in violent video game play are more likely to grow angry and dangerous as a res...
Mankind has developed a lot in the field of Information Technology (IT), Computer Science and Media ...
Mankind has developed a lot in the field of Information Technology (IT), Computer Science and Media ...
Video games are one of the most popular pasttimes of children and youth alike. The research on effec...
Computer and video game has gain enough popularity among teenagers also in children which is alarmin...
The video game industry has evolved as one of the hugely popular in the entertainment industry. owin...
Introduction: Children who play violent video games can become violent and aggressive. An aggressive...
Previous research predicts and establishes that exposure to violent media can have a detrimental eff...
Video-games can have both positive and negative effects on children. However, videogames have become...
In this study, we investigated the extent to which adolescents who spend time playing violent video ...
Like any medium, videogames are a channel of communication whose effects vary widely with the conten...
The literature provides some evidence that the use of violent video games increases the risk for you...
The literature provides some evidence that the use of violent video games increases the risk for you...
© 2015 Taylor & Francis. The geographies of the current generation of young people are markedly dist...
Abstract. Entertainment computing is central to the leisure activities of many Americans, with a rem...
Children that engage in violent video game play are more likely to grow angry and dangerous as a res...
Mankind has developed a lot in the field of Information Technology (IT), Computer Science and Media ...
Mankind has developed a lot in the field of Information Technology (IT), Computer Science and Media ...
Video games are one of the most popular pasttimes of children and youth alike. The research on effec...
Computer and video game has gain enough popularity among teenagers also in children which is alarmin...
The video game industry has evolved as one of the hugely popular in the entertainment industry. owin...
Introduction: Children who play violent video games can become violent and aggressive. An aggressive...
Previous research predicts and establishes that exposure to violent media can have a detrimental eff...
Video-games can have both positive and negative effects on children. However, videogames have become...
In this study, we investigated the extent to which adolescents who spend time playing violent video ...
Like any medium, videogames are a channel of communication whose effects vary widely with the conten...
The literature provides some evidence that the use of violent video games increases the risk for you...
The literature provides some evidence that the use of violent video games increases the risk for you...
© 2015 Taylor & Francis. The geographies of the current generation of young people are markedly dist...
Abstract. Entertainment computing is central to the leisure activities of many Americans, with a rem...