The Effects of Video Games on Children: The Myth UnmaskedA&C Black, 1 sty 1998 - 172 The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective. |
Spis treści
Preface | 7 |
Chapter Two Tapping into Players Habits and Preferences | 26 |
Chapter Three Addiction and Dependency | 49 |
Chapter Four Effects of Video Games on Cognitive Skills | 70 |
Chapter Five Effects of Video Games on Social Behaviour | 90 |
Chapter Six Health Implications of Playing Video Games | 110 |
Chapter Seven Future Implications for the Computer Generation | 124 |
Kluczowe wyrazy i wyrażenia
activities adolescents adventure games aggressive American arcade games associated behaviour boys British Psychological Society child children and teenagers cognitive skills Communication computer and video computer dependency computer games computer or video computer usage concerns Developmental Psychology educational effects of video electronic environment evidence factor fantasy females fruit machines Funk games with violent gender differences girls Greenfield Greenfield 1994 Griffiths home video game indicated individuals interactive involved learning linked Loftus and Loftus male Marble Madness measures motivation Nintendo observed Paper presented performance personality play these games playing video games popular preferences programming prosocial Provenzo puter relationships reported scores screen Shotton Simulation social Space Invaders spatial skills strategies survey television violence types users video arcades video game players video game playing video game practice video game system violent themes violent video game visual young youngsters Zaxxon