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Hayes, Elisabeth R., Ed.; Duncan, Sean C., Ed. – Peter Lang New York, 2012
As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games,…
Descriptors: Socialization, Video Games, Epistemology, Multiple Literacies
Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games
von Feilitzen, Cecilia, Ed.; Carlsson, Ulla, Ed. – 2000
This document consists of three sources which compile research on the influence of media sex and violence on children's development. The first is a collection of articles on children and the media; the remaining two are bibliographies of research--one on pornography and sex in the media, the other on video and computer games. The articles in the…
Descriptors: Aggression, Annotated Bibliographies, Childhood Attitudes, Children
Livingstone, Sonia, Ed.; Bovill, Moira, Ed. – 2001
Integrating broadcasting, video, computing, games, and the Internet, the domestic television screen is being transformed into the site of a multimedia culture. To address questions about the meaning and uses of such new media, this volume brings together work by researchers in 12 countries--Belgium, Denmark, Finland, France, Germany, the United…
Descriptors: Adolescents, Books, Childhood Attitudes, Children