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Glaubke, Christina R.; Miller, Patti; Parker, McCrae A.; Espejo, Eileen – 2001
Based on the view that the level of market penetration of video games combined with the high levels of realism portrayed in these games make it important to investigate the messages video games send children, this report details a study of the 10 top-selling video games for each of 6 game systems available in the United States and for personal…
Descriptors: Children, Computer Games, Games, Mass Media Effects

Kubey, Robert; Larson, Reed – Communication Research, 1990
Examines the use and experience of music videos, video games, and videocassettes among children and young adolescents. Finds that boys reacted with greater arousal and more positive affective states to new video media as compared to traditional media, while girls reported lower affect and arousal, expecially during video games and music videos.…
Descriptors: Adolescents, Children, Communication Research, Mass Media Use

Sherry, John L. – Human Communication Research, 2001
Cumulates findings across existing empirical research on the effects of violent video games to estimate overall effect size and discern important trends and moderating variables. Suggests there is a smaller effect of violent video games on aggression than has been found with television violence on aggression. (SG)
Descriptors: Aggression, Behavioral Science Research, Elementary Secondary Education, Mass Media Effects
Galantucci, Bruno – Cognitive Science, 2005
The emergence of human communication systems is typically investigated via 2 approaches with complementary strengths and weaknesses: naturalistic studies and computer simulations. This study was conducted with a method that combines these approaches. Pairs of participants played video games requiring communication. Members of a pair were…
Descriptors: Experimental Programs, Investigations, Computer Simulation, Video Games
Dickey, Michele D. – Educational Technology Research and Development, 2005
Computer and video games are a prevalent form of entertainment in which the purpose of the design is to engage players. Game designers incorporate a number of strategies and tactics for engaging players in "gameplay." These strategies and tactics may provide instructional designers with new methods for engaging learners. This investigation…
Descriptors: Video Games, Instructional Design, Computer Assisted Instruction, Educational Technology
Barkan, Murat, Comp.; And Others – 1988
This report discusses the growth of videocassette recorder (VCR) technology and its use by Turkish audiences, and attempts to analyze both the socioeconomic background and video viewing habits of a target population. The first of two sections provides information on video technology and its use through a review of relevant literature, including a…
Descriptors: Audience Analysis, Foreign Countries, Mass Media Effects, Questionnaires

Michaels, James W. – Youth and Society, 1993
The environment of commercial video game parlors and determinants of their use were studied through interviews with three parlor managers and informal observation. Environment varies considerably across parlors, and parlor traffic is found to be a function of temporal and ecological variables. (SLD)
Descriptors: Administrators, Adolescents, Children, Computer Games
Krahe, Barbara; Moller, Ingrid – Journal of Adolescence, 2004
The relationship was examined between exposure to and preference for violent electronic games and aggressive norms as well as hostile attributional style. Following a pilot study to sample widely used electronic games varying in violent content, 231 eighth-grade adolescents in Germany reported their use of and attraction to violent electronic…
Descriptors: Foreign Countries, Adolescents, Norms, Gender Differences
Bergin, Susan; Reilly, Ronan – Computer Science Education, 2006
A model for predicting student performance on introductory programming modules is presented. The model uses attributes identified in a study carried out at four third-level institutions in the Republic of Ireland. Four instruments were used to collect the data and over 25 attributes were examined. A data reduction technique was applied and a…
Descriptors: Programming, Foreign Countries, Multivariate Analysis, Introductory Courses
Rideout, Victoria – Henry J. Kaiser Family Foundation, 2007
Over the past few years, media use among children and teens has become more prevalent than ever. With the launch of the iPod, the explosion in instant messaging, the birth of mobile video and YouTube, and the advent of social networking sites like MySpace, young people are rarely out of contact, or out of reach of the media. Meanwhile,…
Descriptors: Sexuality, Violence, Mass Media Effects, Television
Leander, Kevin; Frank, Amy – E-Learning, 2006
In this article the authors consider how youth engage in social practices of identity through their online practices with images. Although they build on social practice perspectives, informed by the new literacy studies, they question the extent to which such perspectives have created new autonomies and separations, including the separation of…
Descriptors: Ethnography, Literacy, Identification (Psychology), Computer Mediated Communication

Kennedy, Craig H.; Souza, Geri – Journal of Applied Behavior Analysis, 1995
Four studies analyzed eye poking behavior of a youth with profound disabilities. Results demonstrated substantive reductions in the frequency of eye poking when goggles were worn and when a video game was provided as a competing source of visual stimulation and as a reinforcer. Music was less effective in reducing eye poking. (Author/DB)
Descriptors: Adolescents, Behavior Modification, Behavior Problems, Case Studies

Calvert, Sandra L.; Tan, Siu-Lan – Journal of Applied Developmental Psychology, 1994
Compared to college students who only watched a violent virtual reality game, those who played the game exhibited a higher heart rate after the game, reported more dizziness and nausea during the game, and exhibited more aggressive thoughts on a posttest questionnaire. Results suggest support for arousal and cognitive, but not psychoanalytic,…
Descriptors: Aggression, Arousal Patterns, College Students, Comparative Analysis
Colwell, John; Kato, Makiko – Simulation & Gaming, 2005
Results from research into negative correlates of computer/video game play in the United Kingdom and in Japan are presented, with new analyses across cultures. Patterns of play are similar, although Japanese adolescents have been playing for longer, they play fewer aggressive games, and there is greater perceived concern by Japanese parents.…
Descriptors: Play, Video Games, Early Adolescents, Foreign Countries
Mack, Michael – 1995
This exploratory study was designed to introduce hypertext as a component of classroom instruction in a situation similar to that which might prevail in a public school setting. Linear and non-linear treatments of the same text were employed as an information source for a supplemental learning task prescribed by a teacher as part of classroom…
Descriptors: Computer Assisted Instruction, Electronic Text, Elementary Education, Fixed Sequence