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Gabbiadini, Alessandro; Andrighetto, Luca; Volpato, Chiara – Journal of Adolescence, 2012
Several studies have repeatedly shown that violent/action video games increase aggressive tendencies. The present study provides preliminary evidence that exposure to these games also affects the process of moral disengagement. High school students (N = 385) were recruited, and the impact of both recency and frequency of their exposure to the…
Descriptors: Evidence, Video Games, Violence, Moral Values
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Bijvank, Marije Nije; Konijn, Elly A.; Bushman, Brad J. – Journal of Adolescence, 2012
This research focuses on low educational ability as a risk factor for aggression and violent game play. We propose that boys of lower educational ability are more attracted to violent video games than other boys are, and that they are also higher in trait aggressiveness and sensation seeking. Participants were Dutch boys in public schools (N =…
Descriptors: Video Games, Standardized Tests, At Risk Persons, Ability Grouping
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Holtz, Peter; Appel, Markus – Journal of Adolescence, 2011
In early adolescence, the time spent using the Internet and video games is higher than in any other present-day age group. Due to age-inappropriate web and gaming content, the impact of new media use on teenagers is a matter of public and scientific concern. Based on current theories on inappropriate media use, a study was conducted that comprised…
Descriptors: Behavior Problems, Video Games, Early Adolescents, Internet
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Devis-Devis, Jose; Peiro-Velert, Carmen; Beltran-Carrillo, Vicente J.; Tomas, Jose Manuel – Journal of Adolescence, 2009
This study examined screen media time usage (SMTU) and its association with personal and socioeconomic factors, as well as the effect of season and type of day, in a Spanish sample of 12-16 year-old school adolescents (N=323). The research design was a cross-sectional survey, in which an interviewer-administered recall questionnaire was used.…
Descriptors: State Schools, Research Design, Video Games, Structural Equation Models
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Marshall, Simon J.; Gorely, Trish; Biddle, Stuart J. H. – Journal of Adolescence, 2006
The purpose of this systematic review was to (i) estimate the prevalence and dose of television (TV) viewing, video game playing and computer use, and (ii) assess age-related and (iii) secular trends in TV viewing among youth ([less than or equal] 18 yr). Ninety studies published in English language journals between 1949 and 2004 were included,…
Descriptors: Adolescents, Incidence, Television Viewing, Mass Media Use
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Uhlmann, Eric; Swanson, Jane – Journal of Adolescence, 2004
The effects of exposure to violent video games on automatic associations with the self were investigated in a sample of 121 students. Playing the violent video game Doom led participants to associate themselves with aggressive traits and actions on the Implicit Association Test. In addition, self-reported prior exposure to violent video games…
Descriptors: Association Measures, Video Games, Violence, Aggression
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Goodman, David; Bradley, Nori L.; Paras, Bradley, Williamson, Ian J.; Bizzochi, James – Journal of Adolescence, 2006
While the positive uses for video games in an educational setting have also been established, the educational aim is usually made explicit. The goal of this research was to develop a video game wherein the educational aspect was implicitly embedded in the video game, such that the gameing activity remained interesting and relevant. Following a…
Descriptors: Video Games, Educational Games, Team Sports, Athletes
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Griffiths, Mark D. – Journal of Adolescence, 1991
Attempts to put ongoing U.S. and United Kingdom amusement machine debates into empirical perspective. Conducts comparative analysis of video games and fruit machines (slot machines) by examining incidence of play, sex differences and psychological characteristics of machine players, observational findings in arcade settings, alleged negative…
Descriptors: Adolescents, Children, Foreign Countries, Games
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Phillips, Carol A.; And Others – Journal of Adolescence, 1995
In an attempt to quantify the extent of home video game playing in a typical population of 11- to 16-year olds (n=816), it was found that 77.2% played video games. The most common pattern of play was daily, with most playing half an hour to an hour. A small population of players was identified whose behavior might be considered addictive. (JPS)
Descriptors: Early Adolescents, Questionnaires, Recreational Activities, Secondary Education
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Motl, Robert W.; McAuley, Edward; Birnbaum, Amanda S.; Lytle, Leslie A. – Journal of Adolescence, 2006
In this longitudinal study, we examined the relationship between changes in time spent watching television and playing video games with frequency of leisure-time physical activity across a 2-year period among adolescent boys and girls (N=4594). Latent growth modelling indicated that a decrease in time spent watching television was associated with…
Descriptors: Early Adolescents, Video Games, Physical Activities, Television Viewing
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Anderson, Craig, A. – Journal of Adolescence, 2004
This article presents a brief overview of existing research on the effects of exposure to violent video games. An updated meta-analysis reveals that exposure to violent video games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping…
Descriptors: Violence, Video Games, Influences, Meta Analysis
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Funk, Jeanne B.; Baldacci, Heidi Bechtoldt; Pasold; Tracie; Baumgardner, Jennifer – Journal of Adolescence, 2004
It is believed that repeated exposure to real-life and to entertainment violence may alter cognitive, affective, and behavioral processes, possibly leading to desensitization. The goal of the present study was to determine if there are relationships between real-life and media violence exposure and desensitization as reflected in related…
Descriptors: Violence, Video Games, Television, Films
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Van Mierlo, Jan; Van den Bulck, Jan – Journal of Adolescence, 2004
This study found significant relationships between first- and second-order cultivation measures and TV viewing, but found a relationship with video game play for only two variables in a sample of 322 Flemish 3rd and 6th year secondary school children. This suggests that the absence of a relationship with video game play is not the result of the…
Descriptors: Television Viewing, Video Games, Play, Correlation
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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
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Fisher, Sue – Journal of Adolescence, 1995
Gathered data on arcade use in adolescents (n=460). "Regular" arcade visitors varied sufficiently from the more "casual" visitors in their orientation to, and experience in, arcades. Regular visitors were more likely to score positively on indices screening for addiction. Raises questions about children's access to potentially…
Descriptors: Adolescents, Behavior Patterns, Behavior Problems, Peer Groups
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