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Bajovic, Mirjana – Educational Media International, 2013
In this study of 109 adolescents from the eighth grade of seven public elementary schools in Canada, the relationship between adolescents' violent video game playing patterns, habits and attitudes, and their levels of moral reasoning was investigated. The results suggested that playing violent video games in general was a very popular activity…
Descriptors: Violence, Video Games, Moral Values, Moral Development
Willoughby, Teena; Adachi, Paul J. C.; Good, Marie – Developmental Psychology, 2012
In the past 2 decades, correlational and experimental studies have found a positive association between violent video game play and aggression. There is less evidence, however, to support a long-term relation between these behaviors. This study examined sustained violent video game play and adolescent aggressive behavior across the high school…
Descriptors: Evidence, Adolescents, Aggression, Socialization
Sekarasih, Laras; Walsh, Kimberly R.; Scharrer, Erica – Journal of Media Literacy Education, 2015
This study investigated the following research question: How do sixth-graders respond to a media literacy lesson that was designed to, among other goals, introduce the concept of the presence of commercial interest in media production, particularly regarding the prevalence of media violence? Forty-seven responses were analyzed thematically using…
Descriptors: Grade 6, Violence, Mass Media Effects, Media Literacy
Patterson, Jennifer – Research-publishing.net, 2013
This chapter examines a specific aspect of digital media use, namely the viewing of violent content amongst a male adolescent cohort aged 15-17 years. It is a qualitative study that examines the online practices of fourteen male adolescents, with particular emphasis placed on their understanding of violence. The participants offer the researcher…
Descriptors: Violence, Masculinity, Video Games, Content Analysis
Woody, Tammy Lynn – ProQuest LLC, 2010
This study explored elementary school counselors' perceptions of working with students exposed to violent video games. Certified elementary school counselors participated in both an online survey and individual interviews, revealing their observations regarding elementary school children and the phenomenon of gaming. An emphasis was placed on…
Descriptors: Elementary School Students, Student Behavior, Student Attitudes, Video Games
Olson, Cheryl K.; Kutner, Lawrence A.; Warner, Dorothy E. – Journal of Adolescent Research, 2008
Numerous policies have been proposed at the local, state, and national level to restrict youth access to violent video and computer games. Although studies are cited to support policies, there is no published research on how children perceive the uses and influence of violent interactive games. The authors conduct focus groups with 42 boys ages 12…
Descriptors: Adolescent Development, Video Games, Focus Groups, Males
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
Brenick, Alaina; Henning, Alexandra; Killen, Melanie; O'Connor, Alexander; Collins, Michael – Youth & Society, 2007
The aim of this study is to assess late adolescents' evaluations of and reasoning about gender stereotypes in video games. Female (n = 46) and male (n = 41) students, predominantly European American, with a mean age 19 years, are interviewed about their knowledge of game usage, awareness and evaluation of stereotypes, beliefs about the influences…
Descriptors: Sex Stereotypes, Gender Differences, Video Games, Whites
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
Fontana, Leonard; Beckerman, Adela – Information Technology in Childhood Education Annual, 2004
This article describes a project that incorporated interactive technology to teach violence prevention knowledge and skills to second grade students. The educational video games presented lessons consisting of animated characters in a story, accompanied by a number of exercises. The research issue was whether students would develop an appreciation…
Descriptors: Prevention, Video Games, Grade 2, Children