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2003
Members met to discuss the various forms of interactive violence and the potential negative impact it has on children at this hearing. Statements made by the following individuals are included in this document: [Panel I]Senator Sam Brownback; Dr. David Walsh, President, National Institute on Media and the Family (additional documents); Mrs.…
Descriptors: Child Behavior, Federal Regulation, Government Role, Interactive Video
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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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Irwin, A. Roland; Gross, Alan M. – Journal of Family Violence, 1995
Assesses interpersonal aggression and aggression toward inanimate objects in a free-play setting where children played video games. Results indicated that subjects who played video games with aggressive content exhibited more object aggression during free-play and more interpersonal aggression during the frustrating situation than youngsters who…
Descriptors: Aggression, Behavioral Science Research, Children, Environmental Influences
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VanDeventer, Stephanie S.; White, James A. – Simulation & Gaming, 2002
Investigates the display of expert behavior by seven outstanding video game-playing children ages 10 and 11. Analyzes observation and debriefing transcripts for evidence of self-monitoring, pattern recognition, principled decision making, qualitative thinking, and superior memory, and discusses implications for educators regarding the development…
Descriptors: Child Development, Decision Making, Memory, Pattern Recognition
Westman, Craig; Bouman, Penny – American Association of Collegiate Registrars and Admissions Officers (AACRAO), 2006
This book was written both to examine and reveal the Gamer generation as a popular culture trend that has been two plus decades in the making and shaping. And, it is a generation that is now entering college--Gen G. This book explores how the Gamer generation is less a subset of the Millennial generation, but rather a unique generation unto…
Descriptors: Video Games, Popular Culture, Information Technology, Higher Education
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Schrader, P. G.; Zheng, Dongping; Young, Michael – Innovate: Journal of Online Education, 2006
P.G. Schrader, Dongping Zheng, and Michael Young examine how preservice teachers' personal experiences with video games inform their views of gaming in the classroom. They link the results of their study to current literature and conclude that preservice teachers' experiences steer them away from game genres such as massively multiplayer online…
Descriptors: Preservice Teacher Education, Preservice Teachers, Video Games, Exhibits
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Steinkuehler, Constance A. – Mind, Culture, and Activity, 2006
This article has two primary goals: (a) to illustrate how a closer analysis of language can lead to fruitful insights into the activities that it helps constitute, and (b) to demonstrate the complexity of the practices that make up Massively Multiplayer Online Gaming (MMOGaming) through just such an analysis. The first goal is in response to the…
Descriptors: Video Games, Discourse Analysis, Aptitude Treatment Interaction, Cognitive Style
Squire, Kurt D. – Performance Improvement Quarterly, 2008
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…
Descriptors: Video Games, Models, Educational Change, Interactive Video
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Peppler, Kylie A.; Kafai, Yasmin B. – Learning, Media and Technology, 2007
Based on work in media studies, new literacy studies, applied linguistics, the arts and empirical research on the experiences of urban youths' informal media arts practices, we articulate a new vision for media education in the digital age that encompasses new genres, convergence, media mixes and participation. We first outline the history of how…
Descriptors: Urban Youth, Informal Education, Ethnography, Production Techniques
November, Alan – Technology & Learning, 2007
It is ironic that in too many schools, educators label students' personal tools or digital containers, such as blogs, iPod, Instant Messenger, YouTube, and video games as hindrances to teaching. They have decided that these effective learning tools are inappropriate for school and learning. If educators could get past their fear of the unknown and…
Descriptors: Global Approach, Video Games, Social Responsibility, Ethics
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Hickey, Daniel T.; Ingram-Goble, Adam A.; Jameson, Ellen M. – Journal of Science Education and Technology, 2009
This study used innovative assessment practices to obtain and document broad learning outcomes for a 15-hour game-based curriculum in Quest Atlantis, a multi-user virtual environment that supports school-based participation in socio scientific inquiry in ecological sciences. Design-based methods were used to refine and align the enactment of…
Descriptors: Feedback (Response), Test Items, Student Evaluation, Achievement Tests
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Abelman, Robert – Roeper Review, 2006
This investigation explores the level, type, and extent of household mediation of television, the Internet, and videogames employed by parents of achieving and underachieving, intellectually gifted children in light of the recently declared "war on indecency." It examines various child-rearing practices and perceptions as well as salient…
Descriptors: Gifted, Internet, Mass Media Effects, Academic Ability
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Shaffer, David W. – Computers and Education, 2006
This paper, develops the concept of "epistemic frames" as a mechanism through which students can use experiences in video games, computer games, and other interactive learning environments to help them deal more effectively with situations outside of the original context of learning. Building on ideas of "islands of expertise" [Crowley, K., &…
Descriptors: Epistemology, Educational Games, Educational Environment, Role Playing
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Delwiche, Aaron – Educational Technology & Society, 2006
Recent research demonstrates that videogames enhance literacy, attention, reaction time, and higher-level thinking. Several scholars have suggested that massively multiplayer online games (MMOs) such as "Everquest" and "Second Life" have educational potential, but we have little data about what happens when such tools are introduced in the…
Descriptors: Computers, Games, Video Games, Virtual Classrooms
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