Twenty-five years of research on violence in digital games and aggression
M Elson, CJ Ferguson - European Psychologist, 2014 - econtent.hogrefe.com
Violence in digital games has been a source of controversy in the scientific community and
general public. Over two decades of research have examined this issue. However, much of …
general public. Over two decades of research have examined this issue. However, much of …
Video game effects—confirmed, suspected, and speculative: a review of the evidence
This literature review focuses on the confirmed, suspected, and speculative effects of violent
and non-violent video game exposure on negative and positive outcomes. Negative …
and non-violent video game exposure on negative and positive outcomes. Negative …
The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing
JH Brockmyer, CM Fox, KA Curtiss, E McBroom… - Journal of experimental …, 2009 - Elsevier
Deep engagement in video game-playing has the potential to be to be one important
determinant of the impact of playing violent video games, but there are currently no reliable …
determinant of the impact of playing violent video games, but there are currently no reliable …
[图书][B] A cognitive psychology of mass communication
F Sanborn - 2022 - taylorfrancis.com
The eighth edition of this text remains an indispensable resource for mass communication
psychology and media effects courses. This book gives readers an in-depth understanding …
psychology and media effects courses. This book gives readers an in-depth understanding …
Older and newer media: Patterns of use and effects on adolescents' health and well‐being
JD Brown, PS Bobkowski - Journal of research on …, 2011 - Wiley Online Library
The past decade's research on the use and effects of older (television, music, movies,
magazines) and newer media (the Internet, cell phones, social networking) on adolescents' …
magazines) and newer media (the Internet, cell phones, social networking) on adolescents' …
Advergames
V Cauberghe, P De Pelsmacker - Journal of advertising, 2010 - Taylor & Francis
The impact of in-game brand exposure strength is explored by investigating the advertising
effects of brand prominence and game repetition. Four hundred eighty participants played …
effects of brand prominence and game repetition. Four hundred eighty participants played …
Game object model version II: a theoretical framework for educational game development
A Amory - Educational Technology Research and Development, 2007 - Springer
Complex computer and video games may provide a vehicle, based on appropriate
theoretical concepts, to transform the educational landscape. Building on the original game …
theoretical concepts, to transform the educational landscape. Building on the original game …
Internet use and video gaming predict problem behavior in early adolescence
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 …
any other present-day age group. Due to age-inappropriate web and gaming content, the …
Countering online propaganda and extremism
Names: Bjola, Corneliu, editor.| Pamment, James, editor. Title: Countering online
propaganda and extremism: the dark side of digital diplomacy/edited by Corneliu Bjola and …
propaganda and extremism: the dark side of digital diplomacy/edited by Corneliu Bjola and …
[引用][C] Portable communities: The social dynamics of online and mobile connectedness
M Chayko - 2008 - books.google.com
I blog, text, IM, email, and I don t like to be without my cell phone or have to shut it off even in
a theater. Let s put it this way, my connections are more important than whatever I m doing …
a theater. Let s put it this way, my connections are more important than whatever I m doing …
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