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Biblio
Found 25 results
Author
Keyword
Title
Type
Year
2009
Sicart, M.
(2009).
The banality of simulated evil: designing ethical gameplay
.
Ethics and Information Technology. 11,
191-202.
Abstract
Funk, J. B.
,
J. Brouwer
,
K. Curtiss
, &
E. McBroom
(2009).
Parents of Preschoolers: Expert Media Recommendations and Ratings Knowledge, Media-Effects Beliefs, and Monitoring Practices
.
Pediatrics. 123,
981-988.
Abstract
2008
Jahn-Sudmann, Andreas
, &
Ralf Stockmann
(2008).
Computer Games as a Sociocultural Phenomenon. Games Without Frontiers - War Without Tears.
.
229.
Abstract
Boyle, E.
, &
T. Connolly
(2008).
Games for Learning: Does Gender Make a Difference?
.
2nd European Conference on Games Based Learning.
69-76524.
Abstract
2007
Hutchinson, R.
(2007).
Performing the Self: Subverting the Binary in Combat Games
.
Games and Culture. 2
(4), 283-299.
Abstract
Jansz, J.
, &
R. G. Martis
(2007).
The Lara phenomenon: Powerful female characters in video games
.
Sex Roles. 56,
141-148.
Abstract
Ogletree, S. M.
, &
R. Drake
(2007).
College students' video game participation and perceptions: Gender differences and implications
.
Sex Roles. 56,
537-542.
Abstract
Unsworth, G.
,
G. J. Devilly
, &
T. Ward
(2007).
The effect of playing violent video games on adolescents: Should parents be quaking in their boots?
.
Psychology, Crime and Law. 13,
383-394.
Abstract
Kirsh, S. J.
, &
J. R. W. Mounts
(2007).
Violent video game play impacts facial emotion recognition
.
Aggressive Behavior. 33,
353-358.
Abstract
Waddington, D. I.
(2007).
Locating the wrongness in ultra-violent video games
.
Ethics and Information Technology. 9,
121-128.
Abstract
2006
Goodman, D.
,
N. L. Bradley
,
B. Paras
,
I. J. Williamson
, &
J. Bizzochi
(2006).
Video gaming promotes concussion knowledge acquisition in youth hockey players
.
Journal of Adolescence. 29,
351-360.
Abstract
Hartmann, T.
, &
C. Klimmt
(2006).
Gender and computer games: Exploring females' dislikes
.
Journal of Computer-Mediated Communication. 11,
Abstract
Kirsh, S. J.
,
J. R. W. Mounts
, &
P. V. Czak
(2006).
Violent media consumption and the recognition of dynamic facial expressions
.
Journal of Interpersonal Violence. 21,
571-584.
Abstract
Thompson, K. M.
,
K. Tepichin
, &
K. Haninger
(2006).
Content and ratings of mature-rated video games
.
Archives of Pediatrics & Adolescent Medicine. 160,
402-410.
Abstract
Narvaez, D.
, &
B. Mattan
(2006).
PRACTICING GOODNESS: PLAYING A PROSOCIAL VIDEO GAME
.
7.
Abstract
2005
Gelfond, H. S.
, &
D. E. Salonius-Pasternak
(2005).
The play's the thing: A clinical-developmental perspective on video games
.
Child and Adolescent Psychiatric Clinics of North America. 14,
491-+.
Abstract
Jansz, J.
, &
L. Martens
(2005).
Gaming at a LAN event: the social context of playing video games
.
New Media & Society. 7,
333-355.
Abstract
Nagenborg, M.
(2005).
Violent computergames: Distribution via and discussion on the internet
.
Praxis Der Kinderpsychologie Und Kinderpsychiatrie. 54,
755-766.
Abstract
Sanz, A. B.
,
C. R. Figuero
,
R. P. Alonso
,
Z. G. Del Rio
,
M. H. Herrero
, &
N. C. Gonzalez
(2005).
Mass media consumption in adolescence
.
Anales de Pediatria. 63,
516-525.
Abstract
2004
Bond, A. J.
,
A. Bauer
, &
J. Wingrove
(2004).
Outcome of aggression affects processing and can legitimise subsequent aggression: Influence of trait aggressiveness
.
Aggressive Behavior. 30,
284-297.
Abstract
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