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Biblio
Found 28 results
Author
Keyword
Title
Type
Year
2009
Jarvis, S.
, &
S. de Freitas
(2009).
Evaluation of an Immersive Learning Programme to Support Triage Training In-game Feedback and its effect on Learning Transfer
.
Proceedings of the Ieee Virtual Worlds for Serious Applications.
117-122234.
Abstract
2007
Fischer, P.
,
J. Kubitzki
,
S. Guter
, &
D. Frey
(2007).
Virtual driving and risk taking: Do racing games increase risk-taking cognitions, affect, and behaviors?
.
Journal of Experimental Psychology-Applied. 13,
22-31.
Abstract
Jansz, J.
, &
R. G. Martis
(2007).
The Lara phenomenon: Powerful female characters in video games
.
Sex Roles. 56,
141-148.
Abstract
Kirsh, S. J.
, &
J. R. W. Mounts
(2007).
Violent video game play impacts facial emotion recognition
.
Aggressive Behavior. 33,
353-358.
Abstract
Miller, M. K.
, &
A. Summers
(2007).
Gender differences in video game characters' roles, appearances, and attire as portrayed in video game magazines
.
Sex Roles. 57,
733-742.
Abstract
2006
Sigurdsson, J. F.
,
G. H. Gudjonsson
,
A. V. Bragason
,
E. Kristjansdottir
, &
I. D. Sigfusdottir
(2006).
The role of violent cognition in the relationship between personality and the involvement in violent films and computer games
.
Personality and Individual Differences. 41,
381-392.
Abstract
Stahl, R.
(2006).
Have you played the war on terror?
.
Critical Studies in Media Communication. 23,
112-130.
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
Zapata, A. L.
,
A. J. P. Moraes
,
C. Leone
,
U. Doria
, &
C. A. A. Silva
(2006).
Pain and musculoskeletal pain syndromes related to computer and video game use in adolescents
.
European Journal of Pediatrics. 165,
408-414.
Abstract
Izushi, H.
, &
Y. Aoyama
(2006).
Industry evolution and cross-sectoral skill transfers: a comparative analysis of the video game industry in Japan, the United States, and the United Kingdom
.
Environment and Planning A. 38,
1843-1861.
Abstract
Ravaja, N.
,
T. Saari
,
M. Salminen
,
J. Laarni
, &
K. Kallinen
(2006).
Phasic emotional reactions to video game events: A psychophysiological investigation
.
Media Psychology. 8,
343--367.
Abstract
Bartholow, Bruce D.
,
Brad J. Bushman
, &
Marc A. Sestir
(2006).
Chronic violent video game exposure and desensitization to violence: Behavioral and event-related brain potential data
.
Journal of Experimental Social Psychology. 42,
532-539.
Abstract
Can, G.
, &
K. Cagiltay
(2006).
Turkish prospective teachers' perceptions regarding the use of computer games with educational features
.
Educational Technology & Society. 9,
308-321.
Abstract
Hartmann, T.
, &
C. Klimmt
(2006).
Gender and computer games: Exploring females' dislikes
.
Journal of Computer-Mediated Communication. 11,
Abstract
Johns, J.
(2006).
Video games production networks': value capture, power relations and embeddedness
.
Journal of Economic Geography. 6,
151-180.
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
Lemmens, Jeroen S.
,
Brad J. Bushman
, &
Elly A. Konijn
(2006).
The appeal of violent video games to lower educated aggressive adolescent boys from two countries
.
Cyberpsychology & Behavior. 9,
638-641.
Abstract
Lowood, Henry
(2006).
Jon Haddock, Screenshots: Isometric Memories
.
(
Bittanti M.
,
Quaranta D.
, Ed.).
GameScenes: Art in the Age of Videogames.
15-39.
Abstract
2005
Calvert, S. L.
,
V. J. Rideout
,
J. L. Woolard
,
R. F. Barr
, &
G. A. Strouse
(2005).
Age, ethnicity, and socioeconomic patterns in early computer use - A national survey
.
American Behavioral Scientist. 48,
590-607.
Abstract
Carnagey, Nicholas
, &
Craig Anderson
(2005).
The effects of reward and punishment in violent video games on aggressive affect, cognition, and behavior
.
Psychological Science. 16,
882-889.
Abstract
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