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Habits
New entry in the Digiplay Games Research Bibliography:
Van den Bulck, J.; Eggermont, S. (2006)
Journal of Human Nutrition and Dietetics
Objective This study examined self-reported meal skipping and eating faster than usual with the goal of watching television or playing computer games. Method Respondents reported their media use and indicated how often they skipped a meal to watch a favourite television programme or to play a computer game, and how often they ate faster than usual in order to watch television or play a computer game. Subjects Respondents were 2546 adolescents of 13 (first year of secondary school) and 16 years (fourth year of secondary school) of age. Results About one respondent in 10 skipped at least one meal every week for either television viewing or computer game playing. Weekly meal skipping for television viewing occurs more regularly in boys and first-year students, but particularly in teenagers who view 5 h or more daily (15% of the sample). The category of teenagers who play computer games four times a week or more (25.3% of the sample) is at increased risk of meal skipping; those who play more than four times a week are 10 times more likely weekly to skip a meal. A quarter of the adolescents eat faster at least once a week to be able to watch television or play a computer game. Regardless of gender and school year, teenagers' risk of eating faster progressively increases with their use of the media. Those who watch 4 h or more daily are about seven times more likely to skip a meal for television and those who play computer games at least four times a week are nine times more likely weekly to skip a meal. Conclusions Unhealthy eating habits can be a side effect of heavy or excessive media use. Teenagers' use of television or game computers during nonworking or out-of-school hours partly displaces the amount of time that needs to be spent at meals. Practitioners and educators may try to encourage or restore a pattern of healthful meal consumption habits by reducing the amount of media use, and by supporting parental rule-making regarding children's eating habits and media use. Read more...
New entry in the Digiplay Games Research Bibliography:
Goodman, D; Bradley, N L; Paras, B; Williamson, I J; Bizzochi, J (2006)
Journal of Adolescence
While the positive uses for video games in an educational setting have also been established, the educational aim is usually made explicit. The goal of this research was to develop a video game wherein the educational aspect was implicitly embedded in the video game, such that the gameing activity remained interesting and relevant. Following a pilot study to confirm the usability of an in-house developed game, two studies were conducted with 11-17 year old hockey players (N-1 = 130). Read more...
New entry in the Digiplay Games Research Bibliography:
Eastin, Matthew S.; Griffiths, Robert P. (2006)
Communication Research
Investigating male game players, this study explores how game interface (virtual reality and standard console), game content (fighting, shooting, and driving), and game context (human and computer competition) influence levels of presence and hostile expectation bias-the expectation others will think, feel, speak, and act aggressively during social conflict. In addition to game interface and game content influencing hostile expectations, significant interactions were detected for hostile expectations. Presence, although not as predicted, also significantly differed across game interface and game content. Through the development and testing of each gaming experience, this study demonstrates that simply testing violent and nonviolent game situations underestimates the complexity of contemporary video-game play. Read more...
New entry in the Digiplay Games Research Bibliography:
Eggermont, S.; Van den Bulck, J. (2006)
Journal of Paediatrics and Child Health
Aim: To describe the use of media as a sleep aid in adolescents and relate this to their sleep routines and feelings of tiredness. Methods: A questionnaire about using media as a sleep aid, media presence in bedrooms, time to bed and time out of bed on average weekdays and average weekend days, and questions regarding level of tiredness in the morning, at school, after a day at school and after the weekend was completed by 2546 seventh and 10th grade children in a random sample of 15 schools. Results: Of the adolescents, 36.7% reported watching television to help them fall asleep. In total, 28.2% of the boys and 14.7% of the girls used computer games as a sleep aid. Music was used to fall asleep by 60.2% of the adolescents in this sample. About half of the adolescents read books to fall asleep. Except for reading books, using media as a sleep aid is negatively related to respondents' time to bed on weekdays, their number of hours of sleep per week and their self-reported level of tiredness. Conclusion: Using media as a sleep aid appears to be common practice among adolescents. Those who reported using music, television, and computer games more often as a sleeping aid slept fewer hours and were significantly more tired. Read more...
New entry in the Digiplay Games Research Bibliography:
Nicholas Carnagey; Craig Anderson (2005)
Psychological Science
Three experiments examined the effects of rewarding and punishing violent actions in video games on later aggression-related variables. Participants played one of three versions of the same race-car video game: (a) a version in which all violence was rewarded, (b) a version in which all violence was punished, and (c) a nonviolent version. Participants were then measured for aggressive affect (Experiment 1), aggressive cognition (Experiment 2), and aggressive behavior (Experiment 3). Rewarding violent game actions increased hostile emotion, aggressive thinking, and aggressive behavior. Punishing violent actions increased hostile emotion, but did not increase aggressive thinking or aggressive behavior. Results suggest that games that reward violent actions can increase aggressive behavior by increasing aggressive thinking. Read more...
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