Violent Video

New entry in the Digiplay Games Research Bibliography:

Lucas, K.; Sherry, J. L. (2004)
Communication Research

Image of booksIn this study, we examined gender differences in video game use by focusing on interpersonal needs for inclusion, affection, and control, as well as socially constructed perceptions of gendered game play. Results of a large-scale survey (n = 534) of young adults' reasons for video game use, preferred game genres, and amount of game play are reported. Female respondents report less frequent play, less motivation to play in social situations, and less orientation to game genres featuring competition and three-dimensional rotation. Implications for game design are discussed. Read more...

New entry in the Digiplay Games Research Bibliography:

Jason, L. A.; Fries, M. (2004)
Research on Social Work Practice

Image of booksParents and educators around the country are concerned about the amount of time children watch television. Part of this concern stems from the fact that a considerable amount of violence is regularly portrayed on television. In addition, those youngsters who watch an excessive amount of television have little time for developing other interests and hobbies. Using simple electronic principles and behavior modification, a research team at DePaul University has developed several procedures to wean children off television. This research involved dispensing tokens to children after they had engaged in a period of prosocial behavior. Children's television viewing decreased after being provided these interventions, and follow-up data suggested that changes were maintained over time. The interventions and devices reviewed in this article are practical ways of empowering parents to have more influence on their children's television viewing. Read more...

New entry in the Digiplay Games Research Bibliography:

Chang, B H; Lee, S E; Kim, B S (2006)
New Media & Society

Image of booksThis study approached online games as an innovation and new medium with both Uses and Gratifications Perspective and Diffusion of Innovation Theory as theoretical frames. Based on a survey sample of Korean college students, this study investigated the differences in game adoption (1) between adopters (including continuers and discontinuers) and nonadopters (including potentials and resistors), (2) between continuers and discontinuers, and (3) between potentials and resistors of online games. Multiple logistic regression analyses showed that demographic profiles and innovativeness were strong predictive constructs for predicting online game adoption. Read more...

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