Teenagers

New entry in the Digiplay Games Research Bibliography:

National School Board Association, (2007)
National School Board Association,

Image of booksOnline social networking is now so deeply embedded in the lifestyles of tweens and teens that it rivals television for their attention, according to a new study from Grunwald Associates LLC conducted in cooperation with the National School Boards Association. Read more...

New entry in the Digiplay Games Research Bibliography:

Grigoryan, V. G.; Stepanyan, L. S.; Stepanyan, A. Yu; Agababyan, A. R. (2007)
Zhurnal Vysshei Nervnoi Deyatelnosti Imeni I.P. Pavlova

Image of booksDynamic changes in the amplitude of component P300 of the evoked potentials in different cortical areas were studied as an index of activity of cortical structures responsible for actualization of a computer game with aggressive content with regard for the level of initial aggression and conflict in behavior of adolescent subjects. Dynamic changes in anxiety and aggression evoked by playing an "aggressive" computer game were shown to be dependent on the initial level of aggression and conflict. An increase in P300 in the frontal and orbitofrontal areas of both hemispheres was observed in adolescents with initially high level of aggression and conflict. In adolescents with initially low aggression and conflict, P300 decreased bilaterally in the frontal areas and did not change significantly in the orbitofrontal areas. These findings testify to the bilateral frontal top-down control over negative emotions. Read more...

New entry in the Digiplay Games Research Bibliography:

Lemmens, Jeroen S.; Bushman, Brad J.; Konijn, Elly A. (2006)
Cyberpsychology & Behavior

Image of booksThe objective of this study was to test the effect of individual differences on appeal and use of video games. Participants were 299 adolescent boys from lower and higher secondary schools in the Netherlands and Belgium. In general, boys were most attracted to violent video games. Boys that scored higher in trait aggressiveness and lower in empathy were especially attracted to violent games and spent more time playing video games than did boys lower in trait aggressiveness. Lower educated boys showed more appreciation for both violent and nonviolent games and spent more time playing them than did higher educated boys. The present study showed that aggressive and less empathic boys were most attracted to violent games. The fact that heavy users of violent games show less empathy and higher aggressiveness suggests the possibility of desensitization. Other studies have shown that playing violent games increases aggressiveness and decreases empathy. These results combined suggest the possibility of a violence cycle. Aggressive individuals are attracted to violent games. Playing violent games increases aggressiveness and decreases empathy, which in turn leads to increased appreciation and use of violent games. Read more...

New entry in the Digiplay Games Research Bibliography:

Kirsh, S J (2003)
Aggression and Violent Behavior

Image of booksRecent acts of extreme violence involving teens and associated links to violent video games have led to an increased interest in video game violence. Research suggests that violent video games influence aggressive behavior, aggressive affect, aggressive cognition, and physiological arousal. Anderson and Bushman have posited a General Aggression Model (GAM) to explain the mechanism behind the link between violent video games and aggressive behavior. However, the influence of violent video games as a function of developmental changes across adolescence has yet to be addressed. The purpose of this review is to integrate the GAM with developmental changes that occur across adolescence. Read more...

New entry in the Digiplay Games Research Bibliography:

Henderson,Lyn (2005)
DiGRA 2005 Conference: Changing Views--Worlds in Play

Image of booksVideo games are not just an important cultural artifact of youth culture but have considerable cognitive worth. Centered within an information processing theory and mediating processes’ framework, the empirical qualitative study investigated, via stimulated recall methods, the thinking skills and strategies of five teenagers while playing an action-adventure video game. Sixteen types and 600 instances of cognitive skills and 11 types and 155 instances of cognitive strategies were identified. The thinking skills included high engagement with school valued cognitive skills, such as metacognition, and deduction and induction strategies. The findings support the informal educative value of playing recreation video games and their inclusion in schools. Read more...

New entry in the Digiplay Games Research Bibliography:

Gentile,D A; Lynch,P J; Linder,J R; Walsh,D A (2004)
Journal of Adolescence

Image of booksVideo games have become one of the favorite activities of American children. A growing body of research is linking violent video game play to aggressive cognitions, attitudes, and behaviors. The first goal of this study was to document the video games habits of adolescents and the level of parental monitoring of adolescent video game use. The second goal was to examine associations among violent video game exposure, hostility, arguments with teachers, school grades, and physical fights. In addition, path analyses were conducted to test mediational pathways from video game habits to outcomes. Six hundred and seven 8th- and 9th-grade students from four schools participated. Adolescents who expose themselves to greater amounts of video game violence were more hostile, reported getting into arguments with teachers more frequently, were more likely to be involved in physical fights, and performed more poorly in school. Mediational pathways were found such that hostility mediated the relationship between violent video game exposure and outcomes. Results are interpreted within and support the framework of the General Aggression Model. Read more...

New entry in the Digiplay Games Research Bibliography:

Griffiths, M (1999)
Aggression and Violent Behavior

Image of booksOne of the main concerns that has constantly been raised against video games is that most of the games feature aggressive elements. This has led many people to assert that this may have a detrimental effect on individuals who play such games. Despite continuing controversy for over 15 years, there has been little in the way of systematic research. This article reviews the empirical studies in this area, including research methodologies such as the observation of free play, self-report methods, and experimental studies. The article argues that all the published studies on video game violence have methodological problems and that they only include possible short-term measures of aggressive consequences. The one consistent finding is that the majority of the studies on very young children-as opposed to those in their teens upwards-tend to show that children do became more aggressive after either playing or watching a violent video game. However, all of these come from the use of one particular research methodology (i.e., observation of children's free play). Read more...

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