Literature DB >> 8432085

Reevaluating the impact of video games.

J B Funk1.   

Abstract

The evolution of the video game phenomenon is reviewed and contemporary data are presented. A survey assessing frequency and location of play and game preference was completed by 357 seventh- and eighth-grade students. In this middle-class sample, about two thirds of girls played video games at least one to two hours per week at home, but only 20% played in arcades. About 90% of boys played in the home and about 50% in arcades. Approximately half of preferred games were from one of two categories of violent games, while 2% of preferred games were educational. Parent education about the influence of the media should include recommendations to monitor game playing and influence game selection.

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Year:  1993        PMID: 8432085     DOI: 10.1177/000992289303200205

Source DB:  PubMed          Journal:  Clin Pediatr (Phila)        ISSN: 0009-9228            Impact factor:   1.168


  3 in total

1.  Young children's video/computer game use: relations with school performance and behavior.

Authors:  Erin C Hastings; Tamara L Karas; Adam Winsler; Erin Way; Amy Madigan; Shannon Tyler
Journal:  Issues Ment Health Nurs       Date:  2009-10       Impact factor: 1.835

Review 2.  Video game induced seizures.

Authors:  C D Ferrie; P De Marco; R A Grünewald; S Giannakodimos; C P Panayiotopoulos
Journal:  J Neurol Neurosurg Psychiatry       Date:  1994-08       Impact factor: 10.154

3.  Comparing the social skills of students addicted to computer games with normal students.

Authors:  Eshrat Zamani; Ali Kheradmand; Maliheh Cheshmi; Ahmad Abedi; Nasim Hedayati
Journal:  Addict Health       Date:  2010 Summer-Autumn
  3 in total

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