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Intro; Dedication; Contents; Contributors; About the Editor; Introduction; References; Violent Video Games Do Contribute to Aggression; The Evidence from Experiments; Measuring Aggression in the Lab; Choosing Stimulus Materials; The Evidence from Surveys; Surveys Conducted at a Single Point in Time; Surveys Conducted over Multiple Points in Time; Measuring Serious Levels of Harm; Sources of Debate; Assembling the Evidence to Form Conclusions and Moving Forward; References

The Infamous Relationship Between Violent Video Game Use and Aggression: Uncharted Moderators and Small Effects Make It a Far Cry from CertainExperimental Studies; Applied Studies; Theoretical Considerations; Societal Trends in Violence; Other Considerations; Conclusion; References; Making the Case for Video Game Addiction: Does It Exist or Not?; Introduction; Video Game Addiction: Theoretical Evidence; Video Game Addiction: Empirical Evidence; Video Game Addiction: Clinical Evidence; Conclusions and Implications; References; Helping Parents Make Sense of Video Game Addiction; Introduction

Common ConcernsConclusions; References; The Digital Dilemma: Why Limit Young Children's Use of Interactive Media?; References; Children Should Not Be Protected from Using Interactive Screens; Screen Time; The Impact of Interactive Screens on Young Children; Social Media and Smartphones; 13 Reasons Why and Suicide-Themed Media; Concluding Thoughts; References; Playing Action Video Games Boosts Visual Attention; Introduction; Playing Action Video Games Boosts Visual Attention; Evidence from Comparing Gamers to Non-Gamers; Evidence from Training Non-gamers Using an Action Video Game

Evidence from a Meta-Analysis of Training StudiesNeuromechanisms of Visual Attentional Improvements; Mechanisms of Learning; Common Demand Hypothesis; Learning to Learn Hypothesis; Conclusion; References; Action Video Games DO NOT Promote Visual Attention; Introduction; A Critical Review of the Evidence for Action Game Effects; The Limits of Cross-Sectional Action Game Studies; Directionality and Third Variable Problems; Overt Participant Recruitment; Action Video Game Intervention Studies; Control Groups and Placebo Effects; The Importance of Replication

Replication Failures (Intervention Studies)Replication Failures (Cross-Sectional Studies); Publication Bias; Conclusion; Proposed Solutions; References; The Concerns Surrounding Sexist Content in Digital Games; Sexualized Content = Sexist Game?; Social Psychological Theories for Understanding Harmful Effects of Sexist Content; Cognitive and Affective Theories; Social Attitudes; Sexist Game Content and Effects on Players; Games with Sexualized Avatars; Games with Sexist Themes; Conclusion; References

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