NotesFAQContact Us
Collection
Advanced
Search Tips
What Works Clearinghouse Rating
Showing 16 to 30 of 169 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Teng, Zhaojun; Nie, Qian; Guo, Cheng; Zhang, Qian; Liu, Yanling; Bushman, Brad J. – Developmental Psychology, 2019
Although adolescents around the world play video games, little is known about their longitudinal effects on adolescents from Eastern countries. This large longitudinal violent video game study has 4 strengths. First, it is the first longitudinal study conducted with Chinese adolescents. Second, it examines moral disengagement as a possible…
Descriptors: Foreign Countries, Adolescents, Video Games, Violence
Yifan Zhang – ProQuest LLC, 2022
Screen media has become increasingly pervasive in our everyday lives and has profoundly changed the way people communicate and interact with each other. However, we are still unclear about the long-term influence of screen media use on our physical health, mental health, and social wellbeing. Children and adolescents are in an important stage of…
Descriptors: Mass Media Use, Social Media, Information Technology, Television Viewing
Peer reviewed Peer reviewed
Direct linkDirect link
Whitton, Nicola; Maclure, Maggie – Discourse: Studies in the Cultural Politics of Education, 2017
Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of…
Descriptors: Video Games, Teaching Methods, Educational Games, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Gilliam, Melissa; Jagoda, Patrick; Jaworski, Erin; Hebert, Luciana E.; Lyman, Phoebe; Wilson, M. Claire – Sex Education: Sexuality, Society and Learning, 2016
This paper describes the development and evaluation of an interactive, narrative-based, multimedia game to promote learning and communication about sexual violence and health topics. High school-aged participants created the game concept in a three-week workshop, after which assets were assembled and refined by a university-based game design lab.…
Descriptors: Sexuality, Violence, Video Games, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Yañez, Alma Gloria Barrera; Alonso-Fernández, Cristina; Fernández-Manjón, Baltasar – Education and Information Technologies, 2023
Violence and discrimination against women are serious problems that affect today's society regardless of culture or social environment. Educational and government programs addressing these gender issues are difficult to scale up, insufficient or, in some cases, nonexistent. Digital resources can contribute to address discrimination against women…
Descriptors: Sex Fairness, Video Games, Computer Oriented Programs, Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Yun Luo; Chen Ye; Yunxin Zhao; Hui Zhang – Psychology in the Schools, 2024
Researchers have found that violent online game addiction has become a serious global problem that negatively affects younger people. This study used a cross-sectional research design to examine the effects of violent online game contact on individuals' academic procrastination. We further explored the mediating role of emotional self-regulation…
Descriptors: Motivation, Time Management, Video Games, Violence
Peer reviewed Peer reviewed
Direct linkDirect link
Hallenberg, Harvey – Montessori Life: A Publication of the American Montessori Society, 2006
In this article, the author discusses and shares his opinion about violence in the media. He states that many of the students in class have honestly responded to his inquiries about violence in culture, that they are "fascinated" with violence in movies, in television shows, in video games, and in the music they listen to away from school.…
Descriptors: Mass Media Effects, Children, Violence, Parent Role
Peer reviewed Peer reviewed
Direct linkDirect link
Derby, John – Art Education, 2014
This article adds to the small collection of art education studies on video games (Parks, 2008; Patton, 2013; Sweeny, 2010) by critically examining the association between violent video games, the U.S. military, and mental disability--from a critical disability studies perspective. Derby overviews the controversies surrounding violent video games…
Descriptors: Video Games, Violence, Art Education, Posttraumatic Stress Disorder
Peer reviewed Peer reviewed
Direct linkDirect link
Adachi, Paul J. C.; Willoughby, Teena – Journal of Youth and Adolescence, 2013
The majority of research on the link between video games and aggression has focused on the violent content in games. In contrast, recent experimental research suggests that it is video game competition, not violence, that has the greatest effect on aggression in the short-term. However, no researchers have examined the long-term relationship…
Descriptors: Competition, Addictive Behavior, Adolescents, Aggression
Peer reviewed Peer reviewed
Direct linkDirect link
Dittrick, Crystal J.; Beran, Tanya N.; Mishna, Faye; Hetherington, Ross; Shariff, Shaheen – Journal of School Violence, 2013
The study examined whether children who bully others are likely to prefer playing video games that are rated high in maturity and violence. A stratified random sample of Canadian children ages 10 to 17 years from the provinces of Canada was obtained. Parents (n = 397) and their children (n = 492) completed an online survey of children's bullying…
Descriptors: Foreign Countries, Bullying, Peer Relationship, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
You, Sukkyung; Kim, Euikyung; No, Unkyung – School Psychology International, 2015
Recently, research studies and media have reported on the detrimental effects violent video games have on the social behaviors of adolescents. For example, previous studies have found that playing video games is positively associated with aggressive behaviors and negatively associated with prosocial behaviors. However, very few studies have…
Descriptors: Violence, Video Games, Social Behavior, Self Control
Peer reviewed Peer reviewed
Direct linkDirect link
Ferguson, Christopher J. – American Psychologist, 2013
In June 2011 the U.S. Supreme Court ruled that video games enjoy full free speech protections and that the regulation of violent game sales to minors is unconstitutional. The Supreme Court also referred to psychological research on violent video games as "unpersuasive" and noted that such research contains many methodological flaws.…
Descriptors: Video Games, Violence, Court Litigation, Federal Courts
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Donmez, Ismail; Tekce, Murat; Kirmit, Serihan – Journal of Education in Science, Environment and Health, 2020
The purpose of this research is to examine the contents of the representations that students used while producing digital games in the scope of STEM education. The descriptive survey model among the other quantitative research methods has been used. Within the scope of this purpose, 300 games from the competition arranged throughout Turkey with…
Descriptors: Computer Games, Video Games, STEM Education, Design
Rachel Powers Knight – ProQuest LLC, 2023
For 10 weeks, an online writing club was a place where seven children, ages 5 to 8, came together to co-construct a space for sharing favorite texts and composing practices. This study documents the ways that the writing club offered a space for children to construct shared literacy practices that allowed for new meaning-making, social…
Descriptors: Young Children, Clubs, Writing Exercises, Popular Culture
Peer reviewed Peer reviewed
Direct linkDirect link
Munoz, Yupanqui J.; El-Hani, Charbel N. – Cultural Studies of Science Education, 2012
Video games, as technological and cultural artifacts of considerable influence in the contemporary society, play an important role in the construction of identities, just as other artifacts (e.g., books, newspapers, television) played for a long time. In this paper, we discuss this role by considering video games under two concepts, othering and…
Descriptors: Ethics, Social Distance, Self Concept, Cultural Influences
Pages: 1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  10  |  11  |  12