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50 Years of ERIC
50 Years of ERIC
The Education Resources Information Center (ERIC) is celebrating its 50th Birthday! First opened on May 15th, 1964 ERIC continues the long tradition of ongoing innovation and enhancement.

Learn more about the history of ERIC here. PDF icon

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Pempek, Tiffany A.; Yermolayeva, Yevdokiya A.; Calvert, Sandra L. – Journal of Applied Developmental Psychology, 2009
Millions of contemporary young adults use social networking sites. However, little is known about how much, why, and how they use these sites. In this study, 92 undergraduates completed a diary-like measure each day for a week, reporting daily time use and responding to an activities checklist to assess their use of the popular social networking…
Descriptors: Peer Relationship, Young Adults, Interpersonal Relationship, Interaction
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Calvert, Sandra L.; Strouse, Gabrielle A.; Strong, Bonnie L.; Huffaker, David A.; Lai, Sean – Journal of Applied Developmental Psychology, 2009
Same and opposite-sex pairs of preadolescents interacted twice in a MUD, a virtual domain where they created characters known as avatars and socially interacted with one another. Boys interacted primarily through rapid scene shifts and playful exchanges; girls interacted with one another through written dialogue. Opposite-sex pairs lagged behind…
Descriptors: Play, Females, Interpersonal Relationship, Interaction
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Calvert, Sandra L.; Strouse, Gabrielle A.; Murray, Katherine J. – Journal of Applied Developmental Psychology, 2006
Male and female high school and college students viewed a DVD about a love story. Youth who more readily empathized with media characters were more likely to perceive same-sex characters as role models and were better able to understand the story content. The findings suggest that fantasy empathy, in which viewers become deeply involved in…
Descriptors: Empathy, Adolescents, Role Models, High School Students
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Calvert, Sandra L.; Tan, Siu-Lan – Journal of Applied Developmental Psychology, 1994
Compared to college students who only watched a violent virtual reality game, those who played the game exhibited a higher heart rate after the game, reported more dizziness and nausea during the game, and exhibited more aggressive thoughts on a posttest questionnaire. Results suggest support for arousal and cognitive, but not psychoanalytic,…
Descriptors: Aggression, Arousal Patterns, College Students, Comparative Analysis