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Chang-Kredl, Sandra; Mamlok, Dan; Venkatesh, Vivek – American Journal of Play, 2023
The authors explore children's symbolic play that involves themes of fear and darkness, and they investigate the nature of children's binary oppositions, particularly between self and other. Their account is based on a year-long qualitative study they conducted with seven children, four to ten years of age. They observed the children engage with…
Descriptors: Play, Fear, Young Children, Preadolescents
Hashmi, Salim; Paine, Amy L.; Hay, Dale F. – Infant and Child Development, 2021
References to internal states (e.g., thoughts, feelings, and desires) indicate children's appreciation of people's inner worlds. Many children spend time playing video games; however, the nature of children's speech when doing so has received little attention. We investigated the use of internal state language (ISL) as 251 seven-year-olds played…
Descriptors: Psychological Patterns, Cognitive Processes, Play, Toys
Ahmad, Faizan; Zongwei, Luo; Ahmed, Zeeshan; Muneeb, Sara – Interactive Learning Environments, 2023
An insight regarding few of the experiences during video games playing activity is still fuzzy. This paper presents an extensive empirical study that analyzes the experiences of 100 participants (i.e. 25 children, younger adults, older adults, and elders each) during brain games play. This concludes a number of significant correlations among the…
Descriptors: Children, Young Adults, Older Adults, Experience
Calandri, Emanuela; Cattelino, Elena; Graziano, Federica – European Journal of Developmental Psychology, 2023
The relationship between adolescents' use of video games and their well-being is controversial and largely unexplored during the COVID -19 pandemic. This study examined the association between adolescent video game use and well-being during a nationwide lockdown (March-May 2020) and investigated whether this association was mediated by emotional…
Descriptors: Foreign Countries, Adolescents, Video Games, Play
Jozkowski, Amanda C.; Cermak, Sharon A. – International Journal of Developmental Disabilities, 2020
Background: Young adults with autism spectrum disorder (ASD) are at increased risk for a sedentary lifestyle and its associated health problems. In neurotypical (NT) individuals, social participation and enjoyment are related to physical activity engagement. Exergaming has been shown to increase energy expenditure compared to traditional video…
Descriptors: Autism, Pervasive Developmental Disorders, Interaction, Interpersonal Relationship
Coulson, Mark; Oskis, Andrea; Gould, Rebecca L – Contemporary Issues in Early Childhood, 2017
In this article, the authors discuss the light and dark side of attachments and attachment style in physical and digital worlds. They argue that many games offer opportunities for the generation of new and meaningful attachments to both physical and digital others. They discuss two "fundamental attachment errors" and show how these can…
Descriptors: Attachment Behavior, Video Games, Behavior Problems, Child Behavior
Daviault, Christine – Bulletin of Science, Technology & Society, 2012
There are several types of characters in video games: the main protagonist/hero, the countless non-player characters (NPCs), and persistent non-player characters (PNPCs). While there is a substantial body of research about PNPCs from a game design point of view, they have been largely ignored by the academic community from a narrative perspective.…
Descriptors: Psychological Patterns, Video Games, Hypermedia, Games
Korie, Daniel O. – ProQuest LLC, 2015
This study explored media usage among adolescents and its relations to academic performance and aggressive behavior from a qualitative research perspective. This study represents the first of its kind by utilizing a phenomenological methodology to gain insights about lived experiences of adolescents' media use relative to their academic…
Descriptors: Mass Media Use, Adolescents, Academic Achievement, Aggression
Eastin, Matthew S.; Appiah, Osei; Cicchirllo, Vincent – Human Communication Research, 2009
The current study examines the impact of racial representation on character identification and postgame play hostility. Examining data from Black and White participants, results suggest that cueing racial attributes influences identification and elicits stereotyping and hostile outcomes. Specifically, White players displayed more hostile thoughts…
Descriptors: Play, Identification, Personality, Psychological Patterns
Demski, Jennifer – T.H.E. Journal, 2009
For a growing group of educators, the online role-playing game World of Warcraft, Blizzard Entertainment's massively popular massively multiplayer online role-playing game (MMORPG), is a place to go to relax, network, and discover potential learning strategies-- and slay a few monsters if they get in the way. The online role-playing game World of…
Descriptors: Video Games, Role Playing, Fantasy, Computer Mediated Communication
Eastin, Matthew S. – Human Communication Research, 2007
Most research on violent video game play suggests a positive relationship with aggression-related outcomes. Expanding this research, the current study examines the impact group size, game motivation, in-game behavior, and verbal aggression have on postgame play hostility. Consistent with previous research, group size and verbal aggression both…
Descriptors: Play, Video Games, Aggression, Psychological Patterns