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Gentile, Douglas A.; Gentile, J. Ronald – Journal of Youth and Adolescence, 2008
This article presents conceptual and empirical analyses of several of the "best practices" of learning and instruction, and demonstrates how violent video games use them effectively to motivate learners to persevere in acquiring and mastering a number of skills, to navigate through complex problems and changing environments, and to experiment with…
Descriptors: Elementary School Students, Curriculum Design, Play, Video Games
Craig Rushing, Stephanie Nicole – ProQuest LLC, 2010
American Indian and Alaska Native (AI/AN) youth are disproportionally burdened by high rates of sexually transmitted infections and teen pregnancy, heightening their need for sexual health interventions that are aligned to their unique culture and social context. Media technologies, including the Internet, cell phones, and video games, offer new…
Descriptors: Participatory Research, Video Games, American Indians, Alaska Natives
Kasper, Deirdre; Welsh, Sarah; Chambliss, Catherine – 1999
The relationship between videogame usage, active exercise, television viewing, and measures of blood pressure is explored. Videogame participation, especially playing sports or action games, simulates involvement in aggressive situations. This may activate the fight or flight response in players. This response has been associated with blood…
Descriptors: Cardiovascular System, College Students, Health Related Fitness, Higher Education
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Funk, Jeanne B. – Clinical Pediatrics, 1993
Surveyed 357 seventh and eighth graders about video game play and preference. Found that approximately 64% of boys and 56% of girls played one to two hours of video games per week at home; and that, among five categories of video games, those most preferred by the students were games that involved fantasy violence and sports games. (BC)
Descriptors: Athletics, Educational Games, Elementary Education, Elementary School Students
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Houghton, Stephen; Milner, Nikki; West, John; Douglas, Graham; Lawrence, Vivienne; Whiting, Ken; Tannock, Rosemary; Durkin, Kevin – British Journal of Educational Technology, 2004
The motor control of 49 unmedicated boys clinically diagnosed with ADHD, case-matched with 49 non-ADHD boys, was assessed while playing Crash Bandicoot I, a SonyTM Playstation platform computer video game. In Crash Bandicoot participants control the movements of a small-animated figure through a hazardous jungle environment. Operationally defined…
Descriptors: Memory, Video Games, Play, Males
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Blaisdell, Mikael – T.H.E. Journal, 2006
It is the universal cry of parents the world over, driven mad by the persistent sight of their children investing hours and hours in mastering the many layers of a video game. To the parent, video games are the enemy, the nemesis of homework and learning. But the child sees something of value, something engaging enough to fill a weekend, to the…
Descriptors: Educational Benefits, Computer Simulation, Classrooms, Computer Graphics
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Schneider, Edward F.; Lang, Annie; Shin, Mija; Bradley, Samuel D. – Human Communication Research, 2004
This study investigates how game playing experience changes when a story is added to a first-person shooter game. Dependent variables include identification, presence, emotional experiences and motivations. When story was present, game players felt greater identification, sense of presence, and physiological arousal. The presence of story did not…
Descriptors: Identification (Psychology), Violence, Video Games, Psychological Patterns
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Funk, Jeanne B.; Baldacci, Heidi Bechtoldt; Pasold; Tracie; Baumgardner, Jennifer – Journal of Adolescence, 2004
It is believed that repeated exposure to real-life and to entertainment violence may alter cognitive, affective, and behavioral processes, possibly leading to desensitization. The goal of the present study was to determine if there are relationships between real-life and media violence exposure and desensitization as reflected in related…
Descriptors: Violence, Video Games, Television, Films
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Kirsh, Steven J.; Mounts, Jeffrey R. W.; Olczak, Paul V. – Journal of Interpersonal Violence, 2006
This study assessed the speed of recognition of facial emotional expressions (happy and angry) as a function of violent media consumption. Color photos of calm facial expressions morphed to either an angry or a happy facial expression. Participants were asked to make a speeded identification of the emotion (happiness or anger) during the morph.…
Descriptors: Psychological Patterns, Aggression, Nonverbal Communication, Mass Media Effects
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Wallenius, Marjut; Rimpela, Arja; Punamaki, Raija-Leena; Lintonen, Tomi – Journal of Applied Developmental Psychology, 2008
The aims of this research were to describe Finnish adolescents' different motives for digital game playing, and to examine relations between digital game playing and parent-child communication, school performance, sleeping habits, and perceived health. A questionnaire was used to assess a nationwide postal sample of 12-18-year-old Finns (6761…
Descriptors: Parent Child Relationship, Adolescents, Computers, Motivation
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Wallenius, Marjut; Punamaki, Raija-Leena – Journal of Applied Developmental Psychology, 2008
This study investigated the roles of sex, age, and parent-child communication in moderating the association between digital game violence and direct aggression in a two-year longitudinal study. Finnish 12- and 15-year-old adolescents (N = 316) participated in the follow-up survey. As hypothesized, digital game violence was linked to direct…
Descriptors: Aggression, Parent Role, At Risk Persons, Adolescents
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Chaves, Wanda V.; Yacovelli, Steven R. – Journal of Teaching in International Business, 2008
This article describes the design and implementation of a unique course developed to deeply engage MBA students in the complexities of the field of international management. This experiential course was designed around an integrative project based on the cruise industry. The professor worked with the leadership team of a major cruise line to…
Descriptors: Business Administration Education, Masters Programs, Case Studies, Course Content
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Ziegler, Susan G. – Learning, Media and Technology, 2007
The focus of this paper is on the potential problems and challenges presented by the content, quantity and quality of contemporary media influences (electronic, print and digital). Whereas most articles in this arena focus on one form of media influences (e.g., video games), this article looks at the cumulative scope of influence presented by…
Descriptors: Mass Media Effects, Video Games, Ethics, Socialization
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Wallenius, Marjut; Punamaki, Raija-Leena; Rimpela, Arja – Journal of Youth and Adolescence, 2007
The roles of age, social intelligence and parent-child communication in moderating the association between digital game playing and direct and indirect aggression were examined in 478 Finnish 10- and 13-year-old schoolchildren based on self-reports. The results confirmed that digital game violence was directly associated with direct aggression,…
Descriptors: Early Adolescents, Males, Intelligence, Aggression
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Cassity, Hope Daniels; Henley, Tracy B.; Markley, Robert P. – Journal of Instructional Psychology, 2007
The "Mozart effect" is the reported phenomenon of increased spatial abilities after listening to that composer's music. However, subsequent research suggests that the Mozart effect may be an artifactual consequence of heightened arousal and mood rather than the music of Mozart per se (e.g., Thompson, Schellenberg, & Husain, 2001). The present…
Descriptors: Program Effectiveness, Psychological Patterns, Music, Spatial Ability
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