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Readings & research
Computer/Video Games

 

 

Books, articles and reports

2008

Agosto, Denise E  (2008), Sex, brains, and video games: a librarian’s guide to teens in the twenty-first century. Journal of the American Society for Information Science and Technology, Vol. 59, No. 12, Pp2033-2034

Armstrong, Annie  (2008) Gamers in the library? The why, what and how of videogame tournaments for all ages. Journal of Academic Librarianship, Vol. 34, No. 5, Pp455

Arriaga, P; et al (2008) Are the effects of unreal violent video games pronounced when playing with a virtual reality system? Aggressive Behavior, Vol. 34, No. 5, Pp521-538

Cooperman, L (2008) Sex, brains, and video games: A librarian’s guide to teens in the twenty-first century. Reference and User Services Quarterly, Vol. 47, No. 4, Pp406

Evans, M; Karapu, R; Omura, S (2008) “It’s illegal - R18 means R18” www.parentline.org.nz

Gannon, Susanne (2008) Children, gender and video games: towards a relational approach to multimedia.Gender and Education, Vol. 20, No. 5, Pp551-552

Jimenez, JE & Rojas, E (2008) Effects of Tradislexia videogame on phonological awareness and word recognition in dyslexic children. Psicothema, Vol. 20, No. 3, Pp347-353

Kato, PM; et al (2008) A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial. Pediatrics, Vol. 122, No. 2, PpE305-E317

Ravaja, N; et al (2008) The psychophysiology of James Bond; Phasic emotional responses to violent video game events. Emotion, Vol. 8, No. 1, Pp114-120

Sun, DL; et al  (2008) Computer games: A double-edged sword?Cyberpsychology & Behavior, Vol. 11, No. 5, Pp545-548

Wallenius,M & Punamaki, RL (2008) Digital game violence and direct aggression in adolescence: A longitudinal study of the roles of sex, age, and parent-child communication. Journal of Applied Developmental Psychology, Vol. 29, No. 4, Pp286-294

Wang, EST; et al  (2008) The relationship between leisure satisfaction and life satisfaction of adolescents concerning online games. Adolescence, Vol. 43, No. 169, Pp177-184

 

2007

Aarsand, P (2007) Computer and video games in family life: The digital divide as a resource in intergenerational interactions. Childhood-A global journal of child research, Vol. 14, No. 2, Pp 235-256

Barlett, CP; Harris, RJ; Baldassaro, R (2007) Longer you play, the more hostile you feel: Examination of first person shooter video games and aggression during video game play. Aggressive Behavior, Vol. 33, No. 6, Pp486-497

Barr, P; Noble, J; Biddle, R (2007) "Video game values: Human-computer interaction & games" Interacting with Computers, Vol. 19, No. 2, Mar 2007

Beale, I et al (2007) Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer. Journal of Adolescent Health, Vol. 41, No. 3, Pp 263-270

Brenick, A et al (2007) Social evaluations of stereotypic images in video games - Unfair, legitimate or “just entertainment”? Youth & Society, Vol. 38, No. 4, Pp 395-419

Cummings, H; Vandewater, E (2007) Relation of adolescent video game play to time spent in other activities. Archives of Pediatrics & Adolescent Medicine, Vol. 161, No.7. Pp 684-689

Dill, KE; Thill, KP (2007) Video game characters and the socialization of gender roles: Young people’s perceptions mirror sexist media depictions. Sex Roles, Vol. 57, No. 11-12, Pp 851-864

Fischer, P; Frey, D; Guter, S; Kubitzki, J (2007) Virtual driving & risk taking: Do racing games increase risk-taking cognitions, affects & behaviors? Journal of Experimental Psychology, Vol. 13, No. 1, Pp 22-31

Giumetti, G & Markey, P (2007) Violent video games & anger as predictors of aggression Journal of Research in Personality doi:10.1016/j.jrp.2007.02.005

Grusser, SM, Thalemann, R, Griffiths, MD (2007) Excessive computer game playing: Evidence for addiction & aggression? Cyberpsychology & Behavior, Vol.10, No.2

Jansz, J & Tanis, M (2007) Appeal of playing online first person shooter games Cyberpsychology & Behavior Vol. 10, No. 1, Pp 133-136

Lemmens, JS; Bushman, BJ; Konijn, EA (2007) "The appeal of violent video games to lower educated aggressive adolescent boys from two countries." Cyberpsychology & Behavior Vol. 10, No. 1, Feb 2007

Nikken, P et al (2007) Parents’ interest in videogame ratings and content descriptor in relation to game mediation. European Journal of Communication, Vol. 22, No. 3, Pp315-336

Porter, G; Starcevic, V (2007) Are violent video games harmful? Australasian Psychiatry, Vol. 15, No. 5, Pp422-426

Power, M (2007) Digitized virtuosity: Video war games and post-9/11 cyber-deterrence.Security Dialogue, Vol. 38, No. 2, Pp 271-288.

Wallenius, M, Punamaki, RL & Rimpela, A (2007) Digital game playing & direct & indirect aggression in early adolescence: The roles of age, social intelligence & parent-child communication Journal of Youth & Adolescence Vol.36, No. 3, Pp 325-336

Walsh, David; Gentile, Douglas (2007) 12th annual MediaWise video game report card. National Institute on Media and the Family

Before 2007

Anderson, C. A., Funk, J.B. & Griffiths, M.D. (eds) (2004). 'Video Games and Public Health' Journal of Adolescence. Vol. 27, No. 1, February, 2004, p. 1-122.

Anderson, Craig A. (2003) "Video games and aggressive behavior". In Ravitch, D. and Viteritti, J. P. (editors) Kid Stuff: Marketing Sex and Violence to America's Children. US: John Hopkins University Press.

Anderson, Craig A. (2004) Issues in parenting education " Violence in the media: its effects on children". Australia: Victorian Parenting Centre & Young Media Australia, September 2004.

Anderson, Craig (2002) "Which video game to buy?" In small screen no.170/171 Dec. 2001/Jan 2002 p2, 9.

Anderson, Craig A. (2002) "Violent video games and aggressive thoughts, feelings, and behaviors". In Calvert, Sandra L.; Jordan, Amy B. & Cocking R. (editors) (August 2002) Children in the Digital Age: The Role of Enterainment Technologies in Children's Development. US: Praeger Pub.

Anderson, C. A., & Bushman, B. J. (2001) "Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature". In Psychological Science, 12, 353-359.

Bartholow, B.D., & Anderson, C.A. (2002). "Effects of violent video games on aggressive behavior: Potential sex differences". Journal of Experimental Social Psychology, 38, 283-290.

Buchanan, Audrey M.; Gentile, Douglas A.; Nelson, David A.; Walsh, David A. and Hensel, Julia (2002) What Goes In Must Come Out: Children's Media Violence Consumption at Home and Aggressive Behaviors at School. US: National Institute on Media and the Family.

Bushman, B.J., & Anderson, C.A. (2002). Violent video games and hostile expectations: A test of the general aggression model . Personality and Social Psychology Bulletin, 28, 1679-1686.

Dee, J. (2004). "End game: The Quest for Global Domination". The Weekend Australian Magazine. 7-8 February, 2004, p. 20-25.

Fleming, M.J. and Rickwood, D.J. (2001) "Effects of Violent Versus Nonviolent Video Games on Children's Arousal, Aggressive Mood, and Positive Mood". In Journal of Applied Social Psychology, Vol. 31, No. 10, p 2047-2071.

Griffiths, M. (2004) "Editorial: Can videogames be good for your health?" In Journal of Health Psychology. Vol. 9, No. 3, 2004, p. 339–344.

Henderson, L. (2002) "Playing video games and cognitive effects: teenagers' thinking skills and strategies". In Barker, P. and Rebelsky, S. (eds.), Proceedings of ED-MEDIA & ED-TELECOM 2002, Denver, 24-29 June. AACE: Charlottesville.

Kasteleijn-Nolst, T., et al (2002). "Video games are exciting: a European study of video game-induced seizures and epilepsy". In Epileptic Disorders, Vol. 4, No. 2, June, 2002, p. 121–128.

Li, X. & Atkins, M.S. (2004) Early childhood computer experience and cognitive and motor development. Pediatrics. Vol. 113, No. 6, June, 2004, p. 1715–1722.

National Institute on Media and the Family (2001) Children who play violent video games are more aggressive. US: National Institute on Media and the Family.
http://www.mediafamily.org/press/20010419-1.shtml

Robinson, T.N. et al (2001) "Effects of reducing children's television and video game use on aggressive behavior: a randomized controlled trail". In Archives of Pediatrics & Adolescent Medicine, v.155, Jan 2001, p.17- .

Sherry, John L. [2001] The effects of violent video games on aggression: a meta-analysis. US, Indiana: Department of Communication, Purdue University.

Smith, S. L.; Lachlan, K. and Tamborini, R. (2003) "Popular Video Games: Quantifying the Presentation of Violence and Its Context". Journal of Broadcasting & Electronic Media. Vol. 47, No. 1, March, 2003, p. 58–76.

Social Effects of Electronic Interactive Games: An Annotated Bibliography. (2001) US: Mediascope.
http://www.mediascope.org

Unsworth, Gabrielle & Ward T (2001) "Video games and aggressive behaviour". In Australian Psychologist vol. 36(3), November 2001, p184.

Wan, CS & Chiou, WB (2006) Why are adolescnts addicted to online gaming? Cyberpsychology & Behavior Vol. 9, No. 6, Pp 762-766


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Websites

National Institute on Media and the Family's MediaWise Videogame Report Card (US)

 


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