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Readings & research
Computer/Video Games

 

 

Books, articles and reports

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

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

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

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

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

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

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.

Dill, K.E. and Dill, J.C. (1998) "Video game violence: a review of the empirical literature". In Aggression and Violent Behavior, v.3(4) Winter 1998, p.407-428.

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.


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Websites

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

 


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