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The Role of Violent Video Game Content in Adolescent Development
Oleh:
Olson, Cheryl K
;
Kutner, Lawrence A
;
Warner, Dorothy E
Jenis:
Article from Journal - ilmiah internasional
Dalam koleksi:
Journal of Adolescent Research (http://jar.sagepub.com/) vol. 23 no. 1 (Jan. 2008)
,
page 55-75.
Topik:
Video Games
;
Focus Groups
;
Media Violence
;
Adolescence
;
Gender
;
Anger
Fulltext:
55.pdf
(125.85KB)
Ketersediaan
Perpustakaan Pusat (Semanggi)
Nomor Panggil:
JJ81.14
Non-tandon:
1 (dapat dipinjam: 0)
Tandon:
tidak ada
Lihat Detail Induk
Isi artikel
Numerous policies have been proposed at the local, state, and national level to restrict youth access to violent video and computer games. Although studies are cited to support policies, there is no published research on how children perceive the uses and influence of violent interactive games. The authors conduct focus groups with 42 boys ages 12 to 14. Boys use games to experience fantasies of power and fame, to explore and master what they perceive as exciting and realistic environments (but distinct from real life), to work through angry feelings or relieve stress, and as social tools. Boys did not believe they had been harmed by violent games but were concerned that younger children might imitate game behavior (especially swearing).
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