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Autor/inn/enOlson, Cheryl K.; Kutner, Lawrence A.; Warner, Dorothy E.
TitelThe Role of Violent Video Game Content in Adolescent Development: Boys' Perspectives
QuelleIn: Journal of Adolescent Research, 23 (2008) 1, S.55-75 (21 Seiten)
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Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN0743-5584
DOI10.1177/0743558407310713
SchlagwörterAdolescent Development; Video Games; Focus Groups; Males; Violence; Attitude Measures; Grade 7; Grade 8; Student Attitudes; Early Adolescents; Preadolescents; Fantasy; Stress Management; Psychological Patterns; Social Influences
AbstractNumerous 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). (Author).
AnmerkungenSAGE Publications. 2455 Teller Road, Thousand Oaks, CA 91320. Tel: 800-818-7243; Tel: 805-499-9774; Fax: 800-583-2665; e-mail: journals@sagepub.com; Web site: http://sagepub.com
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2017/4/10
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