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Vergelijkbare producten zoals Effect of Violent Media & Video Games on Children's Behavior
in exergaming; the efficiency of brain training versus recreational video games; the effect of social media in the video game industry; video games and;
Vergelijkbare producten zoals Video Games
and the consumer behavior of parents, the relationship between media use and scholastic achievement, the influence of violence in media on;
Vergelijkbare producten zoals Media and the American Child
interpreted as showing that there is no causal effect of media violence at all. Media Violence and its Effect on Aggression offers a provocative;
Vergelijkbare producten zoals Media Violence and Its Effect on Aggression
entertainment media - especially violent video games - and increased aggressive and violent behavior. The book also reveals a more specific connection;
Vergelijkbare producten zoals The Crisis of School Violence
Through three empirical studies, this book explores the mechanisms behind moderating functions of empathy in violent video games, revealing;
Vergelijkbare producten zoals Empathy and Violent Video Games
research on violent video games in the longer historical context of scholarly work on media violence. It examines research from around the world on;
Vergelijkbare producten zoals Does Playing Video Games Make Players More Violent
and analysis. Chapters cover both positive and negative effects of video games on players' behavior and cognition, from contributing to;
Vergelijkbare producten zoals Video Game Influences on Aggression, Cognition, and Attention
and analysis. Chapters cover both positive and negative effects of video games on players' behavior and cognition, from contributing to;
Vergelijkbare producten zoals Video Game Influences on Aggression, Cognition, and Attention
attention on why individual players are motivated to entertain immoral and violent fantasies. Video Games, Violence, and the Ethics of Fantasy;
Vergelijkbare producten zoals Video Games, Violence, and the Ethics of Fantasy
attention on why individual players are motivated to entertain immoral and violent fantasies. Video Games, Violence, and the Ethics of Fantasy;
Vergelijkbare producten zoals Video Games, Violence, and the Ethics of Fantasy
Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types;
Vergelijkbare producten zoals The Video Game Debate
Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types;
Vergelijkbare producten zoals Video Game Debate
portrayals of crime and youth. Research on violent television programs, video games, and other media as causes of crime. Effects of pornography on;
Vergelijkbare producten zoals Adolescents, Crime, and the Media
Cyber-bullying, sexting, and the effects that violent video games have on children are widely discussed and debated. With a renowned;
Vergelijkbare producten zoals Handbook of Children and the Media
Updated edition of this popular student exploration of the effects of media on young people. Discusses the latest research on such issues;
Vergelijkbare producten zoals Children, Adolescents, and the Media
of advertising on children and adolescents; the effects of pornography; violent video games and aggression; and media use and political involvement;
Vergelijkbare producten zoals Mass Media Effects Research
of advertising on children and adolescents; the effects of pornography; violent video games and aggression; and media use and political involvement;
Vergelijkbare producten zoals Mass Media Effects Research
screen media (i.e., television, films, video and computer games, and the Internet), and focuses her study on the most fundamental topics in the;
Vergelijkbare producten zoals Children's Responses to the Screen
adults have expressed about media including radio, television, video games and the Internet for the last century. Karen Leick argues that parents;
Vergelijkbare producten zoals Parents, Media and Panic through the Years
of research findings on the influence of such media as television, movies, video games, print advertising, rock music, and music videos on adolescents;
Vergelijkbare producten zoals Adolescents and the Media
people from 9 to 16 years old engage in internet. This book discusses computer games as well as the effect the internet and video games have on;
Vergelijkbare producten zoals Computer Games, Children & the Internet
Vergelijkbare producten zoals Violent Video Games
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