1997
DOI: 10.1111/j.1746-1561.1997.tb03432.x
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Video and Computer Games: Effect on Children and Implications for Health Education

Abstract: Video and computer-based games have assumed a prominent role in the culture of American children and adolescents. Given the pervasiveness of their influence, it is likely that these games may affect the health and well-being of children. This paper examines the health effects of these games on children, suggests criteria upon which parents and teachers may evaluate the games, and notes some implications for health educators.

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Cited by 60 publications
(47 citation statements)
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References 26 publications
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“…Tehnološki napredak, nova hardverska rješenja i brža komunikacija omogućili su razradu i poboljšanje računalnih igara koje sada prožimaju živote mnogih generacija. Računalne i videoigre postale su nezaobilazne u životu djece i adolescenata i imaju važnu ulogu u kulturi mladih (Dorman, 1997). Igre se sada mogu igrati bilo gdje i bilo kada, jer je tehnološki bogato okruženje prepuno prijenosnih računala, pametnih telefona, mobilnih i kućnih igraćih konzola, stolnih računala, kao i drugih digitalnih naprava.…”
Section: Uvodunclassified
See 1 more Smart Citation
“…Tehnološki napredak, nova hardverska rješenja i brža komunikacija omogućili su razradu i poboljšanje računalnih igara koje sada prožimaju živote mnogih generacija. Računalne i videoigre postale su nezaobilazne u životu djece i adolescenata i imaju važnu ulogu u kulturi mladih (Dorman, 1997). Igre se sada mogu igrati bilo gdje i bilo kada, jer je tehnološki bogato okruženje prepuno prijenosnih računala, pametnih telefona, mobilnih i kućnih igraćih konzola, stolnih računala, kao i drugih digitalnih naprava.…”
Section: Uvodunclassified
“…Technological development, new hardware solutions and faster communication enable continuous enhancement and improvement of computer games that eventually permeate the lives of many generations. Computer and video games have become an indispensable part of children's and adolescents' lives and play an important role in youth culture (Dorman, 1997). Games can now be played anywhere and anytime, as a technology-rich environment is overloaded with laptops, smartphones, mobile and home gaming consoles, desktop computers and other digital devices.…”
Section: Introductionmentioning
confidence: 99%
“…Video games have long been a popular entertainment medium for children and young adults (Dorman, 1997;Papastergiou, 2009b;Prensky, 2003). A 'video game' refers to "an electronic or computerized game played by manipulating images on a video display or television screen" (Beale, Kato, Marin-Bowling, Guthrie, & Cole, 2007, p. 264).…”
Section: Video Games and Educationmentioning
confidence: 99%
“…Medierna blir som mäktiga bästa vänner, vilka gör att ett riskfyllt beteende förefaller vara ett normalt beteende. Barn i förskoleåldern, som spelar våldsamma videospel, kan bli upprymda på ett liknande sätt, som när de tittar på TV-serier (Dorman, 1997). Sherry (2001) har vid en metaanalys rörande effekten av TV-spel (t.ex.…”
Section: Beteenden Moraliska Resonemang Mental Hälsaunclassified
“…Den förra upphetsningsteorin säger att det mest sannolika, när barn blir upphetsade, är att de kommer att bete sig på det sätt, som de senast observerat. Den senare, katharsisteorin, säger att genom att agera ut känslomässiga drifter, kan de aggressiva nivåerna minskas (Dorman, 1997). Upprepad exponering för medierat våld kan leda till ångest och rädsla hos barn men också till acceptans av våld, som lämpligt medel för att lösa konflikter (Anderson et al, 2002).…”
Section: Beteenden Moraliska Resonemang Mental Hälsaunclassified