No game, no gain : the effects of video games
As technology dominates modern lifestyles, video games have become a routine part of children and adolescents’ lives. Researchers have long debated over the nature of video game effects. Majority of past research on video games has focused on negative effects, specifically on the consequences of pla...
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sg-ntu-dr.10356-638982019-12-10T11:09:35Z No game, no gain : the effects of video games Chan, Sim Mun Poon, Charlene Oh, Priscilla Jing Shuang Michael David Gumert School of Humanities and Social Sciences DRNTU::Social sciences::Psychology As technology dominates modern lifestyles, video games have become a routine part of children and adolescents’ lives. Researchers have long debated over the nature of video game effects. Majority of past research on video games has focused on negative effects, specifically on the consequences of playing violent video games and the engagement in problematic gaming. Newer research links video games to positive effects in multiple domains - emotional, social, cognitive, physical, and therapeutic. This paper examines both the positive and negative effects that have been associated with video games. Some effects are linked to specific genres or types of video games more than others. The main relationships are summarized and the complexities of these effects are discussed at the end. Future directions suggest addressing the similarities between traditional play and video games. Bachelor of Arts 2015-05-20T02:27:03Z 2015-05-20T02:27:03Z 2015 2015 Final Year Project (FYP) http://hdl.handle.net/10356/63898 en Nanyang Technological University 72 p. application/pdf |
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DRNTU::Social sciences::Psychology Chan, Sim Mun Poon, Charlene Oh, Priscilla Jing Shuang No game, no gain : the effects of video games |
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As technology dominates modern lifestyles, video games have become a routine part of children and adolescents’ lives. Researchers have long debated over the nature of video game effects. Majority of past research on video games has focused on negative effects, specifically on the consequences of playing violent video games and the engagement in problematic gaming. Newer research links video games to positive effects in multiple domains - emotional, social, cognitive, physical, and therapeutic. This paper examines both the positive and negative effects that have been associated with video games. Some effects are linked to specific genres or types of video games more than others. The main relationships are summarized and the complexities of these effects are discussed at the end. Future directions suggest addressing the similarities between traditional play and video games. |
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Michael David Gumert |
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Michael David Gumert Chan, Sim Mun Poon, Charlene Oh, Priscilla Jing Shuang |
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Final Year Project |
author |
Chan, Sim Mun Poon, Charlene Oh, Priscilla Jing Shuang |
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Chan, Sim Mun |
title |
No game, no gain : the effects of video games |
title_short |
No game, no gain : the effects of video games |
title_full |
No game, no gain : the effects of video games |
title_fullStr |
No game, no gain : the effects of video games |
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No game, no gain : the effects of video games |
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no game, no gain : the effects of video games |
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2015 |
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http://hdl.handle.net/10356/63898 |
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1681036864337739776 |