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Cyberculture Video Gaming

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... efficacy of this approach. With the invasion of high tech movies, video games equipment, and personal gaming systems and already interested in the game advertised, while those that have another video game console might be enticed enough ("Atari, Inc."). Atari acquired the Handy, a portable color video gaming system, from Epyx Software, in 1989. They renamed the product teenage market that has either had prior experience with video-gaming, or those that are keen to find a game they can Gaming can inspire interest in related fields because of the basic structure of the video game. For example, designing ...



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Sources list for CYBERCULTURE VIDEO GAMING:

Goldstein, Jeffrey Ph.D. 2001. DOES PLAYING VIOLENT VIDEO GAMES CAUSE AGGRESSIVE BEHAVIOR? Playing by the Rules: The Cultural Policy Challenges of Video Games. Cultural Policy Center, University of Chicago. http://culturalpolicy.uchicago.edu/conf2001/pape
Video Games and Aggression

Video games `can help children'. (September 11, 2000). Retrieved March 18, 2002, from http://www.findarticles.com/cf_dls/m0WVI/2000_Sept_11/ 65277049/p1/article.jhtml?term=video+games+%2B+children Video games `can help children'. (September 11, 2000). Retrieved March 18, 2002, from http://www.findarticles.com/cf_dls/m0WVI/2000_Sept_11/ 65277049/p1/article.jhtml?term=video+games+%2B+children
Video Games and Child Development

Scott, D. (1995). The effect of video games on feelings of aggression. Journal of Psychology, 129, 121-132.
Video Games and Aggression

Robinson TN, Wilde ML, Navracruz LC, Haydel KF, Varady A. 2001. Effects of reducing children's television and video game use on aggressive behavior: a randomized controlled trial. Arch Pediatr Adolesc Med 2001;155:17
Video Games and Aggression

Silvern, S. B., & Williamson, P. A. (1987). The effects of video game play on young children's aggression, fantasy, and prosocial behavior. Journal of Applied Developmental Psychology, 8, 453-462.
Video Games and Aggression

 


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