-
1
-
-
0010462026
-
-
Baltimore, MD: Johns Hopkins University Press
-
Aarseth, E. (1997) Cybertext. Baltimore, MD: Johns Hopkins University Press.
-
(1997)
Cybertext
-
-
Aarseth, E.1
-
2
-
-
0347184607
-
Computer game studies, year one
-
Aarseth, E. (2001) ‘Computer game studies, year one’, Game Studies, 1. Available online: http://www.gamestudies.org
-
(2001)
Game Studies
, vol.1
-
-
Aarseth, E.1
-
3
-
-
58849092629
-
Making connections: Young people and the Internet
-
J. Sefton-Green (ed.), London: UCL Press
-
Abbott, C. (1998) ‘Making connections: young people and the Internet’, in J. Sefton-Green (ed.), Digital Diversions: Youth Culture in the Age of Multimedia. London: UCL Press. pp. 84-105.
-
(1998)
Digital Diversions: Youth Culture in the Age of Multimedia
, pp. 84-105
-
-
Abbott, C.1
-
5
-
-
0007430524
-
Video game culture: Playing with masculinity, violence and pleasure
-
S. Howard (ed.), London: UCL Press
-
Alloway, N. and Gilbert, P. (1998) ‘Video game culture: playing with masculinity, violence and pleasure’, in S. Howard (ed.), Wired-up: Young People and Electronic Media. London: UCL Press. pp. 95-114.
-
(1998)
Wired-up: Young People and Electronic Media
, pp. 95-114
-
-
Alloway, N.1
Gilbert, P.2
-
7
-
-
0030516123
-
Gender-related differences in exposure to and use of computers: Results of a survey of secondary school students
-
Bannert, M. and Arbinger, P.R. (1996) ‘Gender-related differences in exposure to and use of computers: results of a survey of secondary school students’, European Journal of Psychology of Education, 11 (3): 269-82. doi:10.1007/BF03172940 http://dx.doi.org/10.1007/BF03172940
-
(1996)
European Journal of Psychology of Education
, vol.11
, Issue.3
, pp. 269-282
-
-
Bannert, M.1
Arbinger, P.R.2
-
10
-
-
0002009784
-
Arcade video games: Proxemic, cognitive and content analyses
-
Braun, C. and Giroux, J. (1989) ‘Arcade video games: proxemic, cognitive and content analyses’, Journal of Leisure Research, 21 (2): 92-105.
-
(1989)
Journal of Leisure Research
, vol.21
, Issue.2
, pp. 92-105
-
-
Braun, C.1
Giroux, J.2
-
14
-
-
33748648619
-
Connecting the family? "Edutainment" websites and learning in the home
-
Buckingham, D. and Scanlon, M. (2004) ‘Connecting the family? "Edutainment" websites and learning in the home’, Education, Communication and Information 4 (2/3): 271-91. doi:10.1080/1463631042000288282 http://dx.doi.org/10.1080/1463631042000288282
-
(2004)
Education, Communication and Information
, vol.4
, Issue.2-3
, pp. 271-291
-
-
Buckingham, D.1
Scanlon, M.2
-
16
-
-
0002895821
-
Selling the digital dream: Marketing educational technology to teachers and parents
-
A. Loveless and V. Ellis (eds), London: Routledge
-
Buckingham, D., Scanlon, M. and Sefton-Green, J. (2001) ‘Selling the digital dream: marketing educational technology to teachers and parents’, in A. Loveless and V. Ellis (eds), ICT, Pedagogy and the Curriculum: Subject to Change. London: Routledge. pp. 20-40.
-
(2001)
ICT, Pedagogy and the Curriculum: Subject to Change
, pp. 20-40
-
-
Buckingham, D.1
Scanlon, M.2
Sefton-Green, J.3
-
17
-
-
33750959672
-
-
in Press, Cambridge: Polity
-
Carr, D., Buckingham, D., Burn, A. and Schott, G. (in press) Computer Games: Text, Narrative and Play. Cambridge: Polity.
-
Computer Games: Text, Narrative and Play
-
-
Carr, D.1
Buckingham, D.2
Burn, A.3
Schott, G.4
-
18
-
-
0001694559
-
Chess for girls? Feminism and computer games
-
J. Cassell and H. Jenkins (eds), Cambridge, MA: MIT Press
-
Cassell, J. and Jenkins, H. (eds) (1998) ‘Chess for girls? Feminism and computer games’, in J. Cassell and H. Jenkins (eds), From Barbie to Mortal Kombat: Gender and Computer Games. Cambridge, MA: MIT Press. pp. 2-45.
-
(1998)
From Barbie to Mortal Kombat: Gender and Computer Games
, pp. 2-45
-
-
Cassell, J.1
Jenkins, H.2
-
20
-
-
84951007927
-
-
Center for Media Research (2004) Available online: http://www.centerformediaresearch.com/cfmr_brief.cfm?fnl=041027
-
(2004)
-
-
-
23
-
-
84951054774
-
Digital Divide
-
Colman, A. (2003) ‘Digital Divide’, Youth Studies Australia. Available online: http://www.highbeam.com/library/doc0.asp?docid=1G1:99817463
-
(2003)
Youth Studies Australia
-
-
Colman, A.1
-
24
-
-
84934473931
-
Video games and aggression in children
-
Cooper, J. and Mackie, D. (1986) ‘Video games and aggression in children’, Journal of Applied Social Psychology, 16 (8): 726-44. doi:10.1111/j.1559-1816.1986.tb01755.x http://dx.doi.org/10.1111/j.1559-1816.1986.tb01755.x
-
(1986)
Journal of Applied Social Psychology
, vol.16
, Issue.8
, pp. 726-744
-
-
Cooper, J.1
Mackie, D.2
-
27
-
-
33645325045
-
Moral kombat and computer game-girls
-
C. Bazalgette and D. Buckingham (eds), London: British Film Institute
-
Cunningham, H. (1995) ‘Moral kombat and computer game-girls’, in C. Bazalgette and D. Buckingham (eds), In Front of the Children: Screen Entertainment and Young Audiences. London: British Film Institute. pp. 188-200.
-
(1995)
In Front of the Children: Screen Entertainment and Young Audiences
, pp. 188-200
-
-
Cunningham, H.1
-
28
-
-
0004260692
-
-
Sydney: Australian Broadcasting Corporation/Office of Film and Literature Classification
-
Cupitt, M. and Stockbridge, S. (1996) Families and Electronic Entertainment. Sydney: Australian Broadcasting Corporation/Office of Film and Literature Classification.
-
(1996)
Families and Electronic Entertainment
-
-
Cupitt, M.1
Stockbridge, S.2
-
29
-
-
84951020631
-
-
London: DfES
-
Department for Education and Skills (DfES) (2003) ICT in Schools Survey. London: DfES.
-
(2003)
ICT in Schools Survey
-
-
-
30
-
-
61049205834
-
Childrens and parents’ discourses about computers in the home and school
-
Downes, T. (1999) ‘Children's and parents’ discourses about computers in the home and school’, Convergence, 5 (2): 104-11.
-
(1999)
Convergence
, vol.5
, Issue.2
, pp. 104-111
-
-
Downes, T.1
-
32
-
-
21844506247
-
Gender and computing: Persisting differences
-
Durndell, A., Glissov, P. and Siann, G. (1995) ‘Gender and computing: persisting differences’, Educational Research, 37 (3): 219-27. doi:10.1080/0013188950370301 http://dx.doi.org/10.1080/0013188950370301
-
(1995)
Educational Research
, vol.37
, Issue.3
, pp. 219-227
-
-
Durndell, A.1
Glissov, P.2
Siann, G.3
-
34
-
-
84951034260
-
-
Entertainment Software Association (2003) Available online: http://www.theesa.com
-
(2003)
-
-
-
35
-
-
84909012124
-
-
London: Routledge Falmer
-
Facer, K., Furlong, J., Furlong, R. and Sutherland, R. (2003) Screen Play: Children and Computing in the Home. London: Routledge Falmer. doi:10.4324/9780203380772 http://dx.doi.org/10.4324/9780203380772
-
(2003)
Screen Play: Children and Computing in the Home
-
-
Facer, K.1
Furlong, J.2
Furlong, R.3
Sutherland, R.4
-
38
-
-
0030526142
-
Playing violent video and computer games and adolescent self-concept
-
Funk, J. and Buchman, D. (1996) ‘Playing violent video and computer games and adolescent self-concept’, Journal of Communication, 46 (1): 19-32. doi:10.1111/j.1460-2466.1996.tb01472.x http://dx.doi.org/10.1111/j.1460-2466.1996.tb01472.x
-
(1996)
Journal of Communication
, vol.46
, Issue.1
, pp. 19-32
-
-
Funk, J.1
Buchman, D.2
-
39
-
-
0000371697
-
Children and electronic games in the United States
-
Funk, J., Germann, J. and Buchman, D. (1997) ‘Children and electronic games in the United States’, Trends in Communication, 2:111-26.
-
(1997)
Trends in Communication
, vol.2
, pp. 111-126
-
-
Funk, J.1
Germann, J.2
Buchman, D.3
-
40
-
-
21344493768
-
Mediated messages: Gender, class and cosmos in home video games
-
Gailey, C.W. (1993) ‘Mediated messages: gender, class and cosmos in home video games’, Journal of Popular Culture, 27 (1): 81-97. doi:10.1111/j.0022-3840.1993.845217931.x http://dx.doi.org/10.1111/j.0022-3840.1993.845217931.x
-
(1993)
Journal of Popular Culture
, vol.27
, Issue.1
, pp. 81-97
-
-
Gailey, C.W.1
-
44
-
-
0000415093
-
Effects of playing violent versus nonviolent video games on the aggressive ideation of aggressive and nonaggressive children
-
Graybill, D., Strawniak, M., Hunter, T. and O’Leary, M. (1985) ‘Effects of playing violent versus nonviolent video games on the aggressive ideation of aggressive and nonaggressive children’, Child Study Journal, 15 (3): 199-205.
-
(1985)
Child Study Journal
, vol.15
, Issue.3
, pp. 199-205
-
-
Graybill, D.1
Strawniak, M.2
Hunter, T.3
O’Leary, M.4
-
45
-
-
0001913608
-
Effects of playing versus observing violent versus nonviolent video games on childrens aggression
-
Graybill, D. Strawniak, M., Hunter, T. and O’Leary, M. (1987) ‘Effects of playing versus observing violent versus nonviolent video games on children's aggression’, Psychology, 24 (3): 1-8.
-
(1987)
Psychology
, vol.24
, Issue.3
, pp. 1-8
-
-
Graybill, D.1
Strawniak, M.2
Hunter, T.3
O’Leary, M.4
-
48
-
-
84951151312
-
Computer games: Harmless or addictive?
-
Griffiths, M. (1994) ‘Computer games: harmless or addictive?', Education and Health, 12 (2): 28-30.
-
(1994)
Education and Health
, vol.12
, Issue.2
, pp. 28-30
-
-
Griffiths, M.1
-
49
-
-
0003114314
-
Computer game playing in children and adolescents: A review of the literature
-
T. Gill (ed.), London: National Children's Bureau
-
Griffiths, M. (1996) ‘Computer game playing in children and adolescents: a review of the literature’, in T. Gill (ed.), Electronic Children: How Children Are Responding to the Information Revolution. London: National Children's Bureau.
-
(1996)
Electronic Children: How Children Are Responding to the Information Revolution
-
-
Griffiths, M.1
-
55
-
-
84963198195
-
"x logic": Repositioning Nintendo in childrens lives
-
Jenkins, H. (1993) '"x logic": repositioning Nintendo in children's lives’, Quarterly Review of Film and Video, 14 (4): 55-70. doi:10.1080/10509209309361416 http://dx.doi.org/10.1080/10509209309361416
-
(1993)
Quarterly Review of Film and Video
, vol.14
, Issue.4
, pp. 55-70
-
-
Jenkins, H.1
-
56
-
-
0000938419
-
"Complete freedom of movement": Video games as gendered play spaces
-
J. Cassell and H. Jenkins (eds), Cambridge, MA: MIT Press
-
Jenkins, H. (1998) '"Complete freedom of movement": video games as gendered play spaces’, in J. Cassell and H. Jenkins (eds), From Barbie to Mortal Kombat: Gender and Computer Games. Cambridge, MA: MIT Press. pp. 262-97.
-
(1998)
From Barbie to Mortal Kombat: Gender and Computer Games
, pp. 262-297
-
-
Jenkins, H.1
-
58
-
-
3042652452
-
Video game designs by girls and boys: Variability and consistency of gender differences
-
J. Cassell and H. Jenkins (eds), Cambridge, MA: MIT Press
-
Kafai, Y.B. (1998) ‘Video game designs by girls and boys: variability and consistency of gender differences’, in J. Cassell and H. Jenkins (eds), From Barbie to Mortal Kombat: Gender and Computer Games. Cambridge, MA: MIT Press. pp. 90-114.
-
(1998)
From Barbie to Mortal Kombat: Gender and Computer Games
, pp. 90-114
-
-
Kafai, Y.B.1
-
59
-
-
0005519331
-
The rights of kids in the digital age
-
Katz, J. (1996) ‘The rights of kids in the digital age’, Wired, 4.07: 120-3, 166-70.
-
(1996)
Wired
, vol.4
, Issue.7
-
-
Katz, J.1
-
60
-
-
0021794234
-
Personality, psychopathology and developmental issues in male adolescent game use
-
Kestenbaum, G. and Weinstein, L. (1984) ‘Personality, psychopathology and developmental issues in male adolescent game use’, Journal of the American Academy of Child Psychiatry, 24 (3): 329-37. doi:10.1016/S0002-7138(09)61094-3 http://dx.doi.org/10.1016/S0002-7138%2809%2961094-3
-
(1984)
Journal of the American Academy of Child Psychiatry
, vol.24
, Issue.3
, pp. 329-337
-
-
Kestenbaum, G.1
Weinstein, L.2
-
63
-
-
0001133950
-
The bite of Pac-Man
-
Klein, M. (1984) ‘The bite of Pac-Man’, Journal of Psychohistory, 2 (3): 395-401.
-
(1984)
Journal of Psychohistory
, vol.2
, Issue.3
, pp. 395-401
-
-
Klein, M.1
-
65
-
-
84965736352
-
The use and experience of the new video media among children and young adolescents
-
Kubey, R. and Larson, R. (1990) ‘The use and experience of the new video media among children and young adolescents’, Communication Research, 17(1): 107-30. doi:10.1177/009365090017001006 http://dx.doi.org/10.1177/009365090017001006
-
(1990)
Communication Research
, vol.17
, Issue.1
, pp. 107-130
-
-
Kubey, R.1
Larson, R.2
-
67
-
-
0003919831
-
-
Report of the Research Project ‘Children, Young People and the Changing Media Environment’. London: London School of Economics and Political Science
-
Livingstone, S. and Bovill, M. (1999) Young People, New Media. Report of the Research Project ‘Children, Young People and the Changing Media Environment’. London: London School of Economics and Political Science. Available online: http://psych.lse.ac.uk/young_people
-
(1999)
Young People, New Media
-
-
Livingstone, S.1
Bovill, M.2
-
69
-
-
0011019110
-
Teenagers in cyberspace: Language use and language change in Internet chatrooms
-
Merchant, G. (2001) ‘Teenagers in cyberspace: language use and language change in Internet chatrooms’, Journal of Research in Reading, 24 (3): 293-306. doi:10.1111/1467-9817.00150 http://dx.doi.org/10.1111/1467-9817.00150
-
(2001)
Journal of Research in Reading
, vol.24
, Issue.3
, pp. 293-306
-
-
Merchant, G.1
-
70
-
-
0007204223
-
Fun and games are serious business
-
J. Sefton-Green (ed.), London: UCL Press
-
Nixon, H. (1998) ‘Fun and games are serious business’, in J. Sefton-Green (ed.), Digital Diversions: Youth Culture in the Age of Multimedia. London: UCL Press. pp. 21-42.
-
(1998)
Digital Diversions: Youth Culture in the Age of Multimedia
, pp. 21-42
-
-
Nixon, H.1
-
71
-
-
61049192338
-
Blue group boys play Incredible Machine, girls play hopscotch: Social discourse and gendered play at the computer
-
J. Sefton-Green (ed.), London: UCL Press
-
Orr Vered, K. (1998) ‘Blue group boys play Incredible Machine, girls play hopscotch: social discourse and gendered play at the computer’, in J. Sefton-Green (ed.), Digital Diversions: Youth Culture in the Age of Multimedia. London: UCL Press. pp. 43-61.
-
(1998)
Digital Diversions: Youth Culture in the Age of Multimedia
, pp. 43-61
-
-
Orr Vered, K.1
-
72
-
-
10044277390
-
The dark side of cyberspace: Internet content regulation and child protection
-
Oswell, D. (1999) ‘The dark side of cyberspace: Internet content regulation and child protection’, Convergence, 5 (2): 42-62.
-
(1999)
Convergence
, vol.5
, Issue.2
, pp. 42-62
-
-
Oswell, D.1
-
73
-
-
84926271998
-
Adolescents and video games: Consumption of leisure and the social construction of the peer group
-
Panelas, T. (1983) ‘Adolescents and video games: consumption of leisure and the social construction of the peer group’, Youth and Society, 15 (1): 51-65. doi:10.1177/0044118X83015001004 http://dx.doi.org/10.1177/0044118X83015001004
-
(1983)
Youth and Society
, vol.15
, Issue.1
, pp. 51-65
-
-
Panelas, T.1
-
78
-
-
0004063980
-
-
Chapel Hill, NC: University of North Carolina Press
-
Radway, J. (1984) Reading the Romance. Chapel Hill, NC: University of North Carolina Press.
-
(1984)
Reading the Romance
-
-
Radway, J.1
-
81
-
-
84950993396
-
Adolescent diary weblogs and the unseen audience
-
in Press
-
Scheidt, L. (in press) ‘Adolescent diary weblogs and the unseen audience’, Education, Communication, Information, 5 (1).
-
Education, Communication, Information
, vol.5
, Issue.1
-
-
Scheidt, L.1
-
84
-
-
34547411090
-
Girl gamers and their relationship with the gaming culture
-
Schott, G. and Horrell, K. (2000) ‘Girl gamers and their relationship with the gaming culture’, Convergence, 6 (4): 36-53. doi:10.1177/135485650000600404 http://dx.doi.org/10.1177/135485650000600404
-
(2000)
Convergence
, vol.6
, Issue.4
, pp. 36-53
-
-
Schott, G.1
Horrell, K.2
-
85
-
-
84992797050
-
Playing the game: The critical study of computer games
-
Sefton-Green, J. (1999) ‘Playing the game: the critical study of computer games’, Convergence, 5(2): 114-20.
-
(1999)
Convergence
, vol.5
, Issue.2
, pp. 114-120
-
-
Sefton-Green, J.1
-
87
-
-
0001831491
-
Digital visions: Childrens "creative" uses of multimedia technologies
-
Sefton-Green, J. and Buckingham, D. (1996) ‘Digital visions: children's "creative" uses of multimedia technologies’, Convergence, 2 (2): 47-79. doi:10.1177/135485659600200207 http://dx.doi.org/10.1177/135485659600200207
-
(1996)
Convergence
, vol.2
, Issue.2
, pp. 47-79
-
-
Sefton-Green, J.1
Buckingham, D.2
-
88
-
-
0035402241
-
The effects of violent video games on aggression: A meta-analysis
-
Sherry, J.L. (2001) ‘The effects of violent video games on aggression: a meta-analysis’, Human Communication Research, 27 (3): 409-31.
-
(2001)
Human Communication Research
, vol.27
, Issue.3
, pp. 409-431
-
-
Sherry, J.L.1
-
89
-
-
84911137620
-
Video games: Serious fun
-
Shuker, R. (1996) ‘Video games: serious fun’, Continuum, 9 (2): 125-45. doi:10.1080/10304319609365712 http://dx.doi.org/10.1080/10304319609365712
-
(1996)
Continuum
, vol.9
, Issue.2
, pp. 125-145
-
-
Shuker, R.1
-
91
-
-
0011553079
-
Hellivision: An analysis of video games
-
C. MacCabe (ed.), Manchester: Manchester University Press
-
Skirrow, G. (1986) ‘Hellivision: an analysis of video games’, in C. MacCabe (ed.), High Theory/Low Culture. Manchester: Manchester University Press. pp. 115-42.
-
(1986)
High Theory/Low Culture
, pp. 115-142
-
-
Skirrow, G.1
-
92
-
-
84911126857
-
Children, computers and life online: Education in a cyber-world
-
I. Snyder (ed.), London: Routledge
-
Smith, R. and Curtin, P. (1998) ‘Children, computers and life online: education in a cyber-world’, in I. Snyder (ed.), Page to Screen: Taking Literacy into the Electronic Era. London: Routledge. pp. 211-33. doi:10.4324/9780203201220_chapter_10 http://dx.doi.org/10.4324/9780203201220_chapter_10
-
(1998)
Page to Screen: Taking Literacy into the Electronic Era
, pp. 211-233
-
-
Smith, R.1
Curtin, P.2
-
94
-
-
0003930559
-
-
Chicago: Chicago University Press
-
Spigel, L. (1992) Make Room for TV. Chicago: Chicago University Press.
-
(1992)
Make Room for TV
-
-
Spigel, L.1
-
95
-
-
21144478649
-
Just gaming: Allegory and economy in computer games
-
Stallybrass, J. (1992) ‘Just gaming: allegory and economy in computer games’, New Left Review, 198: 83-106.
-
(1992)
New Left Review
, vol.198
, pp. 83-106
-
-
Stallybrass, J.1
-
96
-
-
84951173282
-
-
Accessed November 2004
-
Statistics Lamda (2004) Available online: http://www.statscan.com Accessed November 2004.
-
(2004)
-
-
-
97
-
-
0002068925
-
Adolescent girls expression on WWW home pages: Spirited, sombre and self-conscious sites
-
Stern, S. (1999) ‘Adolescent girls’ expression on WWW home pages: spirited, sombre and self-conscious sites’, Convergence, 5 (2): 22-41.
-
(1999)
Convergence
, vol.5
, Issue.2
, pp. 22-41
-
-
Stern, S.1
-
98
-
-
33748769631
-
Expression of identity online: Prominent features and gender differences in adolescents WWW home pages
-
Stern, S. (2004) ‘Expression of identity online: prominent features and gender differences in adolescents’ WWW home pages’, Journal of Broadcasting and Electronic Media 48 (2).
-
(2004)
Journal of Broadcasting and Electronic Media
, vol.48
, Issue.2
-
-
Stern, S.1
-
100
-
-
0007066440
-
Computer games for girls: What makes them play?
-
J. Cassell and H. Jenkins (eds), Cambridge, MA: MIT Press
-
Subrahmanyam, K. and Greenfield, P.M. (1998) ‘Computer games for girls: what makes them play?', in J. Cassell and H. Jenkins (eds), From Barbie to Mortal Kombat: Gender and Computer Games. Cambridge, MA: MIT Press. pp. 46-71.
-
(1998)
From Barbie to Mortal Kombat: Gender and Computer Games
, pp. 46-71
-
-
Subrahmanyam, K.1
Greenfield, P.M.2
-
104
-
-
0013204566
-
An American Otaku (or, a boys virtual life on the Net)
-
J. Sefton-Green (ed.), London: UCL Press
-
Tobin, J. (1998) ‘An American Otaku (or, a boy's virtual life on the Net)', in J. Sefton-Green (ed.), Digital Diversions: Youth Culture in the Age of Multimedia. London: UCL Press. pp. 106-27.
-
(1998)
Digital Diversions: Youth Culture in the Age of Multimedia
, pp. 106-127
-
-
Tobin, J.1
-
108
-
-
84951120887
-
-
Papers and proceedings of a symposium at the Harvard Graduate School of Education, Cambridge, MA: Monroe C. Gutman Library and Harvard Graduate School of Education
-
Video Games and Human Behavior: A Research Agenda for the 80s (1983) Papers and proceedings of a symposium at the Harvard Graduate School of Education. Cambridge, MA: Monroe C. Gutman Library and Harvard Graduate School of Education.
-
(1983)
Video Games and Human Behavior: A Research Agenda for the 80s
-
-
-
112
-
-
0023178134
-
Personality factors, subject gender and the effects of aggressive video games on aggression in adolescence
-
Winkel, M., Novak, D.M. and Hopson, H. (1987) ‘Personality factors, subject gender and the effects of aggressive video games on aggression in adolescence’, Journal of Research in Personality, 21: 211-23. doi:10.1016/0092-6566(87)90008-0 http://dx.doi.org/10.1016/0092-6566%2887%2990008-0
-
(1987)
Journal of Research in Personality
, vol.21
, pp. 211-223
-
-
Winkel, M.1
Novak, D.M.2
Hopson, H.3
|