Clinical Pediatrics · 1993 · 197 citations · 10 references
Social SciencesBehavioral SciencesEducational PsychologyAdolescent HealthAudience StudiesPlay-based LearningGame PlayingGaming CulturePlay BehaviorVideo Game CultureVideo Game StudiesGame PlayGameplay ExperienceGaming ConsumptionMiddle-class CulturePlay Preferences
The evolution of the video game phenomenon is reviewed and contemporary data are presented. A survey assessing frequency and location of play and game preference was completed by 357 seventh- and eighth-grade students. In this middle-class sample, about two thirds of girls played video games at least one to two hours per week at home, but only 20% played in arcades. About 90% of boys played in the home and about 50% in arcades. Approximately half of preferred games were from one of two categories of violent games, while 2% of preferred games were educational. Parent education about the influence of the media should include recommendations to monitor game playing and influence game selection.
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ELECTROCLINICAL STUDY OF VIDEO‐GAME EPILEPSY
Yasufumi Maeda, Toru Kurokawa, Kanji Sakamoto et al. · Developmental Medicine & Child Neurology · 1990 · 63 citations
Medicine, Neurology, Pediatrics +11