Video Games Bibliography

Prepared by Shanly Dixon. Last updated: 2003

Bosworth, K., Espelage, D., DuBay, T., Dahlberg, L. L., & Daytner, G. (1996). Using multimedia to teach conflict-resolution skills to young adolescents. American Journal of Preventive Medicine, 12, 65-74.

Chambers, J. H., & Ascione, F. R. (1987). The effects of prosocial and aggressive videogames on children’s donating and helping. Journal of Genetic Psychology, 148, 499-505.

Collis, B. A. (1985). Sex-related differences in attitudes toward computers: Implications for counselors. School Counselor, 33, 120-130.

Colwell, J., Grady, C., & Rhaiti, S. (1995). Computer games, self-esteem and gratification of needs in adolescents. Journal of Community and Applied social Psychology, 5, 195-206.

Creasey, G. L., & Myers, B. J. (1986). Video games and children: Effects on leisure activities, schoolwork, and peer involvement. Merrill-Palmer Quarterly, 32, 251-262.

Dietz, T. L. (1998). An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior. Sex Roles, 38, 425-442.

Dill, K. E. (1999). Violent video game and trait aggression effects on aggressive behavior, thoughts, and feelings, delinquency, and world. Dissertation Abstracts International: Section B: The Sciences and Engineering, 59(7-B), 3769.

Dominick, J. R. (1984). Videogames, television violence, and aggression in teenagers. Journal of Communication, 34, 136-147.

Eames, C. E. (1997). Is Mr. Pac Man eating our children? A review of the effect of video games on children. Canadian Journal of Psychiatry, 42, 409-414.

Fling, S., Smith, L., Rodriguez, T., & Thornton, D. (1992). Videogames, aggression, and self-esteem: A survey. Social Behavior and Personality, 20, 39-45.

Funk, J. B., & Buchman, D. D. (1996). Children’s perceptions of gender differences in social approval for playing electronic games. Sex Roles, 35, 219-232.

Funk, J. B., Buchman, D. D., & Germann, J. N. (2000). Preference for violent electronic games, self-concept and gender differences in young children. American Journal of Orthopsychiatry, 70, 233-241.

Funk, J. B., Flores, G., Buchman, D. D., & Germann, J. N. (1999). Rating electronic games: Violence is in the eye of the beholder. Youth and Society, 30, 283-312.

Funk, J., Hagan, J., & Schimming, J. (1999). Children and electronic games: A comparison of parents’ and childrens’ perceptions of childrens’ habits and preferences in a United States sample. Psychological Reports, 85, 883-888.

Greenfield, P.M. (1984) Mind and media. The effects of television, video games and computers. Aylesbury: Fontana.

Green, B., Reid, J-A, Bigum, C. (1998) Teaching the Nintendo generation? Children, computer culture and popular technologies. In S. Howard (ed.), Wired-up: Young people and the electronic media (pp. 19-42). London: UCL Press.

Griffiths, M. (1997). Computer game playing in early adolescence. Youth and Society, 29(2), 223-237.

McNamee, S. (1999). Computer and video games: special objects or everyday artefacts in children’s worlds? Paper presented to the 4th Conference of Sociology, 18-21 August 1999, Amsterdam.

Rushkoff, D. (1997). Children of chaos: Surviving the end of the world as we know it. London: Harpers Collins Publishers.

X (1993). Mediated messages: gender, class and cosmos in home videogames. Journal of Popular Culture, 27(1), 81-97.

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