Below are links to selected bibliographies relevant to Digital Girls. Some have been developed by members of our team and some are bibliographies created by others that we find helpful.
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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