Pitanje br. 13404
 
Pitanje: 
Utjecaj video igrica na djecu i mlade

Odgovor: 
Knjige:

  1. Bogost, Ian. Kako činiti stvari videoigrama. Zagreb : Multimedijalni institut : Autonomna tvornica kulture, 2014. - sign. 794 /BOG/ k    OP


Članci u časopisima:


  1. Medica Ružić, Ivana; Dumančić, Mario. Igrifikacija u odgoju i obrazovanju = Gamification in Education. // Informatologia. - 48 (2015), 3-4 ; str. 198-204

  2. Ružić-Baf, Maja; Radetić-Paić, Mirjana. Utjecaj računalnih igara na mlade i uporaba PEGI alata. // Život i škola. - 2 (2010), 24 ; str. 9-18

  3. Kovačević, Stjepan. Slobodno vrijeme i računalne igre // Školski vjesnik. - 56 (2007), 1/2 ; str. 49-63

  4. Muchacka, Božena. A value of the computer plays for development of a child’s personality // Informatologia. - 37 (2004), 2 ; str. 154-156

  5. Miliša, Zlatko; Milačić, Višnja. Uloga medija u kreiranju slobodnog vremena mladih // Riječki teološki časopis. - 18 (2010), 2(36) ; str. 571-589

  6. Bilić, Vesna; Gjukić, Damjan; Kirinić, Giovana. Mogući učinci igranja računalnih igrica i videoigara na djecu i adolescente. // Napredak. - 151 (2010), 2 ; str. 195-213


EBSCO Host (pristup u GISKO ili putem NSK Portala elektroničkih izvora):


  1. LeBlanc, A, Chaput, J, McFarlane, A, Colley, R, Thivel, D, Biddle, S, Maddison, R, Leatherdale, S, & Tremblay, M 2013, 'Active video games and health indicators in children and youth: a systematic review', Plos ONE, 8, 6, p. e65351, CAB Abstracts, EBSCOhost, viewed 20 November 2017.

  2. Kovess-Masfety, V, Keyes, K, Hamilton, A, Hanson, G, Bitfoi, A, Golitz, D, Koc, C, Kuijpers, R, Lesinskiene, S, Mihova, Z, Otten, R, Fermanian, C, & Pez, O 2016, 'Is time spent playing video games associated with mental health, cognitive and social skills in young children?', Social Psychiatry And Psychiatric Epidemiology, 51, 3, pp. 349-357, CAB Abstracts, EBSCOhost, viewed 20 November 2017.

  3. Gentile, D. A. (2011). The Multiple Dimensions of Video Game Effects. Child Development Perspectives, 5(2), 75-81. doi:10.1111/j.1750-8606.2011.00159.x

  4. Hastings, E. C., Karas, T. L., Winsler, A., Way, E., Madigan, A., & Tyler, S. (2009). Young Children's Video/Computer Game Use: Relations with School Performance and Behavior. Issues In Mental Health Nursing, 30(10), 638-649. doi:10.1080/01612840903050414

  5. Veenstra, B., van Geert, P. C., & van der Meulen, B. F. (2010). Computer versus human-based support: Effect on computer game performances in (in)effectively learning pre-schoolers. Educational & Child Psychology, 27(4), 56-72.

  6. Tsung-Yen, C., & Wei-Fan, C. (2009). Effect of Computer-Based Video Games on Children: An Experimental Study. Journal Of Educational Technology & Society, 12(2), 1-10.

  7. Blumberg, F. C., & Altschuler, E. (2011). From the Playroom to the Classroom: Children's Views of Video Game Play and Academic Learning. Child Development Perspectives, 5(2), 99-103. doi:10.1111/j.1750-8606.2011.00163.x

  8. Herald, B. (2013). Researchers See Video Games as Testing Tools. Education Week, 32(37), 14-15.

  9. Eichenbaum, Adam, Daphne Bavelier, and C. Shawn Green. "Video Games: Play That Can Do Serious Good." American Journal Of Play 7, no. 1 (September 1, 2014): 50-72. ERIC, EBSCOhost (accessed September 17, 2015).


Google Scolar:


  1. Beatriz Muros-Ruiz, Yolanda Aragón Carratero, Antonio Bustos Jiménez. Youth’s Usage of Leisure Time with Video Games and Social Networks (2013). // Comunicar - Media Education Research Journal.  E-ISSN: 1988-3293 / ISSN: 1134-3478

  2. J. Fromme: Computer games as a part of children's culture // Game studies. 3 (2003), 1 ; 1-23

  3. Jillian Winn , Carrie Heeter. Gaming, Gender, and Time: Who Makes Time to Play? // Sex Roles. July 2009, Volume 61, Issue 1, pp 1-13




 

UDK pojmovi: 
316.7 Sociologija kulture, Slobodno vrijeme

Predmetnice: 
Videoigre -- Socijalni aspekti, Videoigre -- Edukacijski aspekti