The Effects of New Communication Technologies on Teenagers: the Case Study of Computer Games - Erisela Marko - Grāmatas - LAP LAMBERT Academic Publishing - 9783844390865 - 2011. gada 25. maijs
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The Effects of New Communication Technologies on Teenagers: the Case Study of Computer Games

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Paredzamā piegāde . gada 29. okt. - . gada 6. nov.
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This study investigates the effects of computer games on teenagers in Famagusta, Turkish Republic of North Cyprus. Most games are inspired from other media as books, TV, films, etc. For this kind of media entertainment, the term ?passive entertainment' is used. However, computer games and video games are considered as ?interactive entertainment'. Computer games are interactive because they make people to feel that they are inside the story. 400 teenagers, 200 boys and 200 girls participated in this research from four different schools in Famagusta, Turkish Republic of North Cyprus. Two of the schools are high schools and two others are secondary schools. Each participant completed a questionnaire with 35 closed-ended questions. The data were collected and analyzed by using SPSS 10.00 program. Using the data gathered with the questionnaire, whether playing computer games affects the children's school performance; whether decreases their participation on social activities; whether evokes aggressive behavior; and whether causes the feeling of loneliness is discussed.

Mediji Grāmatas     Paperback Book   (Grāmata ar mīksto vāku un līmēto muguru)
Izlaists 2011. gada 25. maijs
ISBN13 9783844390865
Izdevēji LAP LAMBERT Academic Publishing
Lapas 132
Izmēri 150 × 8 × 226 mm   ·   215 g
Valoda Vācu