Skip to main content
Top
Gepubliceerd in: Journal of Youth and Adolescence 2/2008

01-02-2008 | Original Paper

Violent Video Games as Exemplary Teachers: A Conceptual Analysis

Auteurs: Douglas A. Gentile, J. Ronald Gentile

Gepubliceerd in: Journal of Youth and Adolescence | Uitgave 2/2008

Log in om toegang te krijgen
share
DELEN

Deel dit onderdeel of sectie (kopieer de link)

  • Optie A:
    Klik op de rechtermuisknop op de link en selecteer de optie “linkadres kopiëren”
  • Optie B:
    Deel de link per e-mail

Abstract

This article presents conceptual and empirical analyses of several of the “best practices” of learning and instruction, and demonstrates how violent video games use them effectively to motivate learners to persevere in acquiring and mastering a number of skills, to navigate through complex problems and changing environments, and to experiment with different identities until success is achieved. These educational principles allow for the generation of several testable hypotheses, two of which are tested with samples of 430 elementary school children (mean age 10 years), 607 young adolescents (mean age 14 years), and 1,441 older adolescents (mean age 19 years). Participants were surveyed about their video game habits and their aggressive cognitions and behaviors. The first hypothesis is based on the principle that curricula that teach the same underlying concepts across contexts should have the highest transfer. Therefore, students who play multiple violent video games should be more likely to learn aggressive cognitions and behaviors than those who play fewer. The second hypothesis is based on the principle that long-term learning is improved the more practice is distributed across time. Therefore, students who play violent video games more frequently across time should be more likely to learn aggressive cognitions and behaviors than those who play the same types of games for equivalent amounts of time but less frequently. Both hypotheses were supported. We conclude by describing what educators can learn from the successful instructional and curriculum design features of video games.
Voetnoten
1
A “first-person-shooter” game is one in which the action is seen from the point of view of the main character. Usually the player sees as if he/she was “in” the game, so when you hold a gun in front of you, you see the barrel of the weapon and sometimes the hand holding it. The “shooter” part of the definition is self-evident. This type of game can be distinguished from other violent games in which the action is seen from a distance (a third-person perspective). First-person-shooters have become so popular, they are now known by that title as a distinct genre of game.
 
2
Because coding minority status in a dichotomous manner is not ideal, the analyses were also run without controlling for race. The overall pattern of results does not change if one does not control for race, and sometimes becomes stronger.
 
Literatuur
go back to reference Anderson, J. R. (1983). The architecture of cognition. Cambridge, MA: Harvard University Press. Anderson, J. R. (1983). The architecture of cognition. Cambridge, MA: Harvard University Press.
go back to reference Anderson, C. A. (2004). An update on the effects of violent video games. Journal of Adolescence, 27, 113–122.PubMedCrossRef Anderson, C. A. (2004). An update on the effects of violent video games. Journal of Adolescence, 27, 113–122.PubMedCrossRef
go back to reference Anderson, C. A., Berkowitz, L., Donnerstein, E., Huesmann, R.L., Johnson, J., Linz, D., Malamuth, N., & Wartella, E. (2003). The influence of media violence on youth. Psychological Science in the Public Interest, 4, 81–110.CrossRef Anderson, C. A., Berkowitz, L., Donnerstein, E., Huesmann, R.L., Johnson, J., Linz, D., Malamuth, N., & Wartella, E. (2003). The influence of media violence on youth. Psychological Science in the Public Interest, 4, 81–110.CrossRef
go back to reference Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 353–359.PubMedCrossRef Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 353–359.PubMedCrossRef
go back to reference Anderson, C., & Dill, K. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78, 772–790.PubMedCrossRef Anderson, C., & Dill, K. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78, 772–790.PubMedCrossRef
go back to reference Anderson, C. A., Gentile, D. A., & Buckley, K. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. New York: Oxford University Press. Anderson, C. A., Gentile, D. A., & Buckley, K. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. New York: Oxford University Press.
go back to reference Anderson, C. A., & Huesmann, L. R. (2003). Human aggression: A social-cognitive view. In M. A. Hogg & J. Cooper (Eds.), Handbook of social psychology (pp. 296–323). London: Sage Publications. Anderson, C. A., & Huesmann, L. R. (2003). Human aggression: A social-cognitive view. In M. A. Hogg & J. Cooper (Eds.), Handbook of social psychology (pp. 296–323). London: Sage Publications.
go back to reference Baccus, J. R., Baldwin, M. W., & Packer, D. J. (2004). Increasing implicit self-esteem through classical conditioning. Psychological Science, 15, 498–502.PubMedCrossRef Baccus, J. R., Baldwin, M. W., & Packer, D. J. (2004). Increasing implicit self-esteem through classical conditioning. Psychological Science, 15, 498–502.PubMedCrossRef
go back to reference Bahrick, H. P. (1984). Semantic memory content in permastore: Fifty years of memory for Spanish learned in school. Journal of Experimental Psychology: General, 113, 1–29.CrossRef Bahrick, H. P. (1984). Semantic memory content in permastore: Fifty years of memory for Spanish learned in school. Journal of Experimental Psychology: General, 113, 1–29.CrossRef
go back to reference Ballard, M. E., & Weist, J. R. (1996). Mortal Kombat: The effects of violent video game play on males’ hostility and cardiovascular responding. Journal of Applied Social Psychology, 26, 717–730.CrossRef Ballard, M. E., & Weist, J. R. (1996). Mortal Kombat: The effects of violent video game play on males’ hostility and cardiovascular responding. Journal of Applied Social Psychology, 26, 717–730.CrossRef
go back to reference Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavior change. Psychological Review, 84, 191–215.PubMedCrossRef Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavior change. Psychological Review, 84, 191–215.PubMedCrossRef
go back to reference Bandura, A. (1986). Foundations of thought and action: A social cognitive theory. Englewood Cliffs, NJ: Prentice-Hall. Bandura, A. (1986). Foundations of thought and action: A social cognitive theory. Englewood Cliffs, NJ: Prentice-Hall.
go back to reference Bartholow, B. D., Bushman, B. J., & Sestir, M. A. (2006). Chronic violent video game exposure and desensitization to violence: Behavioral and event-related brain potential data. Journal of Experimental Social Psychology, 42, 532–539.CrossRef Bartholow, B. D., Bushman, B. J., & Sestir, M. A. (2006). Chronic violent video game exposure and desensitization to violence: Behavioral and event-related brain potential data. Journal of Experimental Social Psychology, 42, 532–539.CrossRef
go back to reference Berkey, C. S., Rockett, H. R. H., Field, A. E., Gillman, M. W., Frazier, A. L., Camargo, C. A., & Colditz, G. A. (2000). Activity, dietary intake, and weight changes in a longitudinal study of preadolescent and adolescent boys and girls. Pediatrics, 105, 9 pp. Berkey, C. S., Rockett, H. R. H., Field, A. E., Gillman, M. W., Frazier, A. L., Camargo, C. A., & Colditz, G. A. (2000). Activity, dietary intake, and weight changes in a longitudinal study of preadolescent and adolescent boys and girls. Pediatrics, 105, 9 pp.
go back to reference Bloom, B. S. (1986). Automaticity: The hands and feet of genius. Educational Leadership, 43(5), 70–77. Bloom, B. S. (1986). Automaticity: The hands and feet of genius. Educational Leadership, 43(5), 70–77.
go back to reference Bransford, J. D., Brown, A. L, & Cocking, R. R. (Eds.) (1999). How people learn: Brain, mind, experience, and school. Washington, DC: National Academy Press. Bransford, J. D., Brown, A. L, & Cocking, R. R. (Eds.) (1999). How people learn: Brain, mind, experience, and school. Washington, DC: National Academy Press.
go back to reference Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 18, 32–42. Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 18, 32–42.
go back to reference Bruner, J. (1960). The process of education. New York: Vintage. Bruner, J. (1960). The process of education. New York: Vintage.
go back to reference Bryant, J., & Vorderer, P. (2006). Playing video games: Motives, responses, and consequences. Mahwah, NJ: Lawrence Erlbaum and Associates. Bryant, J., & Vorderer, P. (2006). Playing video games: Motives, responses, and consequences. Mahwah, NJ: Lawrence Erlbaum and Associates.
go back to reference Buss, A. H., & Perry, M. P. (1992). The aggression questionnaire. Journal of Personality and Social Psychology, 63, 452–459.PubMedCrossRef Buss, A. H., & Perry, M. P. (1992). The aggression questionnaire. Journal of Personality and Social Psychology, 63, 452–459.PubMedCrossRef
go back to reference Carnagey, N. L., & Anderson, C. A. (2003). Theory in the study of media violence: The General Aggression Model. In D. Gentile (Ed.), Media violence and children (pp. 87–106). Westport, CT: Praeger. Carnagey, N. L., & Anderson, C. A. (2003). Theory in the study of media violence: The General Aggression Model. In D. Gentile (Ed.), Media violence and children (pp. 87–106). Westport, CT: Praeger.
go back to reference Carnagey, N. L., Anderson, C.A., & Bushman, B. J. (2007). The effect of video game violence on physiological desensitization to real-life violence. Journal of Experimental Social Psychology, 43, 489–496.CrossRef Carnagey, N. L., Anderson, C.A., & Bushman, B. J. (2007). The effect of video game violence on physiological desensitization to real-life violence. Journal of Experimental Social Psychology, 43, 489–496.CrossRef
go back to reference Carroll, J. B. (1963). A model of school learning. Teachers College Record, 64, 723–733. Carroll, J. B. (1963). A model of school learning. Teachers College Record, 64, 723–733.
go back to reference Carroll, J. B. (1989). The Carroll model: A 25-year retrospective and prospective view. Educational Researcher, 8(1), 26–31. Carroll, J. B. (1989). The Carroll model: A 25-year retrospective and prospective view. Educational Researcher, 8(1), 26–31.
go back to reference Chase, W. G., & Simon, H. A. (1973). Perception in chess. Cognitive Psychology, 4, 55–81.CrossRef Chase, W. G., & Simon, H. A. (1973). Perception in chess. Cognitive Psychology, 4, 55–81.CrossRef
go back to reference Chi, M. T. H., Glaser, R., & Rees, E. (1982). Expertise in problem solving. In R. J. Sternberg, (Ed.), Advances in the psychology of human intelligence (Vol. 1), (pp. 7–75). Hillsdale, NJ: Erlbaum Associates. Chi, M. T. H., Glaser, R., & Rees, E. (1982). Expertise in problem solving. In R. J. Sternberg, (Ed.), Advances in the psychology of human intelligence (Vol. 1), (pp. 7–75). Hillsdale, NJ: Erlbaum Associates.
go back to reference Children Now (2001). Fair play? Violence, gender and race in video games. Los Angeles, CA: Children Now. Children Now (2001). Fair play? Violence, gender and race in video games. Los Angeles, CA: Children Now.
go back to reference Christenson, P. G., & Roberts, D. F. (1998). It’s not only rock & roll: Popular music in the lives of adolescents. Cresskill, NJ: Hampton Press. Christenson, P. G., & Roberts, D. F. (1998). It’s not only rock & roll: Popular music in the lives of adolescents. Cresskill, NJ: Hampton Press.
go back to reference Cook, W. W., & Medley, D. M. (1954). Proposed hostility and parisaic-virtue scales for the MMPI. Journal of Applied Psychology, 38(6), 414–418.CrossRef Cook, W. W., & Medley, D. M. (1954). Proposed hostility and parisaic-virtue scales for the MMPI. Journal of Applied Psychology, 38(6), 414–418.CrossRef
go back to reference Crick, N. R. (1995). Relational aggression: The role of intent attributions, feelings of distress, and provocation type. Development and Psychopathology, 7, 313–322.CrossRef Crick, N. R. (1995). Relational aggression: The role of intent attributions, feelings of distress, and provocation type. Development and Psychopathology, 7, 313–322.CrossRef
go back to reference Crick, N., & Grotpeter, J. (1995). Relational aggression, gender, and social-psychological adjustment. Child Development, 66, 710–722.PubMedCrossRef Crick, N., & Grotpeter, J. (1995). Relational aggression, gender, and social-psychological adjustment. Child Development, 66, 710–722.PubMedCrossRef
go back to reference 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.CrossRef 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.CrossRef
go back to reference Dill, K. E., Gentile, D. A., Richter, W. A., & Dill, J. C. (2005). Violence, sex, race, and age in popular video games: A content analysis. In E. Cole & D. J. Henderson (Eds.), Featuring females: Feminist analyses of the media (pp. 115–130). Washington, DC: American Psychological Association.CrossRef Dill, K. E., Gentile, D. A., Richter, W. A., & Dill, J. C. (2005). Violence, sex, race, and age in popular video games: A content analysis. In E. Cole & D. J. Henderson (Eds.), Featuring females: Feminist analyses of the media (pp. 115–130). Washington, DC: American Psychological Association.CrossRef
go back to reference Dweck, C. S., & Licht, B. G. (1980). Learned helplessness and intellectual achievement. In J. Garber & M. E. P. Seligman, (Eds.), Human helplessness: Theory and applications. NY: Academic Press. Dweck, C. S., & Licht, B. G. (1980). Learned helplessness and intellectual achievement. In J. Garber & M. E. P. Seligman, (Eds.), Human helplessness: Theory and applications. NY: Academic Press.
go back to reference Ebbinghaus, H. (1885). Memory: A contribution to experimental psychology. (1964 translation by H. A. Ruger & C. E. Bussenius). NY: Dover. Ebbinghaus, H. (1885). Memory: A contribution to experimental psychology. (1964 translation by H. A. Ruger & C. E. Bussenius). NY: Dover.
go back to reference Ellis, H. C., & Hunt, R. R. (1993). Fundamentals of cognitive psychology. (5th ed.). Madison, WI: Brown & Benchmark. Ellis, H. C., & Hunt, R. R. (1993). Fundamentals of cognitive psychology. (5th ed.). Madison, WI: Brown & Benchmark.
go back to reference Erikson, E. H. (1963). Childhood and society. (2nd ed). NY: W. W. Norton. Erikson, E. H. (1963). Childhood and society. (2nd ed). NY: W. W. Norton.
go back to reference Erikson, E. H. (1968). Identity: Youth and crisis. NY: W. W. Norton. Erikson, E. H. (1968). Identity: Youth and crisis. NY: W. W. Norton.
go back to reference Erikson, E. H. (1980). Identity and the life cycle. NY: W. W. Norton. Erikson, E. H. (1980). Identity and the life cycle. NY: W. W. Norton.
go back to reference Fitzgerald, P., & Asher, S. R. (1987, August). Aggressive-rejected children’s attributional biases about liked and disliked peers. Paper presented at the annual meeting of the American Psychological Association, New York. Fitzgerald, P., & Asher, S. R. (1987, August). Aggressive-rejected children’s attributional biases about liked and disliked peers. Paper presented at the annual meeting of the American Psychological Association, New York.
go back to reference Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan. Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
go back to reference Gentile, D. A. (Ed.) (2003). Media violence and children. Westport, CT: Praeger. Gentile, D. A. (Ed.) (2003). Media violence and children. Westport, CT: Praeger.
go back to reference Gentile, D. A., & Anderson, C. A. (2003). Violent video games: The newest media violence hazard. In D. A. Gentile (Ed.), Media violence and children (pp. 131–152). Westport, CT: Praeger. Gentile, D. A., & Anderson, C. A. (2003). Violent video games: The newest media violence hazard. In D. A. Gentile (Ed.), Media violence and children (pp. 131–152). Westport, CT: Praeger.
go back to reference Gentile, J. R., & Lalley, J. (2003). Standards and mastery learning: Aligning teaching and assessment so all children can learn. Thousand Oaks, CA: Corwin. Gentile, J. R., & Lalley, J. (2003). Standards and mastery learning: Aligning teaching and assessment so all children can learn. Thousand Oaks, CA: Corwin.
go back to reference Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent aggressive attitudes and behaviors. Journal of Adolescence, 27, 5–22.PubMedCrossRef Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent aggressive attitudes and behaviors. Journal of Adolescence, 27, 5–22.PubMedCrossRef
go back to reference Gentile, J. R., & Monaco, N. M. (1986). Learned helplessness in mathematics: What educators should know. Journal of Mathematical Behavior, 5, 159–178. Gentile, J. R., & Monaco, N. M. (1986). Learned helplessness in mathematics: What educators should know. Journal of Mathematical Behavior, 5, 159–178.
go back to reference Gentile, D. A., & Stone, W. (2005). Violent video game effects on children and adolescents: A review of the literature. Minerva Pediatrica, 57, 337–358.PubMed Gentile, D. A., & Stone, W. (2005). Violent video game effects on children and adolescents: A review of the literature. Minerva Pediatrica, 57, 337–358.PubMed
go back to reference Gentile, J. R., Voelkl, K. E., Mt. Pleasant, J., & Monaco, N. M. (1995). Recall after relearning by fast and slow learners. Journal of Experimental Education, 63, 185–197.CrossRef Gentile, J. R., Voelkl, K. E., Mt. Pleasant, J., & Monaco, N. M. (1995). Recall after relearning by fast and slow learners. Journal of Experimental Education, 63, 185–197.CrossRef
go back to reference Gentile, D. A., & Walsh, D. A. (2002). A normative study of family media habits. Journal of Applied Developmental Psychology, 23, 157–178.CrossRef Gentile, D. A., & Walsh, D. A. (2002). A normative study of family media habits. Journal of Applied Developmental Psychology, 23, 157–178.CrossRef
go back to reference Glaser, R. (1962). Psychology and instructional technology. In R. Glaser (Ed.), Training research and education (pp. 1–30). Pittsburgh, PA: University of Pittsburgh Press. Glaser, R. (1962). Psychology and instructional technology. In R. Glaser (Ed.), Training research and education (pp. 1–30). Pittsburgh, PA: University of Pittsburgh Press.
go back to reference Glaser, R. (1984). Educational thinking: The role of knowledge. American Psychologist, 39, 93–104.CrossRef Glaser, R. (1984). Educational thinking: The role of knowledge. American Psychologist, 39, 93–104.CrossRef
go back to reference Gwinup, G., Haw T., & Elias, A. (1983). Cardiovascular changes in video-game players: Cause for concern? Post Graduate Medicine, 74, 245–248. Gwinup, G., Haw T., & Elias, A. (1983). Cardiovascular changes in video-game players: Cause for concern? Post Graduate Medicine, 74, 245–248.
go back to reference Harris, M. B., & Wiliams, R. (1985). Video games and school performance. Education, 105(3), 306–309. Harris, M. B., & Wiliams, R. (1985). Video games and school performance. Education, 105(3), 306–309.
go back to reference Hulse, S. H., Egeth, H., & Deese, J. (1980). Psychology of learning. NY: McGraw Hill. Hulse, S. H., Egeth, H., & Deese, J. (1980). Psychology of learning. NY: McGraw Hill.
go back to reference Hunter, M. (1982). Mastery teaching. El Segundo, CA: Tip Publications. Hunter, M. (1982). Mastery teaching. El Segundo, CA: Tip Publications.
go back to reference James, W. (1890). The principles of psychology (Vol. 1). New York: Dover. James, W. (1890). The principles of psychology (Vol. 1). New York: Dover.
go back to reference Koepp, M. J., Gunn, R. N., Lawrence, A. D., Cunningham, V. J., Dagher, A., Jones, T., Brooks, D. J., Bench, C. J., & Grasby, P. M. (1998). Evidence for striatal dopamine release during a video game. Nature, 393, 266–268.PubMedCrossRef Koepp, M. J., Gunn, R. N., Lawrence, A. D., Cunningham, V. J., Dagher, A., Jones, T., Brooks, D. J., Bench, C. J., & Grasby, P. M. (1998). Evidence for striatal dopamine release during a video game. Nature, 393, 266–268.PubMedCrossRef
go back to reference Kubey, R., & Csikszentmihalyi, M. (2002). Television addiction is no mere metaphor. Scientific American, February, 48–55. Kubey, R., & Csikszentmihalyi, M. (2002). Television addiction is no mere metaphor. Scientific American, February, 48–55.
go back to reference Lepper, M. R. (1985). Microcomputers in education: Motivational and social issues. American Psychologist, 40, 1–18.CrossRef Lepper, M. R. (1985). Microcomputers in education: Motivational and social issues. American Psychologist, 40, 1–18.CrossRef
go back to reference Lepper, M. R., & Chabay, R. W. (1985). Intrinsic motivation and instruction: Conflicting views on the role of motivational processes in computer-based education. Educational Psychologist, 20, 217–230.CrossRef Lepper, M. R., & Chabay, R. W. (1985). Intrinsic motivation and instruction: Conflicting views on the role of motivational processes in computer-based education. Educational Psychologist, 20, 217–230.CrossRef
go back to reference Lepper, M. R., & Gurtner, J. L. (1989). Children and computers: Approaching the twenty-first century. American Psychologist, 44, 170–178.PubMedCrossRef Lepper, M. R., & Gurtner, J. L. (1989). Children and computers: Approaching the twenty-first century. American Psychologist, 44, 170–178.PubMedCrossRef
go back to reference Linder, J. R., Crick, N. R., & Collins, W. A. (2002). Relational aggression and victimization in young adults’ romantic relationships: Associations with perceptions of parent, peer, and romantic relationship quality. Social Development, 11, 69–86.CrossRef Linder, J. R., Crick, N. R., & Collins, W. A. (2002). Relational aggression and victimization in young adults’ romantic relationships: Associations with perceptions of parent, peer, and romantic relationship quality. Social Development, 11, 69–86.CrossRef
go back to reference Luchins, A. S. (1942). Mechanization in problem solving: The effect of Einstellung. Psychological Monographs, 54, 258 pp. Luchins, A. S. (1942). Mechanization in problem solving: The effect of Einstellung. Psychological Monographs, 54, 258 pp.
go back to reference Lynch, P. J. (1999). Hostility, Type A behavior, and stress hormones at rest and after playing violent video games in teenagers. Psychosomatic Medicine, 61, 113. Lynch, P. J. (1999). Hostility, Type A behavior, and stress hormones at rest and after playing violent video games in teenagers. Psychosomatic Medicine, 61, 113.
go back to reference Murphy, J. K., Alpert, B. S., & Walker, S. S. (1992). Ethnicity, pressor reactivity, and children’s blood pressure: Five years of observations. Hypertension, 20, 327–332.PubMed Murphy, J. K., Alpert, B. S., & Walker, S. S. (1992). Ethnicity, pressor reactivity, and children’s blood pressure: Five years of observations. Hypertension, 20, 327–332.PubMed
go back to reference Nelson, D. A., & Crick, N. R. (1999). Rose-colored glasses: Examining the social information-processing of prosocial young adolescents. Journal of Early Adolescence, 19, 17–38.CrossRef Nelson, D. A., & Crick, N. R. (1999). Rose-colored glasses: Examining the social information-processing of prosocial young adolescents. Journal of Early Adolescence, 19, 17–38.CrossRef
go back to reference Paivio, A., & Begg, I. (1981). Psychology of language. Englewood Cliffs, NJ: Prentice Hall. Paivio, A., & Begg, I. (1981). Psychology of language. Englewood Cliffs, NJ: Prentice Hall.
go back to reference Parker, L. E., & Lepper, M. R. (1992). Effects of fantasy contexts on children’s learning and motivation: Making learning more fun. Journal of Personality and Social Psychology, 62, 625–633.PubMedCrossRef Parker, L. E., & Lepper, M. R. (1992). Effects of fantasy contexts on children’s learning and motivation: Making learning more fun. Journal of Personality and Social Psychology, 62, 625–633.PubMedCrossRef
go back to reference Piaget, J., & Inhelder, B. (1941). Le developpement des quantites chez l’enfant. Neuchate: Delachaux et Niestle. Piaget, J., & Inhelder, B. (1941). Le developpement des quantites chez l’enfant. Neuchate: Delachaux et Niestle.
go back to reference Poole, S. (2000). Trigger happy: The inner life of video games. London: Fourth Estate. Poole, S. (2000). Trigger happy: The inner life of video games. London: Fourth Estate.
go back to reference Provenzo, E. F. Jr. (1991). Video kids: Making sense of Nintendo. Cambridge, MA: Harvard University Press. Provenzo, E. F. Jr. (1991). Video kids: Making sense of Nintendo. Cambridge, MA: Harvard University Press.
go back to reference Provenzo, E. F. Jr. (2003). Virtuous war: Simulation and the militarization of play. In K. J. Saltman & D. A. Gabbard (Eds.), Eucation as enforcement: The militarization and corporatization of schools (pp. 279–286). New York: RoutledgeFalmer. Provenzo, E. F. Jr. (2003). Virtuous war: Simulation and the militarization of play. In K. J. Saltman & D. A. Gabbard (Eds.), Eucation as enforcement: The militarization and corporatization of schools (pp. 279–286). New York: RoutledgeFalmer.
go back to reference Roberts, D. F., Foehr, U. G., Rideout, V. J., & Brodie, M. (1999). Kids & media @ the new milennium. Menlo Park, CA: Kaiser Family Foundation. Roberts, D. F., Foehr, U. G., Rideout, V. J., & Brodie, M. (1999). Kids & media @ the new milennium. Menlo Park, CA: Kaiser Family Foundation.
go back to reference Schön, D. A. (1987). Educating the reflective practitioner. San Francisco: Jossey-Bass. Schön, D. A. (1987). Educating the reflective practitioner. San Francisco: Jossey-Bass.
go back to reference Segal, K. R., & Dietz, W. H. (1991). Physiologic responses to playing a video game. American Journal of Diseases of Children, 145, 1034–1036.PubMed Segal, K. R., & Dietz, W. H. (1991). Physiologic responses to playing a video game. American Journal of Diseases of Children, 145, 1034–1036.PubMed
go back to reference Seligman, M. E. P. (1975). Helplessness: On depression, development, and death. San Francisco: Freeman. Seligman, M. E. P. (1975). Helplessness: On depression, development, and death. San Francisco: Freeman.
go back to reference Semb, G. G., & Ellis, J. A. (1994). Knowledge taught in school: What is remembered? Review of Educational Research, 64(2), 253–286.CrossRef Semb, G. G., & Ellis, J. A. (1994). Knowledge taught in school: What is remembered? Review of Educational Research, 64(2), 253–286.CrossRef
go back to reference Smith, M. E., McEvoy, L. K., & Gevins, A. (1999). Neurophysiological indices of strategy development and skill acquisition. Cognitive Brain Research, 7, 389–404.PubMedCrossRef Smith, M. E., McEvoy, L. K., & Gevins, A. (1999). Neurophysiological indices of strategy development and skill acquisition. Cognitive Brain Research, 7, 389–404.PubMedCrossRef
go back to reference Subrahmanyam, K., Kraut, R. E., Greenfield, P. M., & Gross, E. F. (2000). The impact of home computer use on children’s activities and development. Children and Computer Technology, 10(2), 123–144. Subrahmanyam, K., Kraut, R. E., Greenfield, P. M., & Gross, E. F. (2000). The impact of home computer use on children’s activities and development. Children and Computer Technology, 10(2), 123–144.
go back to reference Tulving, E., & Thompson, D. M. (1973). Encoding specificity and retrieval processes in episodic memory. Psychological Review, 80, 352–373.CrossRef Tulving, E., & Thompson, D. M. (1973). Encoding specificity and retrieval processes in episodic memory. Psychological Review, 80, 352–373.CrossRef
go back to reference Vandewater, E. A., Shim, M., & Caplovitz, A. G. (2004). Linking obesity and activity level with children’s television and video game use. Journal of Adolescence, 27, 71–85.PubMedCrossRef Vandewater, E. A., Shim, M., & Caplovitz, A. G. (2004). Linking obesity and activity level with children’s television and video game use. Journal of Adolescence, 27, 71–85.PubMedCrossRef
go back to reference Vygotsky, L. S. (1962). Thought and language. Cambridge, MA: MIT Press. Vygotsky, L. S. (1962). Thought and language. Cambridge, MA: MIT Press.
go back to reference Willingham, D. T. (2004). Ask the cognitive scientist: Practice makes perfect—but only if you practice beyond the point of perfection. American Educator, 28(1), 31–33, 38–39. Willingham, D. T. (2004). Ask the cognitive scientist: Practice makes perfect—but only if you practice beyond the point of perfection. American Educator, 28(1), 31–33, 38–39.
go back to reference Woodall, K. L., & Matthews, K. A. (1993). Changes in and stability of hostile characteristics: Results from a 4-year longitudinal study of children. Journal of Personality and Social Psychology, 64, 491–499.PubMedCrossRef Woodall, K. L., & Matthews, K. A. (1993). Changes in and stability of hostile characteristics: Results from a 4-year longitudinal study of children. Journal of Personality and Social Psychology, 64, 491–499.PubMedCrossRef
go back to reference Woodard, E. H., & Gridina, N. (2000). Media in the home. Philadelphia, PA: Annenburg Public Policy Center of the University of Pennsylvania. Woodard, E. H., & Gridina, N. (2000). Media in the home. Philadelphia, PA: Annenburg Public Policy Center of the University of Pennsylvania.
Metagegevens
Titel
Violent Video Games as Exemplary Teachers: A Conceptual Analysis
Auteurs
Douglas A. Gentile
J. Ronald Gentile
Publicatiedatum
01-02-2008
Uitgeverij
Springer US
Gepubliceerd in
Journal of Youth and Adolescence / Uitgave 2/2008
Print ISSN: 0047-2891
Elektronisch ISSN: 1573-6601
DOI
https://doi.org/10.1007/s10964-007-9206-2

Andere artikelen Uitgave 2/2008

Journal of Youth and Adolescence 2/2008 Naar de uitgave