The Effects of New Communication Technologies on Teenagers: the Case Study of Computer Games - Erisela Marko - Böcker - LAP LAMBERT Academic Publishing - 9783844390865 - 25 maj 2011
Om omslag och titel inte matchar är det titeln som gäller

The Effects of New Communication Technologies on Teenagers: the Case Study of Computer Games

Pris
SEK 549

Beställningsvara

Förväntad leverans 12 - 20 jan 2026
Julklappar kan bytas fram till 31:e januari
Lägg till din iMusic-önskelista
eller

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.

Media Böcker     Pocketbok   (Bok med mjukt omslag och limmad rygg)
Releasedatum 25 maj 2011
ISBN13 9783844390865
Utgivare LAP LAMBERT Academic Publishing
Antal sidor 132
Mått 150 × 8 × 226 mm   ·   215 g
Språk Tyska