Teens, Technology and Friendships | Pew Research Center - 1 views
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Social media and online gameplay are the most common digital venues for meeting friends
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Along with texting, teens are incorporating a number of other devices, communication platforms and online venues into their interactions with friends
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The overlap between socialising within a gaming context and within the context of platforms like Facebook is an interesting one... Teen use of social media has many parallels with MMORPGs, I wonder how the time spent on these platforms compares... I'd bet the girls spend as much, if not more time on social media than the boys do, even combined with their gaming time.
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Video games play a critical role in the development and maintenance of boys’ friendships
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U.S. Navy: Video Games Improve Brains, "Fluid Intelligence" - 0 views
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"Perez credits games and game-like simulations with giving people the ability to more quickly adapt new mental strategies for problem-solving. He says that, for 50 years, it was believed that no training could improve a person's "fluid intelligence" - the ability "to work outside your present mindset, to think beyond what you have been taught, to go beyond your experience to solve problems in new and different ways.""
The Game Finder | Find the perfect video games for your family on Everybody Plays - 0 views
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"Finding the right games for children can be a bit of a challenge - but our Game Finder makes it easy. We give games an age rating based on their difficulty, and a separate rating for their content. Simply drag the slider to set your child's age, choose a maximum level of content you'd be happy with, and click the button to find a list of games your kids will love! Check the "What does this mean" box for more!"
Girls Should Play More Video Games, And Other Thoughts On "Cognitive Balance"... - 0 views
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Girls should play more video games.
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spatial skills matter: The ability to mentally manipulate shapes and otherwise understand how the three-dimensional world works turns out to be an important predictor of creative and scholarly achievements
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spatial skills can be improved by training; these improvements persist over time; and they “transfer” to tasks that are different from the tasks used in the training
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Technology And Video Games Make Kids Think Differently About Old Questions - Forbes - 0 views
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I never limit my kids’ screen time. I do, however, require reading time, outdoor play time, and physical toy time. The difference between limiting screen time and requiring non-screen time is subtle, but substantial. It emphasizes the positive benefit of other activities rather than scolding the screen.
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I spend a lot of time making sure my children don’t get too heavily absorbed in any one way of perceiving. I do this by paying enough attention to what games my kids are playing that I can ask them to switch games. That’s right, not all games are the same. Each one has unique narrative properties. Each one has particular mechanics that inadvertently teach a specific way of making meaning of the world. Gaming is not a singular way of being. Parenting gamer-kids is not just about monitoring the on/off switch.
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Consider Minecraft. Like most kids these days, mine play it all the time. I’ve written about the good things my kids learn by playing. I love the free sandbox creativity. I think it strengthens a sense of systems thinking. But I’m also worried that so many kids develop an almost obsessive relationship to the game.
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"I never limit my kids' screen time. I do, however, require reading time, outdoor play time, and physical toy time. The difference between limiting screen time and requiring non-screen time is subtle, but substantial. It emphasizes the positive benefit of other activities rather than scolding the screen."
Does playing violent video games cause aggression? A longitudinal intervention study | ... - 0 views
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the present study is the first to investigate the effects of long-term violent video gameplay
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Our participants played the violent video game Grand Theft Auto V, the non-violent video game The Sims 3 or no game at all for 2 months on a daily basis. No significant changes were observed, neither when comparing the group playing a violent video game to a group playing a non-violent game, nor to a passive control group.
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the question that society is actually interested in is not: “Are people more aggressive after having played violent video games for a few minutes? And are these people more aggressive minutes after gameplay ended?”, but rather “What are the effects of frequent, habitual violent video game playing? And for how long do these effects persist (not in the range of minutes but rather weeks and months)?”
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