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Computerspiele


Literatur 2 – Aufsätze


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Themenbereiche


Geschichte der Computerspiele

Kulturtheorie

Soziokultur

Ästhetik

Literaturtheorie

Spieltheorie

Spiel-Inhalte

Gender-Spezifik

Ökonomie

Technik

Psychologie / Medizin

Pädagogik

Naturwissenschaft

Justiz


Geschichte der Computerspiele


Haddon, L. (1988) "Electronic and Computer Games, the History of an Interactive Medium", Screen, 29 (2), pp.52-75.

Haddon, L. (1992) "Interactive Games" In P, H. (Ed) Culture, Technology and Creativity in the Late Twentieth Century, John Libbey, London

Haddon, L. (1992) "Explaining ICT Consumption: The Case of the Home Computer" In Silverstone, R. and Hirsch, E. (Eds), Consuming Technologies: Media and Information in Domestic Spaces, Routledge, London

Haddon, L. (1999) "The development of interactive games" In Mackay, H. and O'Sullivan, T. (Eds), The Media Reader: Continuity and Transformation, Sage


Myers, David

Computer Game Genres, in: Play & Culture, 1990, 3, S.286-301

1990









Kulturtheorie


Barthes, R. (1972) "Toys" In Barthes, R. (Ed) Mythologies, Vintage, London, pp. 53-55.


Bleecker, J. (1995) "Urban Crisis: Past, Present and Virtual", Socialist Review, 24 (1-2), pp.189-221.


Brand, S. (1972) "Spacewar: Fantastic Life and Symbolic Death Among the Computer Bums", Rolling Stone Magazine, 7 (12)


Cavanaugh, K. (1999) "Kabom! Video games get physical", Technology Review, 102 (5), pp.104-105.


Collins, M. (2000) "Playing God", In The Observer Magazine, pp. 24.


Dinkla, Söke

Vom Zuschauer zum Spieler. Utopie, Skepsis, Kritik und eine neue Poetik der Interaktiven

Kunst. In: Interact. Schlüsselwerke interaktiver Kunst. Ostfildern 1997 (Kat. Wilhelm Lehmbruck Museum, Duisburg 1997), S. 6-21

Ostfildern 1997









Fiske, J. (1989) "Video Pleasures" In Reading the Popular, Unwin Hyman, Massachusetts

Fiske, J. (1989) "Offensive Bodies and Carnival Pleasures" In Understanding Popular Culture, Unwin Hyman, Massachusetts


Flanagan, Mary. "Mobile Identities, Digital Stars, and Post-Cinematic Selves." Wide Angle: Issue on Digitality and the Memory of Cinema. 21:3, published spring 2001.


Flanagan, Mary. "Digital Stars Are Here to Stay." convergence: the journal of research into new media technologies. Eds. Julia Knight + Alexis Weedon, University of Luton. Summer 1999. Print and Internet.
http://www.luton.ac.uk/Convergence/.


Frasca, G. (2000) "Ephemeral games: Is it barbaric to design videogames after Auschwitz?" In Eskelinen, M. and Koskimaa, R. (Eds), CyberText Yearbook 2000, Research Centre for Contemporary Culture, Jyväskylä


Friedman, T. (1999) "Civilization and Its Discontents: Simulation, Subjectivity, and Space" In Smith, G. (Ed) Discovering Discs: Transforming Space and Genre on CD-ROM, New York University Press, New York, pp. 132-150.


Fuller, M. and Jenkins, H. (1995) "Nintendo and New World Travel Writing: A Dialogue" In Jones, S. G. (Ed) Cybersociety: Computer Mediated Communication and Community, Sage Publications


Gottschalk, S. (1995) "Videology - Video-Games as Postmodern Sites Sights of Ideological Reproduction", Symbolic Interaction, 18 (1), pp.1-18.


Greenfield, P. M. (1993) "Representation competence in shared symbol systems: Electronic media from radio to video games" In Cocking, R. R. and Renninger, K. A. (Eds), The Development And Meaning of Psychological Distance, Erlbaum, Hillsdale, NJ, pp. 161-183.


Hall, K. J. (2000) "Practicing Militarism: The Cultural Function of First Person Shooter Arcade Video Games", In Popular Culture Association in the South, Nashville, TN


Knipphals, D. (2001) "Among the grouse - On computer games", Merkur-Deutsche Zeitschrift Fur Europaisches Denken, 55 (2), pp.181-185.


Krämer, Sybille

Zentralperspektive, Kalkül, Virtuelle

Realität. Sieben Thesen über die Weltbildimplikation symbolischer Formen. In: Vattimo, G. / Welsch, W. (Hg.): Medien-Welten Wirklichkeiten. München 1998, S. 149-172

München 1998








Lapolla, F. (1982) "Video Games in the United-States - a Culture in Which the Technological Replaces the Human", Cineforum, 22 (10), pp.51-53.


Long, S. M. and Long, W. H. (1984) "Rethinking Video Games - a New Challenge", Futurist, 18 (6), pp.35-37.


Lumby, Catherine (1997). “Panic Attacks: Old Fears in a New Media Era.” Media International Australia 85: 40-46.


Marshall, P. David (1997). “Technophobia: Video Games, Computer Hacks and Cybernetics.” Media International Australia 85: 70-78.



Müller, Thomas / Spangenberg, Peter

Fern-Sehen – Radar – Krieg. In: Stingelin, M. / Scherer, W. (Hg.): HardWar / SoftWar. Krieg und Medien 1914 bis 1945. München 1991, S. 275-302

München 1991









Myers, David (1991): "Computer Game Semiotics." in: Play and Culture 4: 334-345


Ndalianis A (1997). "The Film/Computer Game Connection: Shoot 'em Ups, Spectatorship and Gameplay." Popular Culture Review. viii (1): 49-58.



Manfred Riepe

Ich computiere, also bin ich. Schreber – Descartes – Computer und virtueller Wahn. In: Hartwagner, G. / Iglhaut, S. / Rötzer, F. (Hg.): Künstliche Spiele. München 1993, S.??

München 1993









Ryan, Marie-Laure (1997): "Interactive Drama: Narrativity in a Highly Interactive Environment", in: Modern Fiction Studies 43/3, 677-707


Schlechtweg-Jahn, Ralf: Computerzombie oder Homo ludens? Tendenzen der Forschung zum Computer- und Videospiel. In: Zeitschrift für Semiotik. Vol.19 / Heft 3/1997. Hg. v. Höflich, Joachim R.


Skirrow, Gillian (1986) "Hellivision: an analysis of video games", in MacCabe, Colin (ed.) High Theory/Low Culture: Analysing Popular Television and Film. Manchester UP, Manchester.


Vered, Karen Orr. (1997) "Plotting New Media Frontiers: Myst and Narrative Pleasures," Visual Anthropology Review, Fall 1997: 39-47.


Wark, M. (1994) "The Video Game as Emergent Media Form", Media Information Australia, 71 (February), pp.21-30.

Warner, W. (1992) "Spectacular Action: Rambo and the Popular Pleasures of Pain" In Grossberg, L., Nelson, C. and Treichler, P. (Eds), Cultural Studies, Routledge, New York, pp. 672-688.


Soziokultur


Bryce, J. (2001) "Technology and changing leisure practice" In Horne, J. (Ed) Leisure, Culture and Commodification, LSA Publications


Bryce, J. (2001) "The technological transformation of leisure", Social Science Computer Review, 19 (1), pp.7-16.


Bryce, J. and Higgins, D. (2000) "Optimal experience: a framework for understanding the phenomenology of computer use" In Smalley, N., Brake, M. and Saunders, D. (Eds), International Simulation and Gaming Yearbook


Bryce, J. and Rutter, J. (2001) "In the Game - In the Flow: Presence in Public Computer Gaming", paper presented at Computer Games & Digital Textualities Conference, IT University of Copenhagen. www.digiplay.org.uk


Bryce, J. and Rutter, J. (2001) "Computer gaming and the routine pursuit of excellence", In Leisure Studies Association Conference proceedings, University of Luton


Bryce, J. and Rutter, J. (2002) "Spectacle of the Deathmatch: Producing Character and Narrative in Multiplayer Gaming" In King, G. and Krzywinska, T. (Eds), ScreenPlay: Cinema/videogames/interfaces, Wallflower Press


Cutler, A. (1999) "Joystick nation: How video games ate our quarters, stole our hearts, and rewired our minds", IEEE Annals of the History of Computing, 21 (3), pp.77-78.


Jenkins, H. (1993) "'x Logic': Repositioning Nintendo in children's lives", Quarterly Review of Film and Video, 14 pp.55-70.


Kent, S. L. (1999) "For Military, Games Hone Combat Skills", In USA Today, pp. final edition: 2D.


Lisa, D. M. (2000) "Trigger happy: Video games and the future of entertainment", Library Journal, 125 (19), pp.77-77.


Matarazzo, J. M. (2001) "Bites, bits, and video games: The changes ahead", Journal of Academic Librarianship, 27 (3), pp.171-172.


Moulthrop, S. (1999) "Misadventure: Future fiction and the new networks", Style, 33 (2), pp.184-203.


Wollman, J. (1983) "Home Computers Vs Video Games", Popular Computing, 2 (6), pp.149-152.


Yates, S. J. and Littleton, K. (1999) "Understanding computer game cultures: A situated approach", Information, Communication and Society, 2 pp.566-583.


Ästhetik


Aarseth, Espen: "Allegorien des Raumes." in Karin Wenz (ed.). Spiele und Spielen (Themenheft der Zeitschrift für Semiotik), 301-318


Jenkins, H. (2000) "Art Form for the Digital Age", Technology Review, (Sept/Oct)

Jenkins, H. (2000) "Art form for the digital age - Video games shape our culture. It's time we took them seriously", Technology Review, 103 (5), pp.117-+.


Lehman, P. and Barry, J. (1984) "Video-Art and Video-Games, an Interview with Barry,Judith", Wide Angle-a Quarterly Journal of Film History Theory Criticism & Practice, 6 (1), pp.50-57.


Wolf, M. J. P. (1997) "Inventing space - Toward a taxonomy of on and off screen space in video games", Film Quarterly, 51 (1), pp.11-23.


Literaturtheorie


Buse, P. (1996) "Nintendo and Telos + Video games as narrative: Will you ever reach the end?" Cultural Critique, (34), pp.163-184.


Frasca, G. (1999) "Ludology Meets Narratology: Similitude and Differences Between (Video)Games and Narrative", http://www.ludology.org/


Frasca, G. (2000) "Don't Play it Again, Sam: One-Session and Serial Games of Narration", paper presented at DAC Conference, Bergen, 2-4/8/2000. http://www.ludology.org/


Grodal, T. (1999) "The free play of narrative. Film, computer games and the aesthetics of interaction", Kosmorama, (224), pp.44-66.


Hayles, N. K. (1999) "Simulating Narratives: What Virtual Creatures Can Teach Us", Critical Inquiry, 26 pp.1-26.


Mallon, B. and Webb, B. (2000) "Structure, causality, visibility and interaction: propositions for evaluating engagement in narrative multimedia", International Journal of Human-Computer Studies, 53 (2), pp.269-287.


Ryan, Marie-Laure: "Texte als Welten vs. Texte als Spiele." erscheint in Karin Wenz (ed.). Spiele und Spielen (Themenheft der Zeitschrift für Semiotik), 325-346


Wenz, Karin. 1998. "Narrativität in Computerspielen." In Sigrid Schade und ChristophTholen (eds.). Konfigurationen: Zwischen Kunst und Medien. München: Fink.


Spieltheorie


Bringsjord, S. (2001) "Is It Possible to Build Dramatically Compelling Interactive Digital Entertainment (in the form, e.g., of computer games)?*", Game Studies, 1 (1)


Eskelinen, M. (2001) "The Gaming Situation", Game Studies, 1 (1)


Malone, T. W. (1981) "What makes computer games fun?" BYTE, 6 pp.265-274.


Myers, D. (1992) "Time, Symbol Transformations, and Computer Games", Play & Culture, 5 (4), pp.441-457.


Spiel-Inhalte


Braun, C. M. J. and Giroux, J. (1989) "Arcade Video Games - Proxemic, Cognitive and Content Analyses", Journal of Leisure Research, 21 (2), pp.92-105.


Campbell, J. (1995) "Adding a Spark to Video Games", Electronics World & Wireless World, (1711), pp.458-458.


Gender-Spezifik


Bannert, M. and Arbinger, P. R. (1996) "Gender-related differences in exposure to and use of computers: Results of a survey of secondary school students", European Journal of Psychology of Education, 11 (3), pp.269-282.


Busch, T. (1995) "Gender Differences in Self-Efficacy and Attitudes toward Computers", Journal of Educational Computing Research, 12 (2), pp.147-158.


Charlton, J. P. (1999) "Biological sex, sex-role identity and the spectrum of computing orientations: A re-appraisal at the end of the 90s", Journal of Educational Computing Research, 21 (4), pp.393-412.


Dietz, T. L. (1998) "An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior", Sex Roles: A Journal of Research, 38 (5-6), pp.425-442.


Gailey, C. W. (1993) "Mediated Messages - Gender, Class, and Cosmos in-Home Video- Games", Journal of Popular Culture, 27 (1), pp.81-97.


Grundy, F. (1996) "But Not For Girls" In Women and Computers, Intellect Books, Exeter, pp. 13-25.


Haraway, D. J. (1985) "Manifesto for Cyborgs: Science, Technology and Socialist Feminism in the 1980s", Socialist Review, 80 pp.65-80.


Jordan, K. A. and Leigh, J. H. (1984) "Race and Sex-Differences of Children in Satisfaction and Other Factors Associated with Video Games", Advances in Consumer Research, 11 pp.94-99.


Kafai, Y. B. (1996) "Electronic Playworlds: Gender Differences in Children's Constructions of Video Games" In Greenfield, P. and Cocking, R. R. (Eds), Interacting With Video, Norwood NJ


Kafai, Y. B. (2000) "Video game designs by children: Consistency and variability of gender differences" In Kinder, M. (Ed) Kids' Media Culture, Duke University Press, Durham, pp. 90-114.


Kaplan, S. (1981) "Video Games, Sex and Sex-Differences", Social Science, 56 (4), pp.208-212.

Kaplan, S. (1983) "Video Games, Sex and Sex-Differences", Journal of Popular Culture, 17 (2), pp.61-66.


Lightdale, J. R. and Prentice, D. A. (1994) "Rethinking Sex-Differences in Aggression - Aggressive-Behavior in the Absence of Social Roles", Personality and Social Psychology Bulletin, 20 (1), pp.34-44.


Lockheed, M. E. (1985). Women, girls, and computers: A first look at the evidence. Sex Roles, 13, 115- 122.


McRobbie, A. (1991) The Moral Panic in the Age of the Postmodern Mass Media', Feminism and Youth Culture: From Jackie to Just Seventeen, Macmillan Education, London.


Sherman, Sharon R. (1997) Perils of the Princess: Gender and Genre in Video Games. Western Folklore 56: 243-258.


Vered, Karen Orr. (1998) Blue Group Boys Play Incredible Machine, Girls Play Hopscotch: Social Discourse and Gendered Play at the Computer. in Sefton-Green, Julian Digital Diversions: Youth Culture in the Age of Multimedia. London: UCL Press: 43-61.

Vered, Karen Orr. (1998) "Beyond Barbie: Fashioning a Market in Interactive Games for Girls," Millennium Girls: Today's Girls Around the World, Sherrie Inness, ed. New York: Roman & Littlefield: 169-191.


Wilder, G., Mackie, D. & Cooper, J. (1985). Gender and computers: Two surveys of computer-related attitudes. Sex Roles, 13, 215-228.


Yates, Simeon J. and Karen Littleton. Understanding Computer Game Cultures: A situated approach Information, Media & Society 2:4 (1999) 566-83.


Ökonomie


Anders, K. (1999) "Marketing and policy considerations for violent video games", Journal of Public Policy & Marketing, 18 (2), pp.270-273.


Kumar, B. and Zindal, S. N. (1995) "Video Games Industry - Prospects and Challenges", Electronics Information & Planning, 22 (11), pp.582-592.


Leaf, J. J. (1982) "Video Games Fight for Dominance", Electronics, 55 (25), pp.116-&.


Maiello, M. (2000) "Game boy", Forbes, 165 (11), pp.328-329.


Walker, J. (1982) "Video Games", Fortune, 106 (12), pp.21-21.


Technik


Bandi, S. and Thalmann, D. (2000) "Path finding for human motion in virtual environments", Computational Geometry-Theory and Applications, 15 (1-3), pp.103-127.


Chen, C. L., Liang, B. S. and Jen, C. W. (1995) "A Low-Cost Raster Engine for Video Game, Multimedia PC and Interactive TV", IEEE Transactions on Consumer Electronics, 41 (3), pp.724-730.


Erlbach, A. (1994) Video Games - How It's Made, Lerner Publishing Group.


Kirriemuir, J. (2001) "Accessing electronic information sources through computer games consoles", Aslib Proceedings, 53 (1), pp.23-31.


Kozma, R. J. (1983) "Video Games Eye Computer World", Electronics, 56 (2), pp.54-&.


Laird, J. E. and van Lent, M. (2001) "Human-level AI's killer application interactive computer games", AI Magazine, 22 (2), pp.15-25.


Mauve, M. and Hilt, V. (2000) "An application developer's perspective on reliable multicast for distributed interactive media", Computer Communication Review, 30 (3), pp.28-38.


Moltenbrey, K. and Robertson, B. (2001) "The art of games - Developers reach new levels in computer gaming realism and intelligence", Computer Graphics World, 24 (3), pp.27-+.


Myers, D. (1990) "Chris Crawford and Computer Game Aesthetics + Game Designer", Journal of Popular Culture, 24 (2), pp.17-32.


Willmott, S., Richardson, J., Bundy, A. and Levine, J. (2001) "Applying adversarial planning techniques to Go", Theoretical Computer Science, 252 (1-2), pp.45-82.


Zhukov, S. and Iones, A. (2000) "Building the navigational maps for intelligent agents", Computers & Graphics-UK, 24 (1), pp.79-89.


Psychologie / Medizin


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(5), 353-359.


Badinand-Hubert, N., Bureau, M., Hirsch, E., Masnou, P., Nahum, L., Parain, D. and Naquet, R. (1998) "Epilepsies and video games: results of a multicentric study", Electroencephalography and Clinical Neurophysiology, 107 (6), pp.422-427.

Baird, W. E. and Silvern, S. B. (1990) "Electronic games: Children Controlling the Cognitive Environment", Early Child Development and Care, 61 pp.43-49.

Ballance, C. T. and Ballance, V. V. (1992) "Psychology of computer use: XXVI. Computer-related stress and in-class computer usage", Psychological Reports, 71 (1), pp.172-174.

Ballance, C. T. and Ballance, V. V. (1993) "Psychology of computer use: XXVII. Relating self-rated computer experience to computer stress", Psychological Reports, 72 (2), pp.680-682.

Ballance, C. T. and Ballance, V. V. (1996) "Psychology of computer use: XXXVII. Computer-related stress and amount of computer experience", Psychological Reports, 78 (3, Pt 1), pp.968-970.


Barnett, M.A., Vitaglione, C.D., Harper, K.K., Ouackenbush, S.W., Steadman, LA. and Valdez, B.S. (1997) Late adolescents' experiences with and attitudes toward videogames. Journal of Applied Social Psychology, 27, 1316-1334.


Blumberg, F. (2000). The effects of children´s goals for learning on video game performance. Journal of Applied Developmental Psychology, 21(6), 641-653.


Blumberg, F. C. (1998) "Developmental differences at play: Children's selective attention and performance in video games", Journal of Applied Developmental Psychology, 19 (4), pp.615-624.


Blumberg, F. (2000). The effects of children´s goals for learning on video game performance. Journal of Applied Developmental Psychology, 21(6), 641-653.


Bobko, P., Bobko, D. J. and Davis, M. A. (1984) "A Multidimensional-Scaling of Video Games", Human Factors, 26 (4), pp.477-482.


Borzekowski, D. L. G., Robinson, T. N. and Killen, J. D. (2000) "Does the camera add 10 pounds? Media use, perceived importance of appearance, and weight concerns among teenage girls", Journal of Adolescent Health, 26 (1), pp.36-41.


Brasington, R. (1990). Nintendinitis. New England Journal of Medicine, 322, 1473-1474.


Braun, C. M. J. & Giroux, J. (1989). Arcade video games: Proxemic, cognitive and content analyses. Journal of Leisure Research, 21, 92-105.


Buckalew, L. W. & Buckalew, P. B. (1983). Behavioral management of exceptional children using video games as reward. Perceptual and Motor Skills, 56, 580.


Butler, C. (1985) "Utilizing Video Games to Increase Sitting Tolerance", Archives of Physical Medicine and Rehabilitation, 66 (8), pp.527-527.


Chaika, G. V. (1996) "Computer games as a powerful tool for development of memory and attention", International Journal of Psychology, 31 (3-4), pp.84156-84156.


Chambers, J. H. & Ascione, F. R. (1987). The effects of prosocial and aggressive videogames on children's donating and helping. Journal of Genetic Psychology, 148, 499-505.


Chayka, G. V. (2000) "Computer games and adolescents' cognitive abilities", International Journal of Psychology, 35 (3-4), pp.61-61.


Creasey, G. L. & Myers, B. J. (1986). Video games and children: Effects on leisure activities, schoolwork, and peer involvement. Merrill-Palmer Quarterly, 32, 251-262.


Dill, K. E. and Dill, J. C. (1998) "Video game violence: A review of the empirical literature", Aggression and Violent Behavior, 3 (4), pp.407-428.


Dominick, J. R. (1984) "Videogames, Television Violence, and Aggression in Teenagers", Journal of Communication, 34 (136-147)


Egli, E. A. & Meyers, L. S. (1984). The role of video game playing in adolescent life: Is there reason to be concerned? Bulletin of the Psychonomic Society, 22, 309-312.


Ferreira, P. A., Carneiro, M. P., Migueis, L., Soares, S. and Esteves, F. (1999) "Effect of playing violent computer games on physiological arousal, anxiety, and hostility", Psychophysiology, 36 pp.S28-S28.

Ferrie, C. D., Demarco, P., Grunewald, R. A., Giannakodimos, S. and Panayiotopoulos, C. P. (1994) "Video Game Induced Seizures", Journal of Neurology Neurosurgery and Psychiatry, 57 (8), pp.925-931.


Fletcher Flinn, C. M. and Suddendorf, T. (1996) "Do computers affect "The Mind"?" Journal of Educational Computing Research, 15 (2), pp.97-112.

Fletcher Flinn, C. M. and Suddendorf, T. (1997) "Computers and 'the mind': An intervention study", Journal of Educational Computing Research, 17 (2), pp.103-118.


Fox, K. R. and Riddoch, C. (2000) "Charting the physical activity patterns of contemporary children and adolescents", Proceedings of the Nutrition Society, 59 (4), pp.497-504.


Funk, J. B. (1993). Reevaluating the impact of video games. Clinical Pediatrics, 32, 86-90.


Fylan, F., Harding, G. F. A., Edson, A. S. and Webb, R. M. (1999) "Mechanisms of video-game epilepsy", Epilepsia, 40 pp.28-30.


Gardner, D. G., Dukes, R. L. and Discenza, R. (1993) "Computer use, self-confidence, and attitudes: A causal analysis", Computers in Human Behavior, 9 (4), pp.427-440.

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Gibb, G., Bailey, J., Lambirth, T. & Wilson, W. (1983). Personality differences between high and low electronic video game users. Journal of Psychology, 114, 159-165.


Glista, G. G., Frank, H. G. and Tracy, F. W. (1983) "Video Games and Seizures", Archives of Neurology, 40 (9), pp.588-588.


Graf, W. D., Chatrian, G. E., Glass, S. T. and Knauss, T. A. (1994) "Video Game-Related Seizures - a Report on 10 Patients and a Review of the Literature", Pediatrics, 93 (4), pp.551-556.


Grayson, P. A. and Schwartz, V. (2000) "Commentary on "Contrasting case studies of frequent internet use: Is it pathological or adaptive?"", Journal of College Student Psychotherapy, 14 (4), pp.19-22.


Greene, J. S. (1982). Electronic games. Journal of the American Medical Association, 248, 11.


Greenfield, P. M., Brannon, C. and Lohr, D. (1994) "Two-dimensional representation of movement through three-dimensional space: the role of video game expertise", Journal of Applied Developmental Psychology, 15 (1), pp.87-104.

Greenfield, P. M., de Winstanley, P., Kilpatrick, H. and Kaye, D. (1994) "Action video games and informal education: effects on strategies for dividing visual attention", Journal of Applied Developmental Psychology, 15 (1), pp.105-124.

Greenfield, P. M. (1994). Video games as cultural artifacts. Journal of Applied Developmental Psychology, 15, 3-12.


Greenfield, P. M., Camaioni, L, Ercolani, P., Weiss, L, Lauber, B. A. & Perucchini, P. (1994). Cognitive socialization by computer games in two cultures: Inductive discovery or mastery of an iconic code? Journal of Applied Developmental Psychology, 15, 59-85.


Griffiths, M. (1987) "Video Games and Aggression", The Psychologist, 10 (9), pp.397-401.

Griffiths, M.D. (1991). Amusement machine playing in childhood and adolescence : A comparative analysis of video games and fruit machines. Journal of Adolescence, 14, 53-73.


Griffiths, M.D. (1993). Are computer games bad for children? The Psychologist : Bulletin of the British Psychological Society, 6, 401-407.


Griffiths, M.D. (1994). Computer games and clinical psychology : Issues of concern. Clinical Psychology Forum, 68, 25-28.


Griffiths, M.D. (1994). Computer games : Harmless or addictive? Education and Health, 12, 28-30.


Griffiths, M.D. & Hunt, N. (1995). Computer game playing in adolescence : Prevalence and demographic indicators. Journal of Community and Applied Social Psychology, 5, 189-193.


Griffiths, M.D. & Dancaster, I. (1995). The effect of Type A personality on physiological arousal while playing computer games. Addictive Behaviors, 20, 543-548.


Griffiths, M.D. (1996). Computer game playing in children and adolescents : A review of the literature. In T. Gill (Ed.), Electronic Children : How Children Are Responding To The Information Revolution. pp.41-58. London : National Children's Bureau.


Griffiths, M.D. (1997). Video games and children's behaviour.In T. Charlton & K. David (Eds.), Elusive Links : Television, Video Games, Cinema and Children's Behaviour. pp.66-93. Gloucester : GCED/Park Publishers.


Griffiths, M. (1997) "Psychology of computer use: XLIII. Some comments on "Addictive use of the Internet" by Young", Psychological Reports, 80 (1), pp.81-82.


Griffiths, M. (1997) "Video games and clinical practice: Issues, uses and treatments", British Journal of Clinical Psychology, 36 pp.639-641.

Griffiths, M. (1997) "Video games and aggression", Psychologist, 10 (9), pp.397-401.


Griffiths, M.D. (1997). Video games : The good news. Education and Health, 15, 10-12.


Griffiths, M.D. (1997). Computer game playing in early adolescence. Youth and Society, 29, 223-237.


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Alles Sucht? Computerspiel- und Internetsucht. http://www.heise.de/tp/deutsch/inhalt/co/5138/1.html











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