584 research outputs found

    Effects of Violent Video/Computer Games

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    The research topic for this paper presented hereby is on the topic titled The effects of violent video computer games My research paper basically focuses on the effects of playing violent video or computer games For my research I also gathered primary and secondary data which shows the positive and negative effects of playing violent computer game

    Are Early Investments In Computer Skills Rewarded In The Labor Market?

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    The paper assesses the relationship between investments in computer skills by adolescents and earnings at age 26. The heaviest investors earned 9 to 16 percent more than otherwise equivalent NELS-88 classmates. The payoff to early computer skills was substantial in jobs involving intense and complex uses of computers; negligible when computers were not used at work. It was non-gaming use of computers outside of school that enhanced future earnings, not playing video/computer games—which lowered earnings. Children in low SES families invested less in computer skills and thus benefited less from the job opportunities generated by the digital revolution

    Building Resilience on Adolescent Mental Health Associated with Emerging Risk and Protective Factors among Ethnic Groups

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    A bulk of studies have focused on systematically catalogued risk and protective factors (e.g., parental monitoring, peer, neighborhood support) in terms of adolescent mental health status concerning resilience; however, they did not display any improvement regarding adolescent mental health, particularly in school-based interventions. Therefore, I suggested that whether other emerging factors (e.g., nutrition, physical activity) could be beneficial to promote effective school-based interventions. Hence, I examined adolescent mental health outcomes (depression and suicidality) associated with dietary patterns, physical activity, social support, watching TV, video/computer games, and sleeping habits factors regarding resilience approach. A secondary data analysis was employed based on the 2011 national Youth Risk Behavior Survey (YRBS) among 15,364 12-18 year-old African American, Asian, and Caucasian adolescents. Regarding nutrition, low levels of fruit, vegetable, potato, and fruit juice were associated with higher odds of depression, suicidal ideation, suicide attempts, for the most part among diverse ethnicities. Similarly, greater green salad intake resulted in lower odds of poor mental health outcomes among Asians and Caucasians. Next, consistent with current literature, low levels of social support in schools and higher levels of joining a sport team were strong predictors of poor mental health outcomes among overall ethnic groups. Lastly, healthy sleeping patterns, greater physical activity, low levels of being bullied in school, cyber bullied, and video/computer games increased the risk of poor mental health outcomes among adolescents.published_or_final_versio

    Music listening predicted improved life satisfaction in university students during early stages of the COVID-19 pandemic

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    Quarantine and spatial distancing measures associated with COVID-19 resulted in substantial changes to individuals’ everyday lives. Prominent among these lifestyle changes was the way in which people interacted with media—including music listening. In this repeated assessment study, we assessed Australian university students’ media use (i.e., listening to music, playing video/computer games, watching TV/movies/streaming videos, and using social media) throughout early stages of the COVID-19 pandemic in Australia, and determined whether media use was related to changes in life satisfaction. Participants (N = 127) were asked to complete six online questionnaires, capturing pre- and during-pandemic experiences. The results indicated that media use varied substantially throughout the study period, and at the within-person level, life satisfaction was positively associated with music listening and negatively associated with watching TV/videos/movies. The findings highlight the potential benefits of music listening during COVID-19 and other periods of social isolation

    TV Viewing versus Play - Trends and Impact on Obesity

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    A cross sectional descriptive study was conducted involving 10000 students from randomly selected government and private schools of Amritsar district to identify the trends of TV viewing and playing in school children aged 5 years and above, to compare TV viewing in both sexes, different age groups and urban versus rural children and to study the impact of TV viewing and playing on obesity in children. The results showed that TV viewing has replaced outdoor playing in most children, irrespective of age, sex and residence. A positive relation between TV viewing and obesity was also documented

    The Impact of Computer Games on EFL Learners' Spelling: A Qualitative Study

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    This is a qualitative study in which video games were applied as one of the basic steps of language learning and literacy skill for specific students i.e. spelling. In this study 40 students from two classes at the age group of 14-16were randomly divided into two groups, control and experimental (each 20). The participants in the control group receive a placebo while the experimental group was presented with original computer games. During the treatment period the experimental group worked with each game by the teacher in the class. The classroom was equipped with the computer, television, overhead projector, etc. Each week they was subjected to one game. At the end of each session, the students were required to play the games and elicit words and spelling of them. After eight sessions of treatment, a questionnaire was filled out by the participants in the experimental group. The results of the study showed that the experimental group outperformed the control group. This finding subscribes to the role and efficacy of video computer games on spelling among students

    An Examination Of Time Use Patterns Influence On Academic Achievement Among African American And Hispanic Male High School Stude

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    The purpose of this investigation is to contribute to the body of knowledge in the area of effective time management skills among African American and Hispanic male student athletes and their academic achievement utilizing the Educational Longitudinal Study of 2002 (ELS: 2002) Base year thru the First follow-up database. The researcher has assessed indicators (socioeconomic status, time use patterns, sports participation, and race) within the construct of academic achievement among African American and Hispanic male high school student athletes. Their contribution to the main effects revealed that statistically significant differences exist between the non-sports participant and sports participant groups. After controlling for time spent completing mathematics homework and socioeconomic status, the findings revealed that time spent completing math homework was significantly related to academic achievement for African American and Hispanic male student athletes. Time spent watching television was not significantly related to academic achievement for African American and Hispanic male student athletes. For the variable time spent playing on the computer game, the analysis indicated that the detrimental effect of time spent playing video/computer games was the same for African American and Hispanic male student athletes. Finally, it is noteworthy that effective use of time (i.e., playing video games less) and sports participation positively influences academic achievement of African American and Hispanic males high school student athletes. Strategies were uncovered for possible future research among African American and Hispanic male student athletes to increase academic achievement levels

    Literature Review of the Definition, Size and Turnover of the Creative Industries and Micro-Businesses in Scotland: Preliminary Research

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    This research seeks to review, evaluate and clarify the findings of five recent reports in relation to the discussion paper Creative Industries in Scotland. Micro-businesses, Access to Finance and the Public Purse by Bob Last for the Cultural Enterprise Office
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