Publicación de la categoría: Informes

2003 – LET THE GAMES BEGIN

LET THE GAMES BEGIN GAMING TECHNOLOGY AND ENTERTAINMENT AMONG COLLEGE STUDENT Autor principal: Steve Jones Pew Internet & American Life. Publicado el 6 de Julio de 2003 en Washington DC Consulta la investigación… Sigue leyendo

2008‐2009 Casual Games White Paper

2008‐2009 Casual Games White Paper A Project of the Casual Games SIG of the IGDA Introduction 2007 and 2008 have been years of tremendous change for the casual game industry. From 2001‐2006, the… Sigue leyendo

2002 – Consoles Will Lead Gaming Software Market

Consoles Will Lead Gaming Software Market By CyberAtlas staff A report from Datamonitor predicts that by 2004, revenues derived from gaming software will rise 22 percent from 2001, and consoles will lead the… Sigue leyendo

2002 – Report on the educational use of games

Report on the educational use of games An exploration by TEEM of the contribution which games can make to the education process Professor Angela McFarlane, Anne Sparrowhawk, Ysanne Heald Games in education –… Sigue leyendo

2001 – Economic Impacts of the Demand for Playing Interactive Enterteinment Software

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2003 – Action video game modifies visual selective attention

Action video game modifies visual selective attention C. Shawn Green & Daphne Bavelier Department of Brain and Cognitive Sciences, Center for Visual Science, University of Rochester, Rochester, New York 14627, USA ………………………………………………………………………………………….. NATURE… Sigue leyendo

2000 – Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life

Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life Craig A. Anderson Department of Psychology University of Missouri–Columbia Karen E. Dill Department of Psychology Lenoir-Rhyne College Publicado originalmente… Sigue leyendo

2002 – Informe s/ la industria de los videojuegos en 2001

Video Game Industry Raises the Bar in 2001 By Michael Pastore – Publicado originalmemte en http://cyberatlas.internet.com The market for video games rolled along in 2001, with U.S. sales for hardware, software and accessories… Sigue leyendo

2000 – Los videojuegos violentos incrementan la agresión y la violencia

Violent Video Games Increase Aggression and Violence Craig A. Anderson, Ph.D. Professor of Psychology & Chair, Department of Psychology Iowa State University of Science & Technology Senate Commerce Committee hearing on “The Impact… Sigue leyendo

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