What attracts children?

Publikation: Beiträge in SammelwerkenAufsätze in SammelwerkenForschung

Standard

What attracts children? / Salisch, Maria; Oppl, Caroline; Kristen, Astrid.
Playing video games: Motives, responses, and consequences. Hrsg. / Peter Vorderer; Jennings Bryant. Mahwah, NJ [u.a.]: Lawrence Erlbaum Associates, 2006. S. 170-189 (LEA's communication series).

Publikation: Beiträge in SammelwerkenAufsätze in SammelwerkenForschung

Harvard

Salisch, M, Oppl, C & Kristen, A 2006, What attracts children? in P Vorderer & J Bryant (Hrsg.), Playing video games: Motives, responses, and consequences. LEA's communication series, Lawrence Erlbaum Associates, Mahwah, NJ [u.a.], S. 170-189. https://doi.org/10.4324/9780203873700

APA

Salisch, M., Oppl, C., & Kristen, A. (2006). What attracts children? In P. Vorderer, & J. Bryant (Hrsg.), Playing video games: Motives, responses, and consequences (S. 170-189). (LEA's communication series). Lawrence Erlbaum Associates. https://doi.org/10.4324/9780203873700

Vancouver

Salisch M, Oppl C, Kristen A. What attracts children? in Vorderer P, Bryant J, Hrsg., Playing video games: Motives, responses, and consequences. Mahwah, NJ [u.a.]: Lawrence Erlbaum Associates. 2006. S. 170-189. (LEA's communication series). doi: 10.4324/9780203873700

Bibtex

@inbook{369705ca14384a919950c36221dee8b9,
title = "What attracts children?",
abstract = "Even a cursory glance at the droves of youngsters playing at the computers for sale at large department stores indicates that children and adolescents are attracted to computer games and other electronic media products. Surveys confirm this impression and add that the use of computers and computer games has rapidly increased over the last few years. We have evidence for the unprecedented historical trend that computer ownership-in a representative sample of German households with school-age children-doubled between 1990 and 1999 (Feierabend & Klingler, 1999) and increased in the 2 years between 2000 and 2002 by another 10% . By now 81% of the households with 12-and 13-year-olds own a computer in Germany, and 23% of these youngsters are able to work and play on a computer of their own (Feierabend & Klingler 2003). Figures from a representative sample of 8-to-13-year-olds from the United States are about the same and are related to community income (Roberts, Foehr, Rideout, & Brodie 1999; Subrahmanyam, Kraut, Greenfield, & Gross 2001). Computers are mostly used for playing computer games, in Germany as well as in the United States.1 By middle childhood, playing computer and video games has become one of the favorite leisure-time activities for boys and (less so) for girls in Western industrialized countries (Feierabend & Klingler 2003; Subrahmanyam et al., 2001).",
keywords = "Psychology",
author = "Maria Salisch and Caroline Oppl and Astrid Kristen",
year = "2006",
month = mar,
day = "28",
doi = "10.4324/9780203873700",
language = "English",
isbn = "9780805853223",
series = "LEA's communication series",
publisher = "Lawrence Erlbaum Associates",
pages = "170--189",
editor = "Peter Vorderer and Jennings Bryant",
booktitle = "Playing video games",
address = "United States",

}

RIS

TY - CHAP

T1 - What attracts children?

AU - Salisch, Maria

AU - Oppl, Caroline

AU - Kristen, Astrid

PY - 2006/3/28

Y1 - 2006/3/28

N2 - Even a cursory glance at the droves of youngsters playing at the computers for sale at large department stores indicates that children and adolescents are attracted to computer games and other electronic media products. Surveys confirm this impression and add that the use of computers and computer games has rapidly increased over the last few years. We have evidence for the unprecedented historical trend that computer ownership-in a representative sample of German households with school-age children-doubled between 1990 and 1999 (Feierabend & Klingler, 1999) and increased in the 2 years between 2000 and 2002 by another 10% . By now 81% of the households with 12-and 13-year-olds own a computer in Germany, and 23% of these youngsters are able to work and play on a computer of their own (Feierabend & Klingler 2003). Figures from a representative sample of 8-to-13-year-olds from the United States are about the same and are related to community income (Roberts, Foehr, Rideout, & Brodie 1999; Subrahmanyam, Kraut, Greenfield, & Gross 2001). Computers are mostly used for playing computer games, in Germany as well as in the United States.1 By middle childhood, playing computer and video games has become one of the favorite leisure-time activities for boys and (less so) for girls in Western industrialized countries (Feierabend & Klingler 2003; Subrahmanyam et al., 2001).

AB - Even a cursory glance at the droves of youngsters playing at the computers for sale at large department stores indicates that children and adolescents are attracted to computer games and other electronic media products. Surveys confirm this impression and add that the use of computers and computer games has rapidly increased over the last few years. We have evidence for the unprecedented historical trend that computer ownership-in a representative sample of German households with school-age children-doubled between 1990 and 1999 (Feierabend & Klingler, 1999) and increased in the 2 years between 2000 and 2002 by another 10% . By now 81% of the households with 12-and 13-year-olds own a computer in Germany, and 23% of these youngsters are able to work and play on a computer of their own (Feierabend & Klingler 2003). Figures from a representative sample of 8-to-13-year-olds from the United States are about the same and are related to community income (Roberts, Foehr, Rideout, & Brodie 1999; Subrahmanyam, Kraut, Greenfield, & Gross 2001). Computers are mostly used for playing computer games, in Germany as well as in the United States.1 By middle childhood, playing computer and video games has become one of the favorite leisure-time activities for boys and (less so) for girls in Western industrialized countries (Feierabend & Klingler 2003; Subrahmanyam et al., 2001).

KW - Psychology

UR - http://www.scopus.com/inward/record.url?scp=84906201947&partnerID=8YFLogxK

UR - https://www.mendeley.com/catalogue/799648bc-5cec-3ecf-93e8-7c1ac53a4e0b/

U2 - 10.4324/9780203873700

DO - 10.4324/9780203873700

M3 - Contributions to collected editions/anthologies

SN - 9780805853223

SN - 0805853227

T3 - LEA's communication series

SP - 170

EP - 189

BT - Playing video games

A2 - Vorderer, Peter

A2 - Bryant, Jennings

PB - Lawrence Erlbaum Associates

CY - Mahwah, NJ [u.a.]

ER -

Links

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