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Gaming's popularity among communities of color changed significantly over a short period of time: while a 2009 study found that 73.9% of white parents said their children play video games, compared to 26.1% of nonwhite parents, [3] a 2015 result showed that 83% of black teens and 69% of Hispanic teens played video games while white teens ...
Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do is a book by Lawrence Kutner and Cheryl K. Olson.Along with psychiatrist Eugene V. Beresin, Kutner and Olson are co-directors of the Harvard Medical School Center for Mental Health and Media, a division of the department of psychiatry at Massachusetts General Hospital.
Being exposed to discrimination, hate or cyberbullying on social media also can raise the risk of anxiety or depression. What teens share about themselves on social media also matters. With the teenage brain, it's common to make a choice before thinking it through. So, teens might post something when they're angry or upset, and regret it later.
Most films related to video games in the 1990s and 2000s were subsequently adaptions of games, rather than dealing with the medium itself, though the concept of video games remained as a central theme in works like Grandma's Boy (2006), Stay Alive (2006), and Gamer (2009). The 2010s introduced a new way of film which expanded on using video ...
According to Monday’s report, teen girls, who some believe are especially at risk of impacts to their mental health and body image from social media, are more likely to say they spend too much ...
Everything Bad Is Good for You: How Today's Popular Culture Is Actually Making Us Smarter is a non-fiction book written by Steven Johnson.Published in 2005, it details Johnson's theory that popular culture – in particular television programs and video games – has grown more complex and demanding over time and is making society as a whole more intelligent, contrary to the perception that ...
Better yet, ask a neighborhood pal to join and you’ll have the added boost of chatting with someone while you stroll. Take a bath. Break out the bubble bath, bath bombs, your favorite deep ...
Power Play's main focus is on the influence that video games can have on society. The book expands upon the future benefits and opportunities that it can provide, and attempts to redirect current stereotypes of gamers and video games to expose the positive aspects that they bring to its users.