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dc.contributor.authorChan, Sim Mun
dc.contributor.authorPoon, Charlene
dc.contributor.authorOh, Priscilla Jing Shuang
dc.description.abstractAs technology dominates modern lifestyles, video games have become a routine part of children and adolescents’ lives. Researchers have long debated over the nature of video game effects. Majority of past research on video games has focused on negative effects, specifically on the consequences of playing violent video games and the engagement in problematic gaming. Newer research links video games to positive effects in multiple domains - emotional, social, cognitive, physical, and therapeutic. This paper examines both the positive and negative effects that have been associated with video games. Some effects are linked to specific genres or types of video games more than others. The main relationships are summarized and the complexities of these effects are discussed at the end. Future directions suggest addressing the similarities between traditional play and video games.en_US
dc.format.extent72 p.en_US
dc.rightsNanyang Technological University
dc.subjectDRNTU::Social sciences::Psychologyen_US
dc.titleNo game, no gain : the effects of video gamesen_US
dc.typeFinal Year Project (FYP)en_US
dc.contributor.supervisorMichael David Gumerten_US
dc.contributor.schoolSchool of Humanities and Social Sciencesen_US
dc.description.degreeBachelor of Artsen_US
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Appears in Collections:HSS Student Reports (FYP/IA/PA/PI)
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