000 | 01303nam a2200181 a 4500 | ||
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001 | 12536 | ||
005 | 20210222152209.0 | ||
008 | 090401t xxu||||| |||| 00| 0 eng d | ||
035 | _a(Sirsi) 67205 | ||
100 | 1 |
_aShin, Jae _910137 |
|
245 | 1 | 2 | _aA comparative study on the impact of traditional mode of playing and computer, video and online games. |
260 | 0 | 0 |
_aChislehurst : _bRavensbourne College, _c2005 |
500 | _aComputer based games have become one of the dominant entertainment media in a very short time, especially with young people. Now just over thirty years old, computer, video and online games have quickly become one of the most pervasive, profitable and influential forms of entertainment across the world. Moreover, it has become a popular learning tool for children as well. While playing the games, young children are learning important constructive skills, by organizing and cataloguing information, and it teaches young children to nurture and care for others. However, there are also great concerns about the negative effect on children's development, exposure to inappropriate violent, sexual and commercial content. | ||
500 | _aMA dissertation: Interactive Digital Media | ||
655 | 7 | _aDissertation | |
710 | 2 | 0 | _aRavensbourne College of Design and Communication |
942 | _n0 | ||
999 |
_c2586 _d2586 |