Diferencia sexual en los videojuegos - Educar en igualdad

Diferencia sexual en los videojuegos - Educar en igualdad Diferencia sexual en los videojuegos - Educar en igualdad

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JONES, M.B., KENNEDY, R.S. y BITTNER, A.C. (1981). A video game for performance testing. American Journal of Psychology, 94 (1), 143-152. JONES, P.K. (1986). The Relative Effectiveness of Computer-Aided Remediation with Male and Female Students, T.H.E. Journal, March. UGUETES Y JUEGOS DE ESPAÑA (1991). Hay que saber más sobre videojuegos. Juguetes y Juegos de España, 10, Año XXX, 16-19. JUGUETES Y JUEGOS DE ESPAÑA (1992). El Bing-Bang de los videojuegos. Juguetes y Juegos de España, 12, Año XXXI, 16. JUUL, J. (2004). Half-Real: Video Games between Real Rules and Fictional Worlds. Tesis Doctoral inédita. Copenhague: Universidad IT. KAFAI, Y.B. (1996). Gender Differences in Children’s Construction of Video Games. En P.M. Greenfield y RR. Cocking. (Eds.). Interacting with Video (39-66). Norwood (NJ): Ablex Publishing. KAFAI, Y.B. (1998). Video Game Designs by Girls and Boys: Variability and Consistency of Gender Differences. En Cassell y Jenkins. From Barbie to Mortal Kombat: gender and computer games (90-114). Cambridge: MIT Press. KAPLAN, S. y KAPLAN, S. (1981). A Research Note. Video Game, Sex and Sex Differences. Social Science, 46, Autumn, 208-212. KAPLAN, S.J. (1983). The Image of Amusement Arcades and Differences in Male and Female Video Game Playing. Journal of Popular Culture, 17 (1), 93-98. KAPTELININ, V. y COLE, M. (2000). Individual and Collective Activities in Educational Computer Game Playing. En http://lchc.ucsd.edu/People/MCole/Activities.html KAPPES, B.M. y THOMPSON, D.L. (1985). Biofeedback vs. video games: effects on impulsivity, locus of control and selFELIPE-concept with incarcerated juveniles. Journal of Clinical Psychology, 41 (5), 688-706. KEE, D.W. (1981). Implications of Hand Held Electronic Games and Microcomputers for Informal Learning. Comunicación presentada en el National Institute of Education Conference (Washington, DC, julio), ERIC, nº ED223242. Bibliografía 462 KEEPERS, G.A. (1990). Pathological preoccupation with videogames. Journal of the american academy of child psychiatry, 29 (1), 49-50. KELMM, B. (1995). Video-Game Violence. Young Children, July, 53-55. KENT, S.L. (2001). The Ultimate History of Video Games: From Pong to Pokemon–The Story Behind the Craze That Touched Our Lives and Changed the World. New York: Prima Publishing. KENNEDY, R.S., BITTNER, A. y JONES, M. (1981). Video-Game and Conventional Tracking. Perceptual and Motor Skills, 53, 310. KESTENBAUM, G.I. y WEINSTEIN, L. (1985). Personality, Psychopathology, and Developmental Issues in Male Adolescent Video Game Use. Journal of the American Academy of Child Psychiatry, 24 (3), 329-337. KIESLER, S.L., SPROULL, L. y ECCLES, S. (1983). Second Class Citizens. Psychology Today, 17, 3, 41-48. KINDER, M. (1991). Playing with Power in Movies, Television and Video Games. Los Angeles: University of California Press. KINDER, M. (1992). Playing with Power on Saturday Morning Television and on Home Video Games. Quarterly Review of Film & Video, 14 (1-2), 29-59. KIRSH, S. J. (1997). Seeing the world through “Mortal Kombat” colored glasses: Violent video games and hostile attribution bias. Poster presentado al Biennial Meeting of the Society for Research in Child Development, Washington, DC. KLEIN, M. (1984). The Bite of Pac-Man. Journal of Psychohistory 2 (3), 395-401.

KOLKO, D.J. y RICKARD-FIGUEROA, J.L. (1985): Effects of Video Games on the Adverse Corollaries of Chemotherapy in Pediatric Oncology Patients: A Single-Case Analysis. Journal of Consulting and Clinical Psychology, 53 (2), 223-228. KRAMER, M. (1989). The Next Nintendo “Game” May Be Brainchild of AT&T. PC Week, Luly, 24, 57. KRICHEVETS, A.N. y otros. (1995). Computer games as a means of movement rehabilitation. Disability & Rehabilitation: An International Multidisciplinary Journal, 17 (2), 100-105. KUBEY, C. (1982). The Winners’ Book of Video Games. New York: Warner Books. KUBEY, R. y LARSON, R. (1990). The Use and Experience of the New Video Media Among Children and Young Adolescents. Communication Research, 17 (1), 107-130. KUCZMIERCZYK, A.R., WALLEY, P.B. y CALHOUN, K.S. (1987). Relaxation Training, In Vivo Exposure and Response-prevention in the Treatment of Compulsive Video-game Playing. Scandinavian Journal of Behaviour Therapy, 16, 185-190. KUHLMAN, J. y BEITEL, P. (1991). Videogame experience: a possible explanation for differences in anticipation of coincidence. Perceptual and motor skills. Apr 72 (2) 483-488. LARKIN, K.T., MANUCK, S.B. y KASPROWICZ, A.L. (1989). Heart Rate Feedback-Assisted Reduction in Cardiovascular Reactivity to a Videogame Challenge. The Psychological Record, 39, 365-371. LEVIS, D. (1997). Los videojuegos, un fenómeno de masas. Barcelona: Paidós. LEVIS, D. (1998). Los videojuegos: ciando mirar también es hacer. Comunicación y Pedagogía, 152, 71-77. LICONA VEGA, A.L. y PICCOLOTTO CARVALHO, D. (2002). Los videojuegos en el contexto de las nuevas tecnologías: Relación entre las actividades lúdicas actuales, la conducta y el aprendizaje. PíxeLETICIA-Bit, 17. LICONA VEGA, A.L. y PICCOLOTTO CARVALHO, D. (2003). Algunas reflexiones sobre los videojuegos. (Consultado el 23 de noviembre de 2003) en http://tecnologiaedu.us.es/edutec/paginas/19.html LIEBERMAN, D.A., CHAFFEE, S.H. y ROBERTS, D.F. (1988). Computers, Mass Media, and Schooling: Functional Equivalence in Uses of New Media. Social Science Computer Review, 6 (1), 225-241. LIN S., LEPPER, M. R. (1987). Correlates of Children’s Usage of Videogames and Computers. Journal of Applies Social Psychology, 17 (1), 72-93. LIVINGSTONE, S. y BOVILL, M. (1999). Young people, New media. Londres: London School of Economics and Political Science. La diferencia sexual en el análisis de los videojuegos 463 LOFTUS, G.R. y LOFTUS, E.F. (1983). Mind at Play. The Psychology of Video Games. New York: Basic Books. LONG, S.M., LONG W.H. (1984). Rethinking Video Games. The Futurist, December, 35-37. LOWERY, B.R. y KNIRK, F.G. (1982-83). Micro-computer video games and spatial visualization acquisition. Jorunal Educational Technology Systems, 11 (2), 155-166. MALDONADO A. (1999). Nuevos fenómenos lúdicos en la Adolescencia. VI Congreso Nacional de Ludotecas. AIJU: Valencia. MALES, M. (1999). Framing Youth. New York: Basic books. MALONE, T. (1981). Toward a Theory of Intrinsically Motivating Instruction. Cognitive Science, 4, 333-369.

KOLKO, D.J. y RICKARD-FIGUEROA, J.L. (1985): Effects of Video Games on the Adverse<br />

Corollaries of Chemotherapy in Pediatric Oncology Pati<strong>en</strong>ts: A Single-Case Analysis. Journal of<br />

Consulting and Clinical Psychology, 53 (2), 223-228.<br />

KRAMER, M. (1989). The Next Nint<strong>en</strong>do “Game” May Be Brainchild of AT&T. PC Week, Luly,<br />

24, 57.<br />

KRICHEVETS, A.N. y otros. (1995). Computer games as a means of movem<strong>en</strong>t rehabilitation.<br />

Disability & Rehabilitation: An International Multidisciplinary Journal, 17 (2), 100-105.<br />

KUBEY, C. (1982). The Winners’ Book of Video Games. New York: Warner Books.<br />

KUBEY, R. y LARSON, R. (1990). The Use and Experi<strong>en</strong>ce of the New Video Media Among<br />

Childr<strong>en</strong> and Young Adolesc<strong>en</strong>ts. Communication Research, 17 (1), 107-130.<br />

KUCZMIERCZYK, A.R., WALLEY, P.B. y CALHOUN, K.S. (1987). Relaxation Training, In Vivo<br />

Exposure and Response-prev<strong>en</strong>tion in the Treatm<strong>en</strong>t of Compulsive Video-game Playing.<br />

Scandinavian Journal of Behaviour Therapy, 16, 185-190.<br />

KUHLMAN, J. y BEITEL, P. (1991). Videogame experi<strong>en</strong>ce: a possible explanation for differ<strong>en</strong>ces<br />

in anticipation of coincid<strong>en</strong>ce. Perceptual and motor skills. Apr 72 (2) 483-488.<br />

LARKIN, K.T., MANUCK, S.B. y KASPROWICZ, A.L. (1989). Heart Rate Feedback-Assisted Reduction<br />

in Cardiovascular Reactivity to a Videogame Chall<strong>en</strong>ge. The Psychological Record, 39, 365-371.<br />

LEVIS, D. (1997). Los <strong>videojuegos</strong>, un f<strong>en</strong>óm<strong>en</strong>o de masas. Barcelona: Paidós.<br />

LEVIS, D. (1998). Los <strong>videojuegos</strong>: ciando mirar también es hacer. Comunicación y Pedagogía,<br />

152, 71-77.<br />

LICONA VEGA, A.L. y PICCOLOTTO CARVALHO, D. (2002). Los <strong>videojuegos</strong> <strong>en</strong> el contexto de<br />

las nuevas tecnologías: Relación <strong>en</strong>tre las actividades lúdicas actuales, la conducta y el apr<strong>en</strong>dizaje.<br />

PíxeLETICIA-Bit, 17.<br />

LICONA VEGA, A.L. y PICCOLOTTO CARVALHO, D. (2003). Algunas reflexiones sobre <strong>los</strong><br />

<strong>videojuegos</strong>. (Consultado el 23 de noviembre de 2003) <strong>en</strong> http://tecnologiaedu.us.es/edutec/paginas/19.html<br />

LIEBERMAN, D.A., CHAFFEE, S.H. y ROBERTS, D.F. (1988). Computers, Mass Media, and<br />

Schooling: Functional Equival<strong>en</strong>ce in Uses of New Media. Social Sci<strong>en</strong>ce Computer Review, 6 (1),<br />

225-241.<br />

LIN S., LEPPER, M. R. (1987). Correlates of Childr<strong>en</strong>’s Usage of Videogames and Computers.<br />

Journal of Applies Social Psychology, 17 (1), 72-93.<br />

LIVINGSTONE, S. y BOVILL, M. (1999). Young people, New media. Londres: London School of<br />

Economics and Political Sci<strong>en</strong>ce.<br />

La difer<strong>en</strong>cia <strong>sexual</strong> <strong>en</strong> el análisis de <strong>los</strong> <strong>videojuegos</strong><br />

463<br />

LOFTUS, G.R. y LOFTUS, E.F. (1983). Mind at Play. The Psychology of Video Games. New York:<br />

Basic Books.<br />

LONG, S.M., LONG W.H. (1984). Rethinking Video Games. The Futurist, December, 35-37.<br />

LOWERY, B.R. y KNIRK, F.G. (1982-83). Micro-computer video games and spatial visualization<br />

acquisition. Jorunal Educational Technology Systems, 11 (2), 155-166.<br />

MALDONADO A. (1999). Nuevos f<strong>en</strong>óm<strong>en</strong>os lúdicos <strong>en</strong> la Adolesc<strong>en</strong>cia. VI Congreso Nacional de<br />

Ludotecas. AIJU: Val<strong>en</strong>cia.<br />

MALES, M. (1999). Framing Youth. New York: Basic books.<br />

MALONE, T. (1981). Toward a Theory of Intrinsically Motivating Instruction. Cognitive Sci<strong>en</strong>ce,<br />

4, 333-369.

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