Zusammenfassung
Koen (II) eet snel zijn bord soep leeg en staat op. “Wat ga je doen?”, vraagt zijn vader. Koen zegt dat hij snel naar boven moet om online te gaan, want zijn Warcraft-clan heeft over 3 minuten een raid afgesproken. “Daar komt niks van in. Je blijft hier want we zitten net gezellig met elkaar te eten.”
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
NOTEN
1 NVPI. (2009). Marktinformatie: De interactiefmarkt algemeen. Hilversum: NVPI www.nvpi.nl.
2 ELSPA. (2009). Video games now more popular than ever. Entertainment and Leisure Software Publishers Association. Gedownload van http://www.elspa.com/about/pr/;ESA. (2009). Industry facts. Gedownload van http://www.theesa.com/facts/index.asp.
3 ESA. (2009). Industry facts. Zie noot 2; NVPI. (2009). Zie noot 1.
4 PEGI. (2009). Wat zijn classificaties? Gedownload van www.pegi.info
5 Nikken, P. (2003a). Computerspellen in het gezin. Hilversum: Nederlands Instituut voor de Classificatie van Audiovisuele Media (NICAM).
6 Pijpers, R. & Pardoen, J. (red.) (2009). Next level: Dossier over online spelletjes voor kinderen. Den Haag: Stichting Mijn Kind Online.
7 Pratchett, R. (2005). Gamers in the UK: Digital play, digital lifestyles. Londen: BBC New Media & Technology.
8 Rideout, V.J., Vandewater, E.A., & Wartella, E.A. (2003). Zero to six: Electronic media in the lives of infants, toddlers, and preschoolers. Menlo Park, CA.: The Henry J. Kaiser Family Foundation.
9 Roberts, D.F., & Foehr, U.G. (2008). Trends in media use. The Future of Children, 18(1), 11–37.
10 Nikken, P. (2003a). Zie noot 5.
11 Van Dorsselaer, S., Zeijl, E., Van den Eeckhout, S., Ter Bogt, T. & Vollebergh, W. (2007). HBSC 2005: Gezondheid en welzijn van jongeren in Nederland. Utrecht: Trimbosinstituut.
12 Pratchett, R. (2005). Zie noot 7; Roberts, D.F., & Foehr, U.G. (2008). Zie noot 9. Sherry, J.L., Lucas, K., Greenberg, B.S., & Lachlan, K. (2006). Video game uses and gratifications as predictors of use and game preferences. In P. Vorderer & J. Bryant (red.), Playing video games: Motives, responses, and consequences (pp. 213–224). London: Lawrence Erlbaum Associates.
13 Nikken, P. (2003a). Zie noot 5.
14 SuttonSmith, B. (1997). The ambiguity of play. Cambridge, MS: Harvard University Press; Piaget, J. (1960). The moral judgment of the child. New York: Basic Books.
15 Vorderer, P. (2001). It’s all entertainmentsure. But what exactly is entertainment? Poetics, 29, 247–261.
16 Piaget, J. (1960). Zie noot 14.
17 Valkenburg, P.M. (2008). Beeldschermkinderen. Theorieën over kind en media. Amsterdam: Boom.
18 Vygotsky, L.S. (1978). Mind in society: The development of higher psychological processes. Cambridge, MS: Harvard University Press.
19 Valkenburg, P.M., & Vroone, M. (2004). Developmental changes in infants’ and toddlers’ attention to television entertainment. Communication Research, 31(3), 288–311.
20 Subrahmanyam, K., & Greenfield, P.M. (in druk). Designing serious games for children and adolescents: What developmental psychology can teach us. In U. Ritterfeld, M. Cody & P. Vorderer (red.), Serious Games: Mechanisms and Effects. London: Routledge, Taylor & Francis.
21 Blumberg, F.C., & Ismailer, S.S. (in druk). What do children learn from playing digital games? In U. Ritterfeld, M. Cody & P. Vorderer (red.), Serious Games: Mechanisms and Effects. London: Routledge, Taylor & Francis.
22 Nikken, P. (2007). Mediagewelden kinderen. Amsterdam: SWP; Valkenburg, P.M. (2008). Zie noot 17.
23 Valkenburg, P.M. (2008). Zie noot 17.
24 Van Der Voort, T.H.A. (1982). Kinderen en TV-geweld: Waarneming en beleving. Lisse: Swets & Zeitlinger.
25 McDonald, D.G., & Kim, H. (2001). When I die, I feel small: Electronic game characters and the social self. Journal of Broadcasting & Electronic Media, 45(2), 241–258.
26 Pijpers, R. & Pardoen, J. (red) (2009). Zie noot 6; Sherry, J.L., & Dibble, J.L. (in druk). The impact of serious games on childhood development. In U. Ritterfeld, M. Cody & P. Vorderer (red.), Serious Games: Mechanisms and Effects. London: Routledge, Taylor & Francis. Von Salisch, M., Oppl, C., & Kristen, A. (2006). What attracts children? In P. Vorderer & J. Bryant (red.), Playing computer games: Motives, responses, and consequences (pp. 147–164). Mahwah, NJ: Erlbaum.
27 Eagly, A.H., & Koenig, A.M. (2006). Social role theory of sex differences and similarities: Implication for prosocial behavior. In K. Dindia & D.J. Canary (red.), Sex differences and similarities in communication, 2nd ed (pp. 161–177). Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
28 Jansz, J., & Martis, R. (2007). The Lara phenomenon: Powerful female characters in video games. Sex Roles, 56(3), 141–148; Smith, S.L. (2006). Perps, pimps, and provocative clothing: Examining negative content patterns in video games. In P. Vorderer & J. Bryant (red.), Playing video games: Motives, responses, and consequences. (pp. 57–75). London: Lawrence Erlbaum Associates.
29 Vosmeer, M. (in press). Videogames en gender: Over spelende meiden, sexy avatars en huiselijkheid op het scherm. Amsterdam: Universiteit van Amsterdam (PhD thesis).
30 Carr, D. (2005). Contexts, pleasures and preferences: Girls playing computer games. Paper presented at the Digra International Conference, Vancouver.
31 Kafai, Y. (2008). Gender play in a tween gaming club. In Y.B. Kafai, C. Heeter, J. Denner & J. Sun (red.), Beyond Barbie and Mortal Kombat. New perspectives on gender and gaming (pp. 111–125). Cambridge, MA: The MIT Press.
32 Lucas, K., & Sherry, J.L. (2004). Sex differences in video game play: A communicationbased explanation. Communication Research, 31(5), 499–523.
33 Ruggiero, T. E. (2000). Uses and gratifications theory in the 21st century. Mass Communication and Society, 3(1), 3–37.
34 Sherry, J.L., Lucas, K., Greenberg, B.S., & Lachlan, K. (2006). Video game uses and gratifications as predictors of use and game preferences. In P. Vorderer & J. Bryant (red.), Playing video games: Motives, responses, and consequences (pp. 213–224). London: Lawrence Erlbaum Associates.
35 Sherry, J.L., & Dibble, J.L. (in druk). The impact of serious games on childhood development. In U. Ritterfeld, M. Cody & P. Vorderer (red.), Serious games: Mechanisms and effects. London: Routledge, Taylor & Francis.
36 Nikken, P. (2000). Boys, girls and violent video games: The views of Dutch children. In: C. Von Feilitzen & U. Carlsson (red.). Children in the new media landscape: Games pornography perceptions (pp. 93–102). Göteborg: Nordicom.
37 Kafai, Y. (1998). Video game designs by girls and boys: Variability and consistency of gender differences. In J. Cassell & H. Jenkins (red.), From Barbie to Mortal Kombat: Gender and computer games (pp. 90–111). Cambridge, MA: MIT Press.
38 Denner, J., & Campe, K. (2008). What do girls want? What games made by girls can tell us. In Y. B. Kafai, C. Heeter, J. Denner & J. Sun, Y. (red.), Beyond Barbie and Mortal Kombat. New perspectives on gender and gaming. Cambridge, MA: The MIT Press.
39 Jansz, J., & Vosmeer, M. (in press). Girls as serious gamers: Pitfalls and possibilities. In U. Ritterfeld, M. Cody & P. Vorderer (red.), Serious games: Mechanisms and effects. London: Routledge, Taylor & Francis.
40 Von Salisch, M., Oppl, C., & Kristen, A. (2006). What attracts children? In P. Vorderer & J. Bryant (red.), Playing computer games: Motives, responses, and consequences (pp. 147–164). Mahwah, NJ: Erlbaum.
41 Orleans, M., & Laney, M. C. (2000). Children’s computer use in the home: Isolation or sociation? Social Science Computer Review, 18(1), 56–72.
42 Durkin, K. (2006). Game playing and adolescents’ development. In P. Vorderer & J. Bryant (red.), Playing video games:Motives, responses, and consequences (pp. 415–428). Mahwah, NJ: Lawrence Erlbaum Associates.
43 Subrahmanyam, K., Greenfield, P., Kraut, R., & Gross, E. (2001). The impact of computer use on children’s and adolescents’ development. Applied Developmental Psychology, 22, 7–30.
44 De Lisi, R., & Wolford, J. L. (2002). Improving children’s mental rotation accuracy with computer game playing. Journal of Genetic Psychology, 163, 272–282.
45 Oyen, A. S., & Bebko, J. M. (1996). The effects of computer games and lesson contexts on children’s mnemonic strategies. Journal of Experimental Child Psychology, 62(2), 173–189.
46 Meijs, C. (2008). Verbal learning in school-aged children and the influence of childrelated factors, test related factors, and natural context. Universiteit Maastricht: Academisch proefschrift.
47 Rueda, M., Rothbart, M., McCandliss, B., Saccomanno, L., & Posner, M. (2005). Training, maturation, and genetic influences on the development of executive attention. Proceedings of the National Academy of Sciences USA, 102(41), 14931–14936.
48 Blumberg, F.C. (1998). Developmental differences at play: Children’s selective attention and performance in video games. Journal of Applied Developmental Psychology, 19(4), 615–624.
49 LanninghamFoster, L., Jensen, T.B., Foster, R.C., Redmond, A.B., Walker, B.A., Heinz, D., & Levine, J.A. (2007). Energy expenditure of sedentary screen time compared with active screen time for children. Pediatrics, 118, 1831–1835.
50 Lieberman, D.A. (2006). What can we learn form playing interactive games? In P. Vorderer & J. Bryant (red.), Playing video games: Motives, responses, and consequences (pp. 379–395). London: Lawrence Erlbaum Associates.
51 Lieberman, D.A. (2006). Zie noot 50.
52 Nikken, P. (2007). Mediageweld en kinderen. Amsterdam: SWP.
53 Anderson, C.A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27(1), 113–122; Sherry, J.L. (2001). The effects of violent video games on aggression: A metaanalysis. Human Communication Research, 27(3), 409–431.
54 Goldstein, J. (2005). Violent video games. In J. Raessens & J. Goldstein (red.), Handbook of computer game studies (pp. 341–359). Cambridge, MA: The MIT Press.
55 Anderson, C., Gentile, D., & Buckley, K. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. Oxford University Press.
56 Lee, K.M., & Peng, W. (2006). What do we know about social and psychological effects of computer games? A comprehensive review of the current literature. In P. Vorderer & J. Bryant (red.), Playing video games: Motives, responses, and consequences (pp. 327–345). Mahwah, NJ: Lawrence Erlbaum Associates.
57 Wiegman, O., & Van Schie, E. (1998). Video game playing and its relations with aggressive and prosocial behaviour. British Journal of Social Psychology, 37, 367–378.
58 Huesmann, L. (1998). The role of social information processing and cognitive schema in the acquisition and maintenance of habitual aggressive behavior. In R. Geen & E. Donnerstein (red.), Human aggression: Theories, research, and implications for social policy (pp. 73–109). San Diego, CA: Academic Press.
59 Griffiths, M. (2007). Videogame addiction: fact or fiction. In T. Willoughby & E. Wood (red.), Children’s learning in a digital world (pp. 85–103). Oxford: Blackwell.
60 Griffiths, M. (2007). Zie noot 59.
61 Lemmens, J.S., Valkenburg, P.M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12(1), 77–96.
62 PEGI. (2009). Wat zijn classificaties? Gedownload van www.pegi.info.
63 Nikken, P., & Jansz, J. (2006). Parental mediation of children’s videogame playing: A comparison of the reports by parents and children. Learning, Media, & Technology, 31(2), 181–202.
64 Nikken, P. (2003b). Ouderlijke zorgen over het ‘gamen’ van hun kinderen. Pedagogiek, 23(4), 303–317.
65 Jansz, J. (2005). The emotional appeal of violent video games for adolescent males. Communication Theory, 15, 219–241.
66 Jansz, J., & Vosmeer, M. (in druk). Girls as serious gamers: Pitfalls and possibilities. In U. Ritterfeld, M. Cody & P. Vorderer (red.), Serious Games: Mechanisms and Effects. London: Routledge, Taylor & Francis.
Editor information
Rights and permissions
Copyright information
© 2010 Bohn Stafleu van Loghum, onderdeel van Springer Uitgeverij
About this chapter
Cite this chapter
Jansz, J., Nikken, P. (2010). Games. In: de Haan, J., Pijpers, R. (eds) Contact!. Bohn Stafleu van Loghum, Houten. https://doi.org/10.1007/978-90-313-7838-8_2
Download citation
DOI: https://doi.org/10.1007/978-90-313-7838-8_2
Publisher Name: Bohn Stafleu van Loghum, Houten
Print ISBN: 978-90-313-7837-1
Online ISBN: 978-90-313-7838-8
eBook Packages: Dutch language eBook collection