Debra D Buchman
Biographic Data
| ID | 4370156 |
|---|---|
| NAME | Debra D Buchman |
| GIVEN NAMES | Debra D |
| FAMILY NAME | Buchman |
| SIGNATURE | BUCHMAN D D |
| AFFILIATIONS | University of Toledo Medical Center |
| VERIFIED | No |
| TOTAL WORKS | 5 |
| TOTAL CITATIONS | 15 |
| WORKS AS AUTHOR | 5 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 1996 |
| LATEST PUBLICATION YEAR | 2002 |
| H-INDEX | 3 |
Aggression and psychopathology in adolescents with a preference for violent electronic games
Associations between a preference for violent electronic games and adolescents’ self‐perceptions of problem behaviors and emotions were examined. It was predicted that a preference for violent games would be associated with negative externalizing characteristics, in particular aggressive emotions and behaviors, on the Youth Self‐Report (YSR), a standardized self‐report measure of adolescent problem behaviors. Thirty‐two 11‐ through 15‐year‐olds (…
Preference for violent electronic games, self-concept and gender differences in young children
Electronic game-playing has been linked to adjustment problems in player subgroups. This study examined relationships among time commitment, gender, preference for violent games, and self-concept in 364 fourth and fifth graders. Main effects were identified for game preference and gender, with stronger preference for violent games being associated with lower self-perceived behavioral conduct. Implications for future research are discussed
Rating Electronic Games
Commercial ratings assist parents in monitoring their children's media experiences. Exposure to media violence may affect attitudes and behavior, and rating systems should accurately reflect the presence of violent content. Validity indicators for commercial rating systems are examined, including consistency with consumer perceptions. Violent electronic games are a contemporary media phenomenon. A comparison of commercial ratings for popular elec…
Playing Violent Video and Computer Games and Adolescent Self-Concept
Adolescents are primary consumers of video and computer games, and the games they prefer are often violent. Related research suggests that exposure to media violence may affect attitudes and behavior. Self-concept is a key indicator of core attitudes and coping abilities, particularly in adolescents. This study documents current adolescent electronic game-playing habits, and explores associations among preference for violent games, frequency and …
Children's perceptions of gender differences in social approval for playing electronic games
Children's perceptions of gender differences in social approval for playing electronic games
Aggression and psychopathology in adolescents with a preference for violent electronic games
Associations between a preference for violent electronic games and adolescents’ self‐perceptions of problem behaviors and emotions were examined. It was predicted that a preference for violent games would be associated with negative externalizing characteristics, in particular aggressive emotions and behaviors, on the Youth Self‐Report (YSR), a standardized self‐report measure of adolescent problem behaviors. Thirty‐two 11‐ through 15‐year‐olds (…
Rating Electronic Games
Commercial ratings assist parents in monitoring their children's media experiences. Exposure to media violence may affect attitudes and behavior, and rating systems should accurately reflect the presence of violent content. Validity indicators for commercial rating systems are examined, including consistency with consumer perceptions. Violent electronic games are a contemporary media phenomenon. A comparison of commercial ratings for popular elec…
Playing Violent Video and Computer Games and Adolescent Self-Concept
Adolescents are primary consumers of video and computer games, and the games they prefer are often violent. Related research suggests that exposure to media violence may affect attitudes and behavior. Self-concept is a key indicator of core attitudes and coping abilities, particularly in adolescents. This study documents current adolescent electronic game-playing habits, and explores associations among preference for violent games, frequency and …
Children's perceptions of gender differences in social approval for playing electronic games
Rating Electronic Games
Commercial ratings assist parents in monitoring their children's media experiences. Exposure to media violence may affect attitudes and behavior, and rating systems should accurately reflect the presence of violent content. Validity indicators for commercial rating systems are examined, including consistency with consumer perceptions. Violent electronic games are a contemporary media phenomenon. A comparison of commercial ratings for popular elec…
Preference for violent electronic games, self-concept and gender differences in young children
Electronic game-playing has been linked to adjustment problems in player subgroups. This study examined relationships among time commitment, gender, preference for violent games, and self-concept in 364 fourth and fifth graders. Main effects were identified for game preference and gender, with stronger preference for violent games being associated with lower self-perceived behavioral conduct. Implications for future research are discussed
Aggression and psychopathology in adolescents with a preference for violent electronic games
Associations between a preference for violent electronic games and adolescents’ self‐perceptions of problem behaviors and emotions were examined. It was predicted that a preference for violent games would be associated with negative externalizing characteristics, in particular aggressive emotions and behaviors, on the Youth Self‐Report (YSR), a standardized self‐report measure of adolescent problem behaviors. Thirty‐two 11‐ through 15‐year‐olds (…
Child Development and Digital Technology (5 works) · Psychology (5 works) · Social Psychology (5 works) · Developmental psychology (4 works) · Digital Games and Media (4 works) · Impact of Technology on Adolescents (4 works) · Computer Science (3 works) · Medicine (3 works) · Perception (3 works) · Poison control (3 works)