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Grenville Armitage

Biographic Data

ID6338632
NAMEGrenville Armitage
GIVEN NAMESGrenville
FAMILY NAMEArmitage
SIGNATUREARMITAGE G
AFFILIATIONSCentre For Advanced Internet Architecture, Swinburne University
ORCID0000-0002-2805-6511
VERIFIEDYes
TOTAL WORKS2
TOTAL CITATIONS2
WORKS AS AUTHOR2
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2005
LATEST PUBLICATION YEAR2011
H-INDEX1
  • The Effect of Violent Videogame Playtime on Anger

    Open Access•Grant J Devilly, Patch Callahan et al.•ARTICLE•Australian Psychologist•2011•Cited by: 2•References: 6

    Studies have found evidence that, after playing violent videogames for 20 min, people experience a mean short-term increase in aggression, hostility, and anger. The current research investigated whether or not players habituate during longer, more realistic lengths of play. Participants (N = 98) were randomly assigned to play the game Quake III Arena for either 20 or 60 min. Participants in the long condition showed a smaller change in state ange…

  • Teaching IP networking fundamentals in resource constrained educational environments

    Open Access•Grenville Armitage, Warren Harrop•ARTICLE•Australasian Journal of…•2005

    Many educational institutions suffer from a lack of funding to keep telecommunications laboratory classes up to date and flexible. This paper describes our Remote Unix Lab Environment (RULE), a solution for exposing students to the latest Internet based telecommunications software tools in a Unix like environment. RULE leverages existing PC laboratories (often based on Microsoft's Windows) to enable student access to Internet Protocol (IP) networ…

  • The Effect of Violent Videogame Playtime on Anger

    Open Access•Grant J Devilly, Patch Callahan et al.•ARTICLE•Australian Psychologist•2011•Cited by: 2•References: 6

    Studies have found evidence that, after playing violent videogames for 20 min, people experience a mean short-term increase in aggression, hostility, and anger. The current research investigated whether or not players habituate during longer, more realistic lengths of play. Participants (N = 98) were randomly assigned to play the game Quake III Arena for either 20 or 60 min. Participants in the long condition showed a smaller change in state ange…

  • Teaching IP networking fundamentals in resource constrained educational environments

    Open Access•Grenville Armitage, Warren Harrop•ARTICLE•Australasian Journal of…•2005

    Many educational institutions suffer from a lack of funding to keep telecommunications laboratory classes up to date and flexible. This paper describes our Remote Unix Lab Environment (RULE), a solution for exposing students to the latest Internet based telecommunications software tools in a Unix like environment. RULE leverages existing PC laboratories (often based on Microsoft's Windows) to enable student access to Internet Protocol (IP) networ…

  • The Effect of Violent Videogame Playtime on Anger

    Open Access•Grant J Devilly, Patch Callahan et al.•ARTICLE•Australian Psychologist•2011•Cited by: 2•References: 6

    Studies have found evidence that, after playing violent videogames for 20 min, people experience a mean short-term increase in aggression, hostility, and anger. The current research investigated whether or not players habituate during longer, more realistic lengths of play. Participants (N = 98) were randomly assigned to play the game Quake III Arena for either 20 or 60 min. Participants in the long condition showed a smaller change in state ange…

Aggression (1 work) · Anger (1 work) · Bullying, Victimization, and Aggression (1 work) · Cloud Computing and Remote Desktop Technologies (1 work) · Computer Science (1 work) · Coursework (1 work) · Digital Games and Media (1 work) · Experimental Learning in Engineering (1 work) · Hostility (1 work) · Impact of Technology on Adolescents (1 work)

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