Digital Games Cause to Brain & Psychological Behaviours

α
L. K. Pulasthi Dhananjaya Gunawardhana
L. K. Pulasthi Dhananjaya Gunawardhana Senior Lecturer
α University of Sri Jayewardenepura University of Sri Jayewardenepura

Send Message

To: Author

Digital Games Cause to Brain & Psychological Behaviours

Article Fingerprint

ReserarchID

L7FM4

Digital Games Cause to Brain & Psychological Behaviours Banner

AI TAKEAWAY

Connecting with the Eternal Ground
  • English
  • Afrikaans
  • Albanian
  • Amharic
  • Arabic
  • Armenian
  • Azerbaijani
  • Basque
  • Belarusian
  • Bengali
  • Bosnian
  • Bulgarian
  • Catalan
  • Cebuano
  • Chichewa
  • Chinese (Simplified)
  • Chinese (Traditional)
  • Corsican
  • Croatian
  • Czech
  • Danish
  • Dutch
  • Esperanto
  • Estonian
  • Filipino
  • Finnish
  • French
  • Frisian
  • Galician
  • Georgian
  • German
  • Greek
  • Gujarati
  • Haitian Creole
  • Hausa
  • Hawaiian
  • Hebrew
  • Hindi
  • Hmong
  • Hungarian
  • Icelandic
  • Igbo
  • Indonesian
  • Irish
  • Italian
  • Japanese
  • Javanese
  • Kannada
  • Kazakh
  • Khmer
  • Korean
  • Kurdish (Kurmanji)
  • Kyrgyz
  • Lao
  • Latin
  • Latvian
  • Lithuanian
  • Luxembourgish
  • Macedonian
  • Malagasy
  • Malay
  • Malayalam
  • Maltese
  • Maori
  • Marathi
  • Mongolian
  • Myanmar (Burmese)
  • Nepali
  • Norwegian
  • Pashto
  • Persian
  • Polish
  • Portuguese
  • Punjabi
  • Romanian
  • Russian
  • Samoan
  • Scots Gaelic
  • Serbian
  • Sesotho
  • Shona
  • Sindhi
  • Sinhala
  • Slovak
  • Slovenian
  • Somali
  • Spanish
  • Sundanese
  • Swahili
  • Swedish
  • Tajik
  • Tamil
  • Telugu
  • Thai
  • Turkish
  • Ukrainian
  • Urdu
  • Uzbek
  • Vietnamese
  • Welsh
  • Xhosa
  • Yiddish
  • Yoruba
  • Zulu

Abstract

This article discusses the ways in which digital games affect the behaviours of teenagers by promoting aggression. Also highlighted is what the field of neuroscience can tell us about the implications of using digital games, particularly with respect to their effects on teenagers’ brains and, consequently, on their behaviours. In addition, this paper demonstrates the importance of conducting research on the ways in which the use of digital games affect teenagers’ behaviour, values and mental health and stresses the need to find ways in which to ensure the safe use of digital games and other new entertainment media.

References

5 Cites in Article
  1. Craig Emes (1997). Is Mr Pac Man Eating Our Children? A Review of the Effect of Video Games on Children.
  2. M Costandi (2010). Review: <i>Catching Fire: How Cooking Made Us Human</i>, by Richard Wrangham.
  3. Terry Anderson (2004). 14. Teaching in an Online Learning Context.
  4. A Clark,J Ernst (2010). Gaming research for technology education.
  5. M Kinzie,D Joseph (2008). Gender differences in game activity preferences of middle school children: Implications for educational game design.

Funding

No external funding was declared for this work.

Conflict of Interest

The authors declare no conflict of interest.

Ethical Approval

No ethics committee approval was required for this article type.

Data Availability

Not applicable for this article.

How to Cite This Article

L. K. Pulasthi Dhananjaya Gunawardhana. 1970. \u201cDigital Games Cause to Brain & Psychological Behaviours\u201d. Global Journal of Human-Social Science - A: Arts & Humanities GJHSS-A Volume 15 (GJHSS Volume 15 Issue A11): .

Download Citation

Issue Cover
GJHSS Volume 15 Issue A11
Pg. 23- 27
Journal Specifications

Crossref Journal DOI 10.17406/GJHSS

Print ISSN 0975-587X

e-ISSN 2249-460X

Keywords
Classification
GJHSS-A Classification: FOR Code: 179999
Version of record

v1.2

Issue date

January 9, 2016

Language
en
Experiance in AR

Explore published articles in an immersive Augmented Reality environment. Our platform converts research papers into interactive 3D books, allowing readers to view and interact with content using AR and VR compatible devices.

Read in 3D

Your published article is automatically converted into a realistic 3D book. Flip through pages and read research papers in a more engaging and interactive format.

Article Matrices
Total Views: 20885
Total Downloads: 11362
2026 Trends
Related Research

Published Article

This article discusses the ways in which digital games affect the behaviours of teenagers by promoting aggression. Also highlighted is what the field of neuroscience can tell us about the implications of using digital games, particularly with respect to their effects on teenagers’ brains and, consequently, on their behaviours. In addition, this paper demonstrates the importance of conducting research on the ways in which the use of digital games affect teenagers’ behaviour, values and mental health and stresses the need to find ways in which to ensure the safe use of digital games and other new entertainment media.

Our website is actively being updated, and changes may occur frequently. Please clear your browser cache if needed. For feedback or error reporting, please email [email protected]

Request Access

Please fill out the form below to request access to this research paper. Your request will be reviewed by the editorial or author team.
X

Quote and Order Details

Contact Person

Invoice Address

Notes or Comments

This is the heading

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Ut elit tellus, luctus nec ullamcorper mattis, pulvinar dapibus leo.

High-quality academic research articles on global topics and journals.

Digital Games Cause to Brain & Psychological Behaviours

L. K. Pulasthi Dhananjaya Gunawardhana
L. K. Pulasthi Dhananjaya Gunawardhana University of Sri Jayewardenepura

Research Journals