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nutzungsmotive
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nutzungsmotive
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Gewalt und Aggression in Bildschirmspielen
Führt der Konsum gewalthaltiger Spiele zu aggressivem Verhalten beim Rezipienten? Der Einfluss von Nutzungsmotiven und Wirkungen violenter Spiele auf Jugendliche zwischen 10 und 19 Jahren
Autor:in:
Fabio Priano (Author)
Subject:
Sociology - Children and Youth
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Term Paper , 2007 , Grade: 1,7
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US$ 16.99