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Communication, public health, adolescents, risk behaviour, cultural practices
ANDERSON, C.A. y DILL, K.E. (2000): «Video games and aggressive thoughts, feelings and behavior in the laboratory and in life», en Journal of Personality and Social Psychology, 78 (4); 772-790.
BROWN, J.D. y OTROS (1994): «Teenage room culture: where media and identities Intersect», en Communication Research, 21 (6); 813-827.
CANTOR, J. & HARRISON, K. (1997): Ratings and advisories for television programming: University of Wisconsin, Madison study. National Television Violence Study. Newbury Park, Sage.
CASELL, J. & JENKINS, H. (Eds.) (1998): From «Barbie» to «Mortal Kombat»: gender and computer games. Cambridge, MIT Press.
CASTELLS, M. (2000): La era de la información. El poder de la identidad. Madrid, Alianza.
GOLDSTEIN, J. (1993): Videos games. A review of research. Bruselas, Toy Manufacturers of Europe. (inédito).
HOLLANDS, R.G. (1995): Friday night, Saturday night: youth cultural identification in the post-industrial city. Newcastle.
LAFRANCE, J.P. (1995): «La televisión y su público», en Telos, 139; 14-25.
LIEBERMAN, D.A. (2001): «Using interactive media in communication Campaigns for children and adolescents», en RICE, R. y ATKINS (Eds.): Public communication campaing. Thousand Oaks (CA) USA; 373-388.
MARTÍN SERRANO, M. y VELARDE, O. (2001): Informe Juventud en España 2000. Madrid, Instituto de la Juventud.
ROE, K. (1998): «Boys will be boys and girls will be girls: changes in children´s media use, communications», en The European Journal of Communication Research, 23; 5-23.
SHERRY, J.L. (2001): «The effects of violent video games on agression », en Human Communication Research, 27(3); 409-431.