Validity and reliability of the Turkish version of the Digital Game Addiction Scale/Dijital Oyun Bagimliligi Olcegi Turkce formunun gecerliligi ve guvenilirligi

AY Irmak, S Erdogan - Anadolu Psikiyatri Dergisi, 2015 - go.gale.com
Objective: The purpose of the study was to determine the validity and reliability of the Turkish
version of the Digital Game Addiction Scale (DGAS-7) that was developed to explore the …

The process of learning in a simulation strategy game: Disciplinary knowledge construction

A Foster, P Mishra, M Koehler - Society for Information Technology & …, 2010 - learntechlib.org
Game-based learning is pervasive in education. There are claims about what students learn
and the process by which they learn; however, notable researchers still question what is …

Aggression and psychopathology in adolescents with a preference for violent electronic games

JB Funk, J Hagan, J Schimming… - … : Official Journal of …, 2002 - Wiley Online Library
Associations between a preference for violent electronic games and adolescents' self‐
perceptions of problem behaviors and emotions were examined. It was predicted that a …

[PDF][PDF] Relaciones entre hábitos de uso de videojuegos, control parental y rendimiento escolar

DL Irles, VC Perona, YS Baños - EJIHPE: European Journal of …, 2013 - dialnet.unirioja.es
Los menores dedican una media de 1.3 horas diarias a los videojuegos y la prevalencia de
juego problemático oscila entre el 2% y el 8%. Altos niveles de intensidad y frecuencia de …

Selective exposure to video games

J Bryant, J Davies - Playing video games, 2012 - api.taylorfrancis.com
In retrospect, the first video games to make their way into homes were as audiovisually
bland and cognitively undemanding as most other pioneering forms of electronic media …

Adding physical objects to an interactive game improves learning and enjoyment: Evidence from EarthShake

N Yannier, SE Hudson, ES Wiese… - ACM Transactions on …, 2016 - dl.acm.org
Can experimenting with three-dimensional (3D) physical objects in mixed-reality
environments produce better learning and enjoyment than flat-screen two-dimensional (2D) …

Telefon ve oyun bağimliliği: ölçek incelemesi, başlama yaşi ve başariyla ilişkisi

H Bülbül, T Tunç - Süleyman Demirel Üniversitesi Vizyoner Dergisi, 2018 - dergipark.org.tr
Bu çalışmanın üç amacı vardır. Bunlar: i. dijital oyun oynamaya ve telefon kullanmaya
başlama (sahip olma) yaşının telefon ve oyun bağımlılığı ile ilişkisinin, ii. oyun ve telefon …

Women just want to have fun–A study of adult female players of digital games

A Kerr - Proceedings of DiGRA 2003 Conference: Level Up, 2003 - dl.digra.org
In the past twenty-five years, the production of digital games has become a global media
industry stretching from Japan, to the UK, France and the US. Despite this growth playing …

[HTML][HTML] Usuarios habituales de videojuegos: una aproximación inicial

P Alonqueo Boudon, L Rehbein Felmer - Última década, 2008 - SciELO Chile
La rápida adopción y uso masivo de los videojuegos en nuestro medio, imponen la
necesidad de investigar el impacto que tienen estas aplicaciones recreativas en los niños y …

[PDF][PDF] The effectiveness of in-game advertising: the impacts of ad type and game/ad relevance

JH Huang, TK Yang - International journal of electronic business …, 2012 - Citeseer
The current study examined the effects of ad type and the relevance between the advertised
product and the game content on player's memory and attitude toward the billboard …