Active and non-active video gaming among Dutch adolescents: Who plays and how much?

M Simons, E de Vet, J Brug, J Seidell… - Journal of science and …, 2014 - Elsevier
Objectives The aim of study was to determine prevalence and identify demographic
correlates of active and non-active gaming among adolescents. Design Cross-sectional …

[图书][B] Zum Bildungswert des Internet

W Marotzki, DM Meister, U Sander - 2013 - books.google.com
Der vorliegende Band fragt nach den Lern-und Bildungsmöglichkeiten, die das Internet
bietet. Er widmet sich neuen sozialsatorischen Phänomenen und erörtert grundsätzlich die …

The influence of personality factors on computer game choice

T Hartmann, C Klimmt - Playing video games, 2012 - api.taylorfrancis.com
Selection of computer games certainly depends on many factors like situational factors (eg,
time resources), technological factors (eg system infrastructure), and individual factors (eg …

Педагогическая профилактика игровой компьютерной аддикции детей и подростков

ВН Друзин - Педагогика, 2012 - elibrary.ru
В статье рассматривается актуальная сегодня проблема формирования игровой
компьютерной аддикции детей и специфика организации ее педагогической …

The impact of young people's Internet use on class boundaries and life trajectories

L Lee - Sociology, 2008 - journals.sagepub.com
The article seeks to explore the significance of class membership among young people in
the so-called internet age. Internet access and use in Britain has remained by and large …

[PDF][PDF] Using computer games and simulations for instruction: A research review

JD Fletcher, S Tobias - Proceedings of the Society for Advanced …, 2006 - researchgate.net
Empirical research on the effects of computer games and simulations, and their value in
attaining instructional objectives, are reviewed, as are studies concerning the transfer of …

Impact of computer games on students GPA

K Wakil, S Omer, B Omer - European Journal of Education Studies, 2017 - oapub.org
The computer game industry has flourished to become the world's largest entertainment,
one of the problem students playing with electronic games for long time without thinking …

Ergenlerde dijital oyun bağımlılığı ile sosyal beceriler arasındaki ilişki

H Aslan, M Başcıllar, K Karataş - Bağımlılık Dergisi, 2022 - dergipark.org.tr
Amaç: Bu çalışmanın amacı 13-17 yaş arası çocukların dijital oyun bağımlılığı ile sosyal
becerileri arasındaki ilişkileri incelemek ve çocukların sahip oldukları sosyal becerileri …

The e-learning persuasion through gamification: an elaboration likelihood model perspective

NS Jayawardena - Young Consumers, 2021 - emerald.com
Purpose The purpose of this theoretical paper is to introduce a conceptual model to
investigate e-learning persuasion through gamification elements using the social …

The information and communication technology (ICT) competence of the young

L Ilomäki, M Kankaanranta - Handbook of research on new media …, 2009 - igi-global.com
This chapter discusses the information and communication technology (ICT) competence of
the young. The discussion focuses on students at lower and upper secondary school …