The benefits of playing video games.
I Granic, A Lobel, RCME Engels - American psychologist, 2014 - psycnet.apa.org
Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97%
playing for at least one hour per day in the United States. The vast majority of research by …
playing for at least one hour per day in the United States. The vast majority of research by …
[HTML][HTML] Gameful civic engagement: A review of the literature on gamification of e-participation
With increased digitalization, governments and public institutes became potentially better
able to practice fuller and wider ranges of democratic governance through eg, e …
able to practice fuller and wider ranges of democratic governance through eg, e …
Beyond screen time: Identity development in the digital age
I Granic, H Morita, H Scholten - Psychological Inquiry, 2020 - Taylor & Francis
We are in the midst of a global transition in which digital “screens” are no longer simply
entertainment devices and distractions; rather, adolescents are currently living in a hybrid …
entertainment devices and distractions; rather, adolescents are currently living in a hybrid …
The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills
In this study, we tested 77 undergraduates who were randomly assigned to play either a
popular video game (Portal 2) or a popular brain training game (Lumosity) for 8 h. Before …
popular video game (Portal 2) or a popular brain training game (Lumosity) for 8 h. Before …
Efektivitas penggunaan aplikasi kahoot sebagai alat evaluasi pada mahasiswa
F Daryanes, D Ririen - Journal of Natural Science and …, 2020 - ejournal.uin-suska.ac.id
Penelitian ini bertujuan untuk mengetahui efektivitasi aplikasi kahoot sebagai alat evaluasi
pada mahasiswa ditinjau dari motivasi dan atensi mahasiswa. Jenis penelitian ini adalah …
pada mahasiswa ditinjau dari motivasi dan atensi mahasiswa. Jenis penelitian ini adalah …
More than just fun and games: The longitudinal relationships between strategic video games, self-reported problem solving skills, and academic grades
PJC Adachi, T Willoughby - Journal of youth and adolescence, 2013 - Springer
Some researchers have proposed that video games possess good learning principles and
may promote problem solving skills. Empirical research regarding this relationship, however …
may promote problem solving skills. Empirical research regarding this relationship, however …
Maximizing learning without sacrificing the fun: Stealth assessment, adaptivity and learning supports in educational games
In this study, we investigated the validity of a stealth assessment of physics understanding in
an educational game, as well as the effectiveness of different game‐level delivery methods …
an educational game, as well as the effectiveness of different game‐level delivery methods …
A review of evidence on the role of digital technology in shaping attention and cognitive control in children
M Vedechkina, F Borgonovi - Frontiers in Psychology, 2021 - frontiersin.org
The role of digital technology in shaping attention and cognitive development has been at
the centre of public discourse for decades. The current review presents findings from three …
the centre of public discourse for decades. The current review presents findings from three …
Hedonic consumption experience in videogaming: A multidimensional perspective
Prior research primarily considers consumers' hedonic gaming experience, defined as an
individual's level of pleasure, emotional gratification, and enjoyment from playing a …
individual's level of pleasure, emotional gratification, and enjoyment from playing a …
Fear and loathing in VR: the emotional and physiological effects of immersive games
Compared to traditional screen-based media, virtual reality (VR) generally leads to stronger
feelings of presence. The current study aimed to investigate whether playing games in VR …
feelings of presence. The current study aimed to investigate whether playing games in VR …