Annual Research Review: Sex, gender, and internalizing conditions among adolescents in the 21st century–trends, causes, consequences

KM Keyes, JM Platt - Journal of child psychology and psychiatry, 2024 - Wiley Online Library
Internalizing conditions of psychopathology include depressive and anxiety disorders; they
most often onset in adolescence, are relatively common, and contribute to significant …

Gamification science, its history and future: Definitions and a research agenda

RN Landers, EM Auer, AB Collmus… - Simulation & …, 2018 - journals.sagepub.com
Background. Definitions of gamification tend to vary by person, both in industry and within
academia. One particularly popular lay interpretation, introduced and popularized by Ian …

The structure of performance and training in esports

E Nagorsky, J Wiemeyer - PloS one, 2020 - journals.plos.org
Esports as the competitive play of digital games has gained considerable popularity.
However, a comprehensive framework for esport training is still missing. In this paper, a …

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 …

Gaming in virtual reality: What changes in terms of usability, emotional response and sense of presence compared to non-immersive video games?

F Pallavicini, A Pepe, ME Minissi - Simulation & Gaming, 2019 - journals.sagepub.com
Background. Virtual reality can provide innovative gaming experiences for present and
future game players. However, scientific knowledge is still limited about differences between …

Video games do affect social outcomes: A meta-analytic review of the effects of violent and prosocial video game play

T Greitemeyer, DO Mügge - Personality and social …, 2014 - journals.sagepub.com
Whether video game play affects social behavior is a topic of debate. Many argue that
aggression and helping are affected by video game play, whereas this stance is disputed by …

A systematic literature review of empirical evidence on computer games and serious games

TM Connolly, EA Boyle, E MacArthur, T Hainey… - Computers & …, 2012 - Elsevier
This paper examines the literature on computer games and serious games in regard to the
potential positive impacts of gaming on users aged 14 years or above, especially with …

[图书][B] La fabrique du crétin digital-Les dangers des écrans pour nos enfants

M Desmurget - 2019 - books.google.com
La consommation du numérique sous toutes ses formes–smartphones, tablettes, télévision,
etc.–par les nouvelles générations est astronomique. Dès 2 ans, les enfants des pays …

A motivational model of video game engagement

AK Przybylski, CS Rigby… - Review of general …, 2010 - journals.sagepub.com
More Americans now play video games than go to the movies. The meteoric rise in
popularity of video games highlights the need for research approaches that can deepen our …

Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review.

CA Anderson, A Shibuya, N Ihori, EL Swing… - Psychological …, 2010 - psycnet.apa.org
Meta-analytic procedures were used to test the effects of violent video games on aggressive
behavior, aggressive cognition, aggressive affect, physiological arousal, empathy …