[HTML][HTML] The interaction between internet, sustainable development, and emergence of society 5.0

V Roblek, M Meško, MP Bach, O Thorpe, P Šprajc - Data, 2020 - mdpi.com
(1) Background: The importance of this article is to analyze the technological developments
in the field of the Internet and Internet technologies and to determine their significance for …

Game-based learning

S Tobias, JD Fletcher, AP Wind - Handbook of research on educational …, 2014 - Springer
This chapter reviews a rapidly growing body of empirical evidence on the effectiveness of
using video and computer games to provide instruction. Evidence of their effectiveness is …

Komunikasi massa

IP Hadi, M Wahjudianata, II Indrayani - Komunikasi Massa, 2020 - repository.petra.ac.id
Komunikasi massa merupakan media penting untuk menyebarkan informasi dan
menyebarkan kesadaran di antara banyak orang. Mata Kuliah (MK) Komunikasi Massa di …

Development and validation of a game addiction scale for adolescents

JS Lemmens, PM Valkenburg, J Peter - Media psychology, 2009 - Taylor & Francis
The aim of this study was to develop and validate a scale to measure computer and
videogame addiction. Inspired by earlier theories and research on game addiction, we …

Psychosocial causes and consequences of pathological gaming

JS Lemmens, PM Valkenburg, J Peter - Computers in human behavior, 2011 - Elsevier
Pathological use of computer and video games has been associated with indicators of
psychosocial well-being, such as loneliness, low self-esteem, low social competence, and …

Young people and new media: Childhood and the changing media environment

S Livingstone - 2002 - torrossa.com
While writing is generally a solitary activity, the original empirical research on which this
book is based rests on the efforts and support of many people. I am grateful to Jay Blumler …

[图书][B] Beyond technology: Children's learning in the age of digital culture

D Buckingham - 2013 - books.google.com
Beyond Technology offers a challenging new analysis of learning, young people and digital
media. Disputing both utopian fantasies about the transformation of education and …

[PDF][PDF] The use of computer and video games for learning

A Mitchell, C Savill-Smith - A review of the literature, 2004 - cesa7ita2009.pbworks.com
The use of computer and video games for learning Page 1 There are many claims about the
usefulness of computer games for learning. Computer games can stimulate users and …

The business and culture of digital games: Gamework and gameplay

A Kerr - 2006 - torrossa.com
Digital games are an intrinsic part of contemporary global flows of cultural goods, services
and images in Western societies. Developed in parts of Asia, the US, Australia and Europe …

Measuring problem video game playing in adolescents

RA Tejeiro Salguero, RMB Morán - Addiction, 2002 - Wiley Online Library
Aims Some researchers suggest that for some people, video game playing is an addictive
behaviour similar to substance dependence. Our aim was to design and validate a scale to …