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Relation of adolescent video game play to time spent in other activities
Author/s:
Cummings, H. M. ; Vandewater, E. A.
Citation:
Cummings, H. M., & Vandewater, E. A. (2007). Relation of adolescent video game play to time spent in other activities. Archives of Pediatrics and Adolescent Medicine, 161(7), 684-689.
Keywords:
adolescents; game play; gender; pediatric health; social gaming; teens; tweensHealth Topic:
Behavior and PersonalityTarget Population:
Pre-Teens; TeensPublication Type:
Journal Article Continue Reading Relation of adolescent video game play to time spent in other activitiesWhy people continue to play online games: In search of critical design factors to increase customer loyalty to online contents
Author/s:
Choi, D. ; Kim, J.
Citation:
Choi, D., & Kim, J. (2004). Why people continue to play online games: In search of critical design factors to increase customer loyalty to online contents.Cyberpsychology and Behavior, 7(1), 11-24.
Keywords:
mmog; online; online gaming; social gamingHealth Topic:
Behavior and Personality; Social Issues and SkillsTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading Why people continue to play online games: In search of critical design factors to increase customer loyalty to online contentsEGameFlow: A scale to measure learners' enjoyment of e-learning games
Author/s:
Fu, F. L. ; Su, R. C. ; Yu, S. C.
Citation:
Fu, F. L., Su, R. C., & Yu, S. C. (2009). EGameFlow: A scale to measure learners' enjoyment of e-learning games. Computers and Education, 52(1), 101-112.
Keywords:
computer-assisted instruction; educational; elearning; online; pc; students; young adultsHealth Topic:
Behavior and Personality; CognitionTarget Population:
Young AdultsPublication Type:
Journal Article Continue Reading EGameFlow: A scale to measure learners' enjoyment of e-learning gamesThe transtheoretical model and stages of change: A critique: Observations by five commentators on the paper by Adams, J. and White, M. (2004) why don't stage-based activity promotion interventions work?
Author/s:
Brug, J. ; Conner, M. ; Harre, N. ; Kremers, S. ; McKellar, S. ; Whitelaw, S.
Citation:
Brug, J., Conner, M., Harre, N., Kremers, S., McKellar, S., & Whitelaw, S. (2005). The transtheoretical model and stages of change: A critique: Observations by five commentators on the paper by adams, j. and white, m. (2004) why don't stage-based activity promotion interventions work? Health Education Research, 20(2), 244-258.
Continue Reading The transtheoretical model and stages of change: A critique: Observations by five commentators on the paper by Adams, J. and White, M. (2004) why don't stage-based activity promotion interventions work?An update on the effects of playing violent video games
Author/s:
Anderson, C. A.
Citation:
Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27(1), 113-122.
Keywords:
adolescents; aggression; game play; teens; violenceHealth Topic:
Behavior and Personality; CognitionTarget Population:
Teens; Young AdultsPublication Type:
Journal Article Continue Reading An update on the effects of playing violent video gamesNeeds met through computer game play among adolescents
Author/s:
Colwell, J.
Citation:
Colwell, J. (2007). Needs met through computer game play among adolescents. Personality and Individual Differences, 43(8), 2072-2082.
Keywords:
adolescents; aggression; game play; motivation; teens; tweensHealth Topic:
Behavior and PersonalityTarget Population:
Pre-Teens; TeensPublication Type:
Journal Article Continue Reading Needs met through computer game play among adolescentsVideo games and real-life aggression: Review of the literature
Author/s:
Bensley, L. ; Van Eenwyk, J.
Citation:
Bensley, L., & Van Eenwyk, J. (2001). Video games and real-life aggression: Review of the literature.Journal of Adolescent Health, 29(4), 244-257.
Keywords:
aggression; children; game play; gender; teens; tweens; violenceHealth Topic:
Behavior and PersonalityTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading Video games and real-life aggression: Review of the literatureDigital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation
Author/s:
Papastergiou, M.
Citation:
Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers and Education, 52(1), 1-12.