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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; tweens

Health Topic:

Behavior and Personality

Target Population:

Pre-Teens; Teens

Publication Type:

Journal Article

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Why 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 gaming

Health Topic:

Behavior and Personality; Social Issues and Skills

Target Population:

General Audience

Publication Type:

Journal Article

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EGameFlow: 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 adults

Health Topic:

Behavior and Personality; Cognition

Target Population:

Young Adults

Publication Type:

Journal Article

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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?

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; violence

Health Topic:

Behavior and Personality; Cognition

Target Population:

Teens; Young Adults

Publication Type:

Journal Article

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Needs 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; tweens

Health Topic:

Behavior and Personality

Target Population:

Pre-Teens; Teens

Publication Type:

Journal Article

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Video 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; violence

Health Topic:

Behavior and Personality

Target Population:

General Audience

Publication Type:

Journal Article

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Digital 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.


Keywords:

computer science; computer-assisted instruction; educational; gender; interactivity; learning; motivation; pc; students

Health Topic:

Behavior and Personality; Cognition

Target Population:

Teens

Publication Type:

Journal Article

Continue Reading Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation