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The Next Level of Research on Electronic Play: Potential Benefits and Contextual Influences for Children and Adolescents
16 references·2 citing·41 second hop
The Next Level of Research on Electronic Play: Potential Benefits and Contextual Influences for Children and Adolescents (2005)The Next Level of Research on Electronic …Theory of mind (2005)Theory of mindWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance (2004)The effects of violent video …Violence exposure in real‐life, video games, television, movies, and the internet: is there desensitization? (2003)Violence exposure in real‐lif…The Culture of Affluence: Psychological Costs of Material Wealth (2003)The Culture of Affluence: Psy…Measuring problem video game playing in adolescents (2002)Measuring problem video game …The effects of violent video games on aggression. A meta-analysis (2001)The effects of violent video …Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Effects of Violent Video Game…From Barbie to Mortal Kombat: gender and computer games (1998)From Barbie to Mortal Kombat:…Minds in play: computer game design as a context for children's learning (1995)Minds in play: computer game …The unschooled mind: how children think and how schools should teach (1992)The unschooled mind: how chil…Pretense and representation: The origins of "theory of mind." (1987)Pretense and representation: …Intelligence Quotient Scores of 4-Year-Old Children: Social-Environmental Risk Factors (1987)Intelligence Quotient Scores …Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Social Foundations of Thought…Some effects of thoughts on anti- and prosocial influences of media events: A cognitive-neoassociation analysis. (1984)Some effects of thoughts on a…Social Cognition and Children's Aggressive Behavior (1980)Social Cognition and Children…Collaborative onscreen and offscreen play: examining meaning-making complexities (2015)Collaborative onscreen and of…Digital Game Playing and Direct and Indirect Aggression in Early Adolescence: The Roles of Age, Social Intelligence, and Parent-Child Communication (2006)Digital Game Playing and Dire…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. 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(2000)The Influence of Media Violence on Youth (2003)Pathological Video-Game Use Among Youth Ages 8 to 18 (2009)Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)Does the chimpanzee have a theory of mind? (1978)Diagnostic and Statistical Manual of Mental Disorders, 3rd ed (1981)Does the autistic child have a “theory of mind” ? (1985)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The broaden–and–build theory of positive emotions (2004)Positive emotions broaden the scope of attention and thought‐action repertoires (2005)Aggression: A Social Learning Analysis (1973)Statistical Methods for Meta-Analysis (1988)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)Development and Validation of a Game Addiction Scale for Adolescents (2009)Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)Not so doomed: computer game play and positive adolescent development (2002)Adolescents’ identity experiments on the internet (2005)Gender and Computer Games: Exploring Females' Dislikes (2006)Vygotskian Perspectives on Literacy Research: Constructing Meaning through Collaborative Inquiry (2000)Pedagogical content knowledge in science education: perspectives and potential for progress (2009)Project-Based Learning (2014)The role of self-organization in the promotion of resilience in maltreated children (1997)Sleep patterns and sleep disruptions in school-age children. (2000)Beyond cumulative risk: Distinguishing harshness and unpredictability as determinants of parenting and early life history strategy. (2011)On seeing human: A three-factor theory of anthropomorphism. (2007)The Parieto-Frontal Integration Theory (P-FIT) of intelligence: Converging neuroimaging evidence (2007)Fractionating theory of mind: A meta-analysis of functional brain imaging studies (2014)The theory of planned behavior (1991)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)
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References

  • 1985Social Foundations of Thought and Action : A Social Cognitive Theory19,175 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2005Theory of mind3,484 cited
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  • 2001Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature2,218 cited
  • 1980Social Cognition and Children's Aggressive Behavior1,230 cited
  • 1992The unschooled mind: how children think and how schools should teach1,059 cited
  • 2004The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance963 cited
  • 1987Intelligence Quotient Scores of 4-Year-Old Children: Social-Environmental Risk Factors849 cited
  • 1998From Barbie to Mortal Kombat: gender and computer games698 cited
  • 1995Minds in play: computer game design as a context for children's learning566 cited
  • 2003Violence exposure in real‐life, video games, television, movies, and the internet: is there desensitization?531 cited
  • 2002Measuring problem video game playing in adolescents473 cited
  • 1984Some effects of thoughts on anti- and prosocial influences of media events: A cognitive-neoassociation analysis.

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450 cited
  • 2001The effects of violent video games on aggression. A meta-analysis445 cited
  • 2003The Culture of Affluence: Psychological Costs of Material Wealth361 cited
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    • 2006Digital Game Playing and Direct and Indirect Aggression in Early Adolescence: The Roles of Age, Social Intelligence, and Parent-Child Communication58 cited
    • 2015Collaborative onscreen and offscreen play: examining meaning-making complexities16 cited