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Mind and Media: The Effects of Television, Video Games, and Computers
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  • 2002Not so doomed: computer game play and positive adolescent development445 cited
  • 2010What Is Video Game Culture? Cultural Studies and Game Studies367 cited
  • 1994Action video games and informal education: Effects on strategies for dividing visual attention283 cited
  • 1994Impact of virtual reality on young adults' physiological arousal and aggressive thoughts: Interaction versus observation222 cited
  • 2003Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry219 cited
  • 2017Plugged In207 cited
  • 2010Teachers and game-based learning: Improving understanding of how to increase efficacy of adoption197 cited
  • 2008Media and Attention, Cognition, and School Achievement179 cited
  • 2012Competitive versus cooperative exergame play for African American adolescents' executive function skills: Short-term effects in a long-term training intervention.162 cited
  • 1994Video games as cultural artifacts161 cited
  • 2010Is it life or is it Memorex? Video as a representation of reality154 cited
  • 2009Young Children's Learning With Digital Media151 cited
  • 2000Does the camera add 10 pounds? Media use, perceived importance of appearance, and weight concerns among teenage girls146 cited

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1998
The Impact of Media and Technology in Schools A Research Report prepared for The Bertelsmann Foundation
134 cited
  • 2018Gendered Play, Racialized Reality: Black Cyberfeminism, Inclusive Communities of Practice, and the Intersections of Learning, Socialization, and Resilience in Online Gaming132 cited
  • 2009Gaming, Gender, and Time: Who Makes Time to Play?130 cited