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Video gaming in adolescence: factors associated with leisure time use
16 references·1 citing·43 second hop
Video gaming in adolescence: factors associated with leisure time use (2015)Video gaming in adolescence: factors asso…The benefits of playing video games. (2013)The benefits of playing video…Longitudinal and Reciprocal Relations of Cyberbullying With Depression, Substance Use, and Problematic Internet Use Among Adolescents (2013)Longitudinal and Reciprocal R…Children, Adolescents, and the Media (2013)Children, Adolescents, and th…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)Violent video game effects on…Generation M2: Media in the Lives of 8- to 18-Year-Olds (2010)Generation M2: Media in the L…The Health Behaviour in School-aged Children (HBSC) study: methodological developments and current tensions (2009)The Health Behaviour in Schoo…The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies (2009)The Effects of Prosocial Vide…Pathological Video-Game Use Among Youth Ages 8 to 18 (2009)Pathological Video-Game Use A…Genre and game studies: Toward a critical approach to video game genres (2006)Genre and game studies: Towar…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…It all used to be better? Different generations on continuity and change in urban children's daily use of space (2005)It all used to be better? Dif…GameFlow (2005)GameFlowThe effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance (2004)The effects of violent video …The Pattern of Human Concerns (1967)The Pattern of Human ConcernsThe pattern of human concerns (1965)The pattern of human concernsSerious Games and Gamification for Mental Health: Current Status and Promising Directions (2017)Serious Games and Gamificatio…Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. (1978)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)A Large-Scale Test of the Goldilocks Hypothesis (2017)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. 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References

  • 2012A systematic literature review of empirical evidence on computer games and serious games3,220 cited
  • 2013The benefits of playing video games.2,590 cited
  • 2005GameFlow2,365 cited
  • 1965The pattern of human concerns2,278 cited
  • 2010Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review.2,233 cited
  • 2010Generation M2: Media in the Lives of 8- to 18-Year-Olds2,196 cited
  • 1967The Pattern of Human Concerns1,496 cited
  • 2009Pathological Video-Game Use Among Youth Ages 8 to 181,186 cited
  • 2006From Content to Context: Videogames as Designed Experience1,161 cited
  • 2004The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance1,039 cited
  • 2013Children, Adolescents, and the Media941 cited
  • 2009The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies816 cited
  • 2009The Health Behaviour in School-aged Children (HBSC) study: methodological developments and current tensions696 cited
  • 2005It all used to be better? Different generations on continuity and change in urban children's daily use of space543 cited

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2013
Longitudinal and Reciprocal Relations of Cyberbullying With Depression, Substance Use, and Problematic Internet Use Among Adolescents
529 cited
  • 2006Genre and game studies: Toward a critical approach to video game genres517 cited
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    • 2017Serious Games and Gamification for Mental Health: Current Status and Promising Directions648 cited