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Video Games for Prosocial Learning
16 references·0 citing·36 second hop
Video Games for Prosocial Learning (2010)Video Games for Prosocial LearningPersuasive games: the expressive power of videogames (2008)Persuasive games: the express…Nudge: improving decisions about health, wealth, and happiness (2008)Nudge: improving decisions ab…Persuasive Games (2007)Persuasive GamesGood Video Games and Good Learning (2007)Good Video Games and Good Lea…How Computer Games Help Children Learn (2006)How Computer Games Help Child…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…First person: new media as story, performance, and game (2004)First person: new media as st…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Media Education: Literacy, Learning and Contemporary Culture (2003)Media Education: Literacy, Le…Educating moral people: a caring alternative to character education (2002)Educating moral people: a car…Upheavals of Thought (2001)Upheavals of ThoughtEffects 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…Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Video games and aggressive th…The Philosophy of Moral Development Moral Stages and the Idea of Justice (1981)The Philosophy of Moral Devel…Social Learning Theory. (1978)Social Learning Theory."From Jerusalem to Jericho": A study of situational and dispositional variables in helping behavior. (1973)"From Jerusalem to Jericho": …On the social psychology of the psychological experiment: With particular reference to demand characteristics and their implications. (1962)Personal Religious Orientation and Prejudice. (1967)Bystander intervention in emergencies: Diffusion of responsibility. (1968)A cognitive (attribution)-emotion-action model of motivated behavior: An analysis of judgments of help-giving. (1980)Social Networks and Social Movements: A Microstructural Approach to Differential Recruitment (1980)A self-presentational view of social phenomena. (1982)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)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)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)The Aggression Questionnaire. (1992)The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)The behaviour change wheel: A new method for characterising and designing behaviour change interventions (2011)Poverty Impedes Cognitive Function (2013)Using social and behavioural science to support COVID-19 pandemic response (2020)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Democracy of Objects (2011)The role of psychology in understanding the impact of computer games (2011)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change (1978)Self-efficacy mechanism in human agency. (1982)Intensities of feeling: towards a spatial politics of affect (2004)TARGET ARTICLES: "Emotional Intelligence: Theory, Findings, and Implications" (2004)Simulating Minds (2006)The Gaming of Policy and the Politics of Gaming: A Review (2009)Classifying Serious Games (2011)Teaching and Learning Argumentative Reading and Writing: A Review of Research (2011)Formative assessment in higher education: Moves towards theory and the enhancement of pedagogic practice (2003)Beyond Cultural Competence: Critical Consciousness, Social Justice, and Multicultural Education (2009)Doing Well by Doing Good: The Benevolent Halo of Corporate Social Responsibility (2015)
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References

  • 1978Social Learning Theory.25,426 cited
  • 2008Nudge: improving decisions about health, wealth, and happiness11,572 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2001Upheavals of Thought4,348 cited
  • 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
  • 2000Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.1,779 cited
  • 2008Persuasive games: the expressive power of videogames1,703 cited
  • 1981The Philosophy of Moral Development Moral Stages and the Idea of Justice1,702 cited
  • 1973"From Jerusalem to Jericho": A study of situational and dispositional variables in helping behavior.1,665 cited
  • 2007Persuasive Games1,528 cited
  • 2003Media Education: Literacy, Learning and Contemporary Culture1,489 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 2007Good Video Games and Good Learning1,059 cited
  • 2006How Computer Games Help Children Learn1,041 cited
  • 2002Educating moral people: a caring alternative to character education

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887 cited
  • 2004First person: new media as story, performance, and game733 cited
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