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Evidence-based guidelines for wise use of electronic games by children
16 references·1 citing·46 second hop
Evidence-based guidelines for wise use of electronic games by children (2014)Evidence-based guidelines for wise use of…Action Video Games Make Dyslexic Children Read Better (2013)Action Video Games Make Dysle…Role of Video Games in Improving Health-Related Outcomes (2012)Role of Video Games in Improv…Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)Pathological Video Game Use A…Television and Video Game Exposure and the Development of Attention Problems (2010)Television and Video Game Exp…Exploring the potential of computer and video games for health and physical education: A literature review (2009)Exploring the potential of co…Is Sleep Duration Associated With Childhood Obesity? A Systematic Review and Meta‐analysis (2008)Is Sleep Duration Associated …Violent video game effects on children and adolescents: theory, research, and public policy (2007)Violent video game effects on…Genre and game studies: Toward a critical approach to video game genres (2006)Genre and game studies: Towar…Engaging by design: How engagement strategies in popular computer and video games can inform instructional design (2005)Engaging by design: How engag…A descriptive epidemiology of screen‐based media use in youth: A review and critique (2005)A descriptive epidemiology of…Television Viewing, Computer Game Playing, and Internet Use and Self-Reported Time to Bed and Time out of Bed in Secondary-School Children (2004)Television Viewing, Computer …An update on the effects of playing violent video games (2003)An update on the effects of p…Children, Adolescents, and Television (2001)Children, Adolescents, and Te…The Impact of Home Computer Use on Children's Activities and Development (2000)The Impact of Home Computer U…The Ecology of Human Development (1979)The Ecology of Human Developm…The ecology of human development : experiments by nature and design (1979)The ecology of human developm…Mobile technology dominates school children’s IT use in an advantaged school community and is associated with musculoskeletal and visual symptoms (2017)Mobile technology dominates s…Meta-analysis in clinical trials (1986)Bias in meta-analysis detected by a simple, graphical test (1997)Impact of sleep debt on metabolic and endocrine function (1999)Sleep duration and cardiometabolic risk: A review of the epidemiologic evidence (2010)Short sleep duration increases energy intakes but does not change energy expenditure in normal-weight individuals (2011)Longitudinal impact of sleep on overweight and obesity in children and adolescents: a systematic review and bias‐adjusted meta‐analysis (2015)Interaction Effects in Parafoveal Letter Recognition (1970)Categorizing sounds and learning to read—a causal connection (1983)The visual word form area: expertise for reading in the fusiform gyrus (2003)Sensory theories of developmental dyslexia: three challenges for research (2014)A different vision of dyslexia: Local precedence on global perception (2017)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)The Handbook of Social Psychology (1969)Human Aggression (2002)Handbook of social psychology (2004)Aggression and Antisocial Behavior in Youth (2007)Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Situated Learning (1991)Learning in immersive worlds: A review of game-based learning (2006)Are badges useful in education?: it depends upon the type of badge and expertise of learner (2013)Gameplay Engagement and Learning in Game-Based Learning (2015)Mobile phone use and stress, sleep disturbances, and symptoms of depression among young adults - a prospective cohort study (2011)Diagnostic and Statistical Manual of Mental Disorders (2013)An international consensus for assessing internet gaming disorder using the new DSM ‐5 approach (2014)The Social Media Disorder Scale (2016)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Situated Cognition and the Culture of Learning (1989)What Video Games Have to Teach Us about Learning and Literacy (2004)Effects of video-game play on information processing: A meta-analytic investigation (2013)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020)Evidence for the Validity of a Sleep Habits Survey for Adolescents (2003)Protective and risk factors for adolescent sleep: A meta-analytic review (2014)#Sleepyteens: Social media use in adolescence is associated with poor sleep quality, anxiety, depression and low self‐esteem (2016)Relationships between Severity of Internet Gaming Disorder, Severity of Problematic Social Media Use, Sleep Quality and Psychological Distress (2020)Effects of General and Alcohol-Specific Media Literacy Training On Children's Decision Making About Alcohol (1997)Associations between Media Viewing and Language Development in Children Under Age 2 Years (2007)How and Why Parents Guide the Media Use of Young Children (2015)Young children's screen time: The complex role of parent and child factors (2015)Ecology of the family as a context for human development: Research perspectives. (1986)The world report on violence and health (2002)The Bioecological Model of Human Development (2007)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)The Lifelong Effects of Early Childhood Adversity and Toxic Stress (2011)
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References

  • 1979The Ecology of Human Development25,962 cited
  • 1979The ecology of human development : experiments by nature and design12,542 cited
  • 2001Children, Adolescents, and Television1,722 cited
  • 2011Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study1,313 cited
  • 2008Is Sleep Duration Associated With Childhood Obesity? A Systematic Review and Meta‐analysis795 cited
  • 2003An update on the effects of playing violent video games740 cited
  • 2005Engaging by design: How engagement strategies in popular computer and video games can inform instructional design628 cited
  • 2004Television Viewing, Computer Game Playing, and Internet Use and Self-Reported Time to Bed and Time out of Bed in Secondary-School Children599 cited
  • 2009Exploring the potential of computer and video games for health and physical education: A literature review564 cited
  • 2013Action Video Games Make Dyslexic Children Read Better525 cited
  • 2006Genre and game studies: Toward a critical approach to video game genres517 cited
  • 2010Television and Video Game Exposure and the Development of Attention Problems504 cited
  • 2007Violent video game effects on children and adolescents: theory, research, and public policy493 cited
  • 2000The Impact of Home Computer Use on Children's Activities and Development

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481 cited
  • 2012Role of Video Games in Improving Health-Related Outcomes467 cited
  • 2005A descriptive epidemiology of screen‐based media use in youth: A review and critique373 cited
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    • 2017Mobile technology dominates school children’s IT use in an advantaged school community and is associated with musculoskeletal and visual symptoms55 cited