SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
The Impact of Recreational Video Game Play on Children's and Adolescents' Cognition
16 references·4 citing·50 second hop
The Impact of Recreational Video Game Play on Children's and Adolescents' Cognition (2013)The Impact of Recreational Video Game Pla…Digital Game-Based Learning (2014)Digital Game-Based LearningCompetitive versus cooperative exergame play for African American adolescents' executive function skills: Short-term effects in a long-term training intervention. (2012)Competitive versus cooperativ…Serious Games, Debriefing, and Simulation/Gaming as a Discipline (2010)Serious Games, Debriefing, an…Generation M2 : Media in the Lives of 8- to 18-year-olds (2010)Generation M2 : Media in the …Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good? (2010)Blazing Angels or Resident Ev…Students’ perceptions about the use of video games in the classroom (2009)Students’ perceptions about t…Serious games : mechanisms and effects (2009)Serious games : mechanisms an…Video game–based learning: An emerging paradigm for instruction (2008)Video game–based learning: An…The effects of video game playing on attention, memory, and executive control (2008)The effects of video game pla…Investigating Self-Regulation and Motivation: Historical Background, Methodological Developments, and Future Prospects (2008)Investigating Self-Regulation…Using games and simulations for supporting learning (2006)Using games and simulations f…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…What video games have to teach us about learning and literacy (2003)What video games have to teac…An Investigation of Cognitive Processes Engaged in by Recreational Computer Game Players (2002)An Investigation of Cognitive…Video games as cultural artifacts (1994)Video games as cultural artif…Cognitive socialization by computer games in two cultures: Inductive discovery or mastery of an iconic code? (1994)Cognitive socialization by co…Improving serious games by crowdsourcing feedback from the STEAM online gaming community (2022)Improving serious games by cr…A narrative review of methods used to examine digital gaming impacts on learning and cognition during middle childhood (2021)A narrative review of methods…Student behavioral engagement during mathematics educational video game instruction with 11–14 year olds (2014)Student behavioral engagement…Evidence-based guidelines for wise use of electronic games by children (2014)Evidence-based guidelines for…Experiential Learning : Experience as the Source of Learning and Development (1983)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Communities of practice learning, meaning, and identity (1999)Assessment in Game-Based Learning (2012)Designing Serious Game Interventions for Individuals with Autism (2014)Gamification: The effect on student motivation and performance at the post-secondary level (2015)Is working memory capacity task dependent? (1989)New Conceptualizations of Practice: Common Principles in Three Paradigms Suggest New Concepts for Training (1992)Manual for Raven's progressive matrices and vocabulary scales (1998)Do Action Video Games Improve Perception and Cognition? (2011)Learning, Attentional Control, and Action Video Games (2012)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Self-Efficacy: The Exercise of Control (1999)Internet parenting styles and the impact on Internet use of primary school children (2010)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Why do people play games? A meta-analysis (2017)Attaining Self-Regulation (2000)Handbook of Self-Regulation (2000)The Power of Feedback (2007)Interactions of Metacognition With Motivation and Affect in Self-Regulated Learning: The MASRL Model (2011)Self-regulated learning strategies & academic achievement in online higher education learning environments: A systematic review (2015)Handbook of Self-Regulation of Learning and Performance (2017)Experience and Education (1986)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Gamification in Education: What, How, Why Bother? (2011)Our Princess Is in Another Castle (2012)What Are We Seeking to Sustain Through Culturally Sustaining Pedagogy? A Loving Critique Forward (2014)The Structure of Scientific Revolutions (1963)Bowling alone (2000)Bowling alone: the collapse and revival of American community (2000)Call of (civic) duty: Action games and civic behavior in a large sample of youth (2010)Just a game after all: Violent video game exposure and time spent playing effects on hostile feelings, depression, and visuospatial cognition (2011)Intense video gaming is not essentially problematic. (2017)Situated Cognition and the Culture of Learning (1989)A Pedagogy of Multiliteracies: Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Foundations of Game-Based Learning (2015)Climate change games as tools for education and engagement (2015)An overview of serious games for disaster risk management – Prospects and limitations for informing actions to arrest increasing risk (2018)Facilitating sustainability transition through serious games: A systematic literature review (2018)Parental Mediation of Children's Internet Use (2008)College students' social networking experiences on Facebook (2009)Gender Similarities and Differences (2013)The benefits of playing video games. (2013)An Overview of Serious Games (2014)Mapping learning and game mechanics for serious games analysis (2014)
this work references cited by second hop

References

  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2008Investigating Self-Regulation and Motivation: Historical Background, Methodological Developments, and Future Prospects3,732 cited
  • 2010Generation M2 : Media in the Lives of 8- to 18-year-olds2,017 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 2008The effects of video game playing on attention, memory, and executive control993 cited
  • 2009Serious games : mechanisms and effects837 cited
  • 2010Serious Games, Debriefing, and Simulation/Gaming as a Discipline708 cited
  • 2009Students’ perceptions about the use of video games in the classroom510 cited
  • 2006Using games and simulations for supporting learning340 cited
  • 2010Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good?215 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
  • 2014Digital Game-Based Learning137 cited
  • 2002An Investigation of Cognitive Processes Engaged in by Recreational Computer Game Players129 cited
  • 1994

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

Cognitive socialization by computer games in two cultures: Inductive discovery or mastery of an iconic code?
126 cited
  • 2008Video game–based learning: An emerging paradigm for instruction125 cited
  • Cited by

    • 2014Evidence-based guidelines for wise use of electronic games by children54 cited
    • 2014Student behavioral engagement during mathematics educational video game instruction with 11–14 year olds40 cited
    • 2021A narrative review of methods used to examine digital gaming impacts on learning and cognition during middle childhood32 cited
    • 2022Improving serious games by crowdsourcing feedback from the STEAM online gaming community30 cited