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Abstract Video games are at the center of a debate over what is helpful or harmful to children and adolescents, and there is research to substantiate both sides. The existing research suggests that there are at least 5 dimensions on which video games can affect players: the amount of play, the content of play, the game context, the structure of the game, and the mechanics of game play. This article describes each of these 5 dimensions with support from the scientific literature, arguing that this approach can allow people to get beyond the typical “good–bad” dichotomous thinking to have a more nuanced understanding of video game effects and to provide testable hypotheses for future research.
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Stored only when both papers are in the corpus — 179 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
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