SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Video-Games Do Not Negatively Impact Adolescent Academic Performance in Science, Mathematics or Reading
16 references·1 citing·45 second hop
Video-Games Do Not Negatively Impact Adolescent Academic Performance in Science, Mathematics or Reading (2014)Video-Games Do Not Negatively Impact Adol…Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)Pathological Video Game Use A…A meta-analysis of pathological gaming prevalence and comorbidity with mental health, academic and social problems (2011)A meta-analysis of pathologic…Video-Gaming Among High School Students: Health Correlates, Gender Differences, and Problematic Gaming (2010)Video-Gaming Among High Schoo…Television and Video Game Exposure and the Development of Attention Problems (2010)Television and Video Game Exp…PISA Data Analysis Manual: SPSS, Second Edition (2009)PISA Data Analysis Manual: SP…Pathological Video-Game Use Among Youth Ages 8 to 18 (2009)Pathological Video-Game Use A…Exploring user experiences as predictors of MMORPG addiction (2009)Exploring user experiences as…Children and Video Games: Addiction, Engagement, and Scholastic Achievement (2009)Children and Video Games: Add…A short-term longitudinal study of Internet and computer game use by adolescent boys and girls: Prevalence, frequency of use, and psychosocial predictors. (2008)A short-term longitudinal stu…Violent video game effects on children and adolescents: theory, research, and public policy (2007)Violent video game effects on…Violent Video Game Effects on Children and Adolescents (2007)Violent Video Game Effects on…Beyond Self-Selection in Video Game Play: An Experimental Examination of the Consequences of Massively Multiplayer Online Role-Playing Game Play (2007)Beyond Self-Selection in Vide…Wide Range Achievement Test 4 (2006)Wide Range Achievement Test 4The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance (2004)The effects of violent video …Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Video games and aggressive th…Pygmalion in the classroom (1968)Pygmalion in the classroomThe relationship of interactive technology use for entertainment and school performance and engagement: Evidence from a longitudinal study in a nationally representative sample of middle school students in China (2021)The relationship of interacti…A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)Relational Aggression, Gender, and Social-Psychological Adjustment (1995)Ordinary magic: Resilience processes in development. (2001)The Relationship Between Online Game Addiction and Aggression, Self-Control and Narcissistic Personality Traits (2007)The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)Health Effects of Media on Children and Adolescents (2010)“Ethical Principles of Psychologists and Code of Conduct” (2000)Effects 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)The Influence of Media Violence on Youth (2003)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Internet Addiction: The Emergence of a New Clinical Disorder (1998)An international consensus for assessing internet gaming disorder using the new DSM ‐5 approach (2014)The Internet Gaming Disorder Scale. (2015)Internet gaming disorder in children and adolescents: a systematic review (2018)A power primer. (1992)An effect size primer: A guide for clinicians and researchers. (2009)Methods of Meta-Analysis: Correcting Error and Bias in Research Findings (2015)Computer-Mediated Communication, Social Media, and Mental Health: A Conceptual and Empirical Meta-Review (2020)Global prevalence of digital addiction in general population: A systematic review and meta-analysis (2022)Flow: The Psychology of Optimal Experience (1991)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)The Social Media Disorder Scale (2016)LISREL 7 : user's reference guide (1989)Factor structure of the barratt impulsiveness scale (1995)High Self‐Control Predicts Good Adjustment, Less Pathology, Better Grades, and Interpersonal Success (2004)Video game playing, attention problems, and impulsiveness: Evidence of bidirectional causality. (2012)Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools (2013)Media and technology use predicts ill-being among children, preteens and teenagers independent of the negative health impacts of exercise and eating habits (2014)Aggression: A Social Learning Analysis (1973)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)Wide Range Achievement Test-Revised (1987)Anxiety and depression in academic performance: An exploration of the mediating factors of worry and working memory (2012)Sample Size Determination in Test-Retest and Cronbach Alpha Reliability Estimates (2022)Applied Behavior Analysis for Teachers (2024)Handbook of Positive Psychology (2001)Exposure to violent video games and aggression in German adolescents: a longitudinal analysis (2008)Online gaming addiction in children and adolescents: A review of empirical research (2012)Cross‐sectional and longitudinal epidemiological studies of I nternet gaming disorder: A systematic review of the literature (2017)Motivational processes affecting learning. (1986)Knowledge and Teaching:Foundations of the New Reform (1987)Epistemic Injustice (2007)
this work references cited by second hop

References

  • 1968Pygmalion in the classroom3,876 cited
  • 2000Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.1,779 cited
  • 2011Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study1,313 cited
  • 2009Pathological Video-Game Use Among Youth Ages 8 to 181,086 cited
  • 2004The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance963 cited
  • 2006Wide Range Achievement Test 4577 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
  • 2011A meta-analysis of pathological gaming prevalence and comorbidity with mental health, academic and social problems461 cited
  • 2007Violent Video Game Effects on Children and Adolescents423 cited
  • 2010Video-Gaming Among High School Students: Health Correlates, Gender Differences, and Problematic Gaming372 cited
  • 2007Beyond Self-Selection in Video Game Play: An Experimental Examination of the Consequences of Massively Multiplayer Online Role-Playing Game Play318 cited
  • 2009Exploring user experiences as predictors of MMORPG addiction311 cited
  • 2008A short-term longitudinal study of Internet and computer game use by adolescent boys and girls: Prevalence, frequency of use, and psychosocial predictors.

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

291 cited
  • 2009Children and Video Games: Addiction, Engagement, and Scholastic Achievement270 cited
  • 2009PISA Data Analysis Manual: SPSS, Second Edition265 cited
  • Cited by

    • 2021The relationship of interactive technology use for entertainment and school performance and engagement: Evidence from a longitudinal study in a nationally representative sample of middle school students in China49 cited