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Health and Digital Gaming
16 references·2 citing·31 second hop
Health and Digital Gaming (2006)Health and Digital GamingChildren and Their Changing Media Environment (2013)Children and Their Changing M…After the Death of Childhood: Growing Up in the Age of Electronic Media (2013)After the Death of Childhood:…The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance (2004)The effects of violent video …Social Cognitive Theory: An Agentic Perspective (2001)Social Cognitive Theory: An A…Public Communication Campaigns (2001)Public Communication CampaignsChildren and their Changing Media Environment: A European Comparative Study (2001)Children and their Changing M…Trigger happy : the inner life of videogames (2000)Trigger happy : the inner lif…Girl Gamers and their Relationship with the Gaming Culture (2000)Girl Gamers and their Relatio…Bowling alone: the collapse and revival of American community (2000)Bowling alone: the collapse a…Communities of practice learning, meaning, and identity (1999)Communities of practice learn…Media Violence and Children (1998)Media Violence and ChildrenCommunities of Practice (1998)Communities of PracticeHamlet on the Holodeck (1997)Hamlet on the HolodeckToys as Culture (1987)Toys as CultureThe Second Self: Computers and the Human Spirit (1986)The Second Self: Computers an…The second self: Computers and the human spirit (1985)The second self: Computers an…Learning efficacy and user acceptance of a game-based social skills learning environment (2016)Learning efficacy and user ac…Gamification and multigamification in the workplace: Expanding the ludic dimensions of work and challenging the work/play dichotomy (2015)Gamification and multigamific…“Ethical Principles of Psychologists and Code of Conduct” (2000)Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (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)Pathological Video-Game Use Among Youth Ages 8 to 18 (2009)Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)The Constitution of Society. Outline of the Theory of Structuration (1984)A Theory of Goal Setting and Task Performance (1991)Self-Efficacy: The Exercise of Control (1999)Health Promotion by Social Cognitive Means (2004)Authentic leadership development: Getting to the root of positive forms of leadership (2005)Mechanisms Linking Social Ties and Support to Physical and Mental Health (2011)Educating the Net Generation (2005)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Toward an understanding of flow in video games (2008)Multiple methods in qualitative research with children: more insight or just more? (2005)Parental Mediation Theory for the Digital Age (2011)Taken Out of Context: American Teen Sociality in Networked Publics (2017)A Meta-Analysis of Fear Appeals: Implications for Effective Public Health Campaigns (2000)Systematic reviews: CRD's guidance for undertaking reviews in health care (2010)The digital divide has grown old: Determinants of a digital divide among seniors (2014)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Clusters and knowledge: local buzz, global pipelines and the process of knowledge creation (2004)Problem-Based Learning: What and How Do Students Learn? (2004)Notes on the theory of the actor-network: Ordering, strategy, and heterogeneity (1992)Machines and Mindlessness: Social Responses to Computers (2000)Dehumanization: An Integrative Review (2006)Social Capital: Prospects for a New Concept (2002)Social Relationships and Mortality Risk: A Meta-analytic Review (2010)The weirdest people in the world? (2010)Affect Detection: An Interdisciplinary Review of Models, Methods, and Their Applications (2010)
this work references cited by second hop

References

  • 2000Bowling alone: the collapse and revival of American community28,790 cited
  • 1999Communities of practice learning, meaning, and identity28,353 cited
  • 1998Communities of Practice23,452 cited
  • 2001Social Cognitive Theory: An Agentic Perspective15,469 cited
  • 1986The Second Self: Computers and the Human Spirit1,721 cited
  • 1985The second self: Computers and the human spirit1,041 cited
  • 2004The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance963 cited
  • 2013After the Death of Childhood: Growing Up in the Age of Electronic Media815 cited
  • 2001Public Communication Campaigns763 cited
  • 1997Hamlet on the Holodeck469 cited
  • 2013Children and Their Changing Media Environment312 cited
  • 2001Children and their Changing Media Environment: A European Comparative Study278 cited
  • 2000Trigger happy : the inner life of videogames173 cited
  • 1987Toys as Culture172 cited
  • 2000Girl Gamers and their Relationship with the Gaming Culture157 cited
  • 1998Media Violence and Children

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145 cited

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  • 2016Learning efficacy and user acceptance of a game-based social skills learning environment27 cited
  • 2015Gamification and multigamification in the workplace: Expanding the ludic dimensions of work and challenging the work/play dichotomy27 cited