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Games for Learning
16 references·3 citing·48 second hopsampled
Games for Learning (2009)Games for LearningGender Differences in Cooperation and Competition (2007)Gender Differences in Coopera…Do Women Shy Away From Competition? Do Men Compete Too Much? (2007)Do Women Shy Away From Compet…Gender and Computer Games: Exploring Females' Dislikes (2006)Gender and Computer Games: Ex…The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance (2004)The effects of violent video …Sex Differences in Video Game Play: (2004)Sex Differences in Video Game…Death with a Story. (2004)Death with a Story.Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games (2002)Shirts vs. Skins: Clothing as…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…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)Effects of Violent Video Game…Academic Self-Handicapping: What We Know, What More There is to Learn (2001)Academic Self-Handicapping: W…Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Video games and aggressive th…Social cognitive theory of gender development and differentiation. (1999)Social cognitive theory of ge…Approach and avoidance motivation and achievement goals (1999)Approach and avoidance motiva…An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior (1998)An Examination of Violence an…Sensation seeking, aggressiveness, and adolescent reckless behavior (1996)Sensation seeking, aggressive…The measurement of interpersonal attraction (1974)The measurement of interperso…Gaming the system mediates the relationship between gender and learning outcomes in a digital learning game (2024)Gaming the system mediates th…Learning through Games: Essential Features of an Educational Game (2012)Learning through Games: Essen…Students’ perceptions about the use of video games in the classroom (2009)Students’ perceptions about t…Prospect Theory: An Analysis of Decision under Risk (1979)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Prospect theory: An analysis of decision under risk (1988)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. 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A meta-analysis examining gender-related differences in specific internet addiction (2020)The Standard Edition of the Complete Psychological Works of Sigmund Freud (1953)The Constitution of Society. Outline of the Theory of Structuration (1984)Social Cognitive Theory of Mass Communication (2001)Social Cognitive Theory: An Agentic Perspective (2001)The gender similarities hypothesis. (2005)“Ethical Principles of Psychologists and Code of Conduct” (2000)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)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)A systematic literature review of empirical evidence on computer games and serious games (2012)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Gamification of Learning: a Meta-analysis (2019)Motivation and personality (1993)Motivation and Personality (1997)Uses and Gratifications Theory in the 21st Century (2000)Instagram: Motives for its use and relationship to narcissism and contextual age (2016)Why are some STEM fields more gender balanced than others? (2016)Aggression: A Social Learning Analysis (1973)Book Reviews: Statistical Methods for Meta-Analysis Larry V. Hedges and Ingram Olkin New York: Academic Press, 1985. xxii + 369 pp (1988)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)The Aggression Questionnaire. (1992)Human Aggression (2002)A threat in the air: How stereotypes shape intellectual identity and performance. (1997)z-Tree: Zurich toolbox for ready-made economic experiments (2007)Gender Differences in Preferences (2009)A Grand Gender Convergence: Its Last Chapter (2014)The Gender Wage Gap: Extent, Trends, and Explanations (2017)The Quarterly Journal of Economics (2024)
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References

  • 2002Games, Motivation, and Learning: A Research and Practice Model3,480 cited
  • 1999Approach and avoidance motivation and achievement goals3,319 cited
  • 2007Do Women Shy Away From Competition? Do Men Compete Too Much?3,263 cited
  • 1999Social cognitive theory of gender development and differentiation.2,695 cited
  • 2001Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature2,356 cited
  • 2000Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.1,955 cited
  • 2004The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance1,039 cited
  • 1974The measurement of interpersonal attraction952 cited
  • 2004Sex Differences in Video Game Play:864 cited
  • 2006Gender and Computer Games: Exploring Females' Dislikes611 cited
  • 2007Gender Differences in Cooperation and Competition543 cited
  • 1998An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior504 cited
  • 2002Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games346 cited
  • 1996Sensation seeking, aggressiveness, and adolescent reckless behavior

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334 cited
  • 2001Academic Self-Handicapping: What We Know, What More There is to Learn316 cited
  • 2004Death with a Story.292 cited
  • Cited by

    • 2009Students’ perceptions about the use of video games in the classroom574 cited
    • 2012Learning through Games: Essential Features of an Educational Game22 cited
    • 2024Gaming the system mediates the relationship between gender and learning outcomes in a digital learning game21 cited