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The impact of video gaming on managers' adaptive leadership skills: do millennials have an advantage?
16 references·0 citing·39 second hop
The impact of video gaming on managers' adaptive leadership skills: do millennials have an advantage? (2016)The impact of video gaming on managers' a…Leadership Without Easy Answers (2009)Leadership Without Easy Answe…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Social Cognitive Theory: An Agentic Perspective (2001)Social Cognitive Theory: An A…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…Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immi…Millennials Rising: The Next Great Generation (2000)Millennials Rising: The Next …Life on the Screen: Identity in the Age of the Internet (1997)Life on the Screen: Identity …Growing Up Digital: The Rise of the Net Generation (1997)Growing Up Digital: The Rise …Bass & Stogdill's handbook of leadership: Theory, research, and managerial applications, 3rd ed. (1990)Bass & Stogdill's handbook of…Optimal experience: Psychological studies of flow in consciousness. (1988)Optimal experience: Psycholog…Two-component models of socially desirable responding. (1984)Two-component models of socia…Social Learning Theory. (1978)Social Learning Theory.The origins of intelligence in children. (1952)The origins of intelligence i…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)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)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Digital game-based learning (2003)The ‘digital natives’ debate: A critical review of the evidence (2008)Digital Natives, Digital Immigrants (2013)Covid-19 pandemic and online learning: the challenges and opportunities (2020)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)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)Plan 9 From Cyberspace: The Implications of the Internet for Personality and Social Psychology (2000)The Field behind the Screen: Using Netnography for Marketing Research in Online Communities (2002)Identity construction on Facebook: Digital empowerment in anchored relationships (2008)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change (1978)Self-efficacy mechanism in human agency. (1982)Identity and agency in cultural worlds (1999)Gamification in theory and action: A survey (2014)Illusion and well-being: A social psychological perspective on mental health. (1988)Inclusion of Other in the Self Scale and the structure of interpersonal closeness. (1992)Identifying careless responses in survey data. (2012)Motivation reconsidered: The concept of competence. (1959)Basic objects in natural categories (1976)On seeing human: A three-factor theory of anthropomorphism. (2007)
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References

  • 1978Social Learning Theory.25,426 cited
  • 2001Social Cognitive Theory: An Agentic Perspective15,469 cited
  • 2001Digital Natives, Digital Immigrants Part 111,096 cited
  • 1952The origins of intelligence in children.10,676 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 1997Life on the Screen: Identity in the Age of the Internet6,363 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 1984Two-component models of socially desirable responding.3,011 cited
  • 1990Bass & Stogdill's handbook of leadership: Theory, research, and managerial applications, 3rd ed.2,852 cited
  • 1997Growing Up Digital: The Rise of the Net Generation2,745 cited
  • 2000Millennials Rising: The Next Great Generation2,542 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 Literature2,218 cited
  • 2009Leadership Without Easy Answers1,889 cited

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  • 1988Optimal experience: Psychological studies of flow in consciousness.1,694 cited
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