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The Changing Face of Video Games and Video Gamers: Future Directions in the Scientific Study of Video Game Play and Cognitive Performance
16 references·4 citing·39 second hop
The Changing Face of Video Games and Video Gamers: Future Directions in the Scientific Study of Video Game Play and Cognitive Performance (2017)The Changing Face of Video Games and Vide…Digital Game-Based Learning (2020)Digital Game-Based LearningMeta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Meta-analysis of action video…Exposure and Use of Mobile Media Devices by Young Children (2015)Exposure and Use of Mobile Me…The benefits of playing video games. (2013)The benefits of playing video…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Reality is broken: why games make us better and how they can change the world (2011)Reality is broken: why games …Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)Pathological Video Game Use A…Internet Gaming Addiction: A Systematic Review of Empirical Research (2011)Internet Gaming Addiction: A …Pathological Video-Game Use Among Youth Ages 8 to 18 (2009)Pathological Video-Game Use A…Can training in a real-time strategy video game attenuate cognitive decline in older adults? (2008)Can training in a real-time s…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Gender and Computer Games: Exploring Females' Dislikes (2006)Gender and Computer Games: Ex…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Digital game-based learning (2003)Digital game-based learningEffects 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…Understanding and predicting customers’ intentions to use smartphone-based online games: A deep-learning-based dual-stage modelling analysis (2023)Understanding and predicting …Examining the game-specific practice behaviors of professional and semi-professional esports players: A 52-week longitudinal study (2022)Examining the game-specific p…Expertise and generalization: lessons from action video games (2018)Expertise and generalization:…Career Counseling Interventions for Video Game Players (2018)Career Counseling Interventio…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)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)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A Motivational Model of Video Game Engagement (2010)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. 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(1994)Development and Validation of a Game Addiction Scale for Adolescents (2009)Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)Digital Natives, Digital Immigrants Part 1 (2001)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 2003Digital game-based learning3,104 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2013The benefits of playing video games.2,456 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
  • 2011Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study1,313 cited
  • 2011Internet Gaming Addiction: A Systematic Review of Empirical Research1,109 cited
  • 2009Pathological Video-Game Use Among Youth Ages 8 to 181,086 cited
  • 2015Exposure and Use of Mobile Media Devices by Young Children1,052 cited
  • 2008Can training in a real-time strategy video game attenuate cognitive decline in older adults?853 cited
  • 2017Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills.803 cited

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2011
Reality is broken: why games make us better and how they can change the world
721 cited
  • 2006Gender and Computer Games: Exploring Females' Dislikes611 cited
  • Cited by

    • 2018Expertise and generalization: lessons from action video games45 cited
    • 2022Examining the game-specific practice behaviors of professional and semi-professional esports players: A 52-week longitudinal study29 cited
    • 2018Career Counseling Interventions for Video Game Players14 cited
    • 2023Understanding and predicting customers’ intentions to use smartphone-based online games: A deep-learning-based dual-stage modelling analysis7 cited