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Video Game Research in Cognitive and Educational Sciences
16 references·0 citing·41 second hop
Video Game Research in Cognitive and Educational Sciences (2007)Video Game Research in Cognitive and Educ…Digital Game-Based Learning (2020)Digital Game-Based LearningEvidence for publication bias in video game violence effects literature: A meta-analytic review (2007)Evidence for publication bias…The Cambridge handbook of multimedia learning (2006)The Cambridge handbook of mul…Role of Guidance, Reflection, and Interactivity in an Agent-Based Multimedia Game. (2005)Role of Guidance, Reflection,…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Multimedia Learning in an Interactive Self-Explaining Environment: What Works in the Design of Agent-Based Microworlds? (2003)Multimedia Learning in an Int…Report on the educational use of games (2002)Report on the educational use…Not so doomed: computer game play and positive adolescent development (2002)Not so doomed: computer game …Flow: The Classic Work on How to Achieve Happiness (2002)Flow: The Classic Work on How…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…Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Video games and aggressive th…Violent video games and aggression (1999)Violent video games and aggre…Action video games and informal education: Effects on strategies for dividing visual attention (1994)Action video games and inform…Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Social Foundations of Thought…MANUAL FOR KIT OF REFERENCE TESTS FOR COGNITIVE FACTORS (REVISED 1963) (1963)MANUAL FOR KIT OF REFERENCE T…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Thought and language (1962)Experiential Learning : Experience as the Source of Learning and Development (1983)Serious Games : An Overview (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)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)At the Threshold: The Developing Adolescent (1990)Toward a psychology of positive youth development. (2000)Use of information and communication technology (ICT) and perceived health in adolescence: The role of sleeping habits and waking‐time tiredness (2006)Video-Gaming Among High School Students: Health Correlates, Gender Differences, and Problematic Gaming (2010)Family factors in adolescent problematic Internet gaming: A systematic review (2017)Aggression: A Social Learning Analysis (1973)Statistical Methods for Meta-Analysis (1988)A review and reformulation of social information-processing mechanisms in children's social adjustment. (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)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)Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)The ‘What’, ‘Why’ and ‘How’ of Employee Well-Being: A New Model (2008)Strengths Use as a Predictor of Well-Being and Health-Related Quality of Life (2010)Toward a Theoretical Foundation for Experience Design in Tourism (2013)Organization of abilities and the development of intelligence. (1968)A unifying model for the structure of intellectual abilities (1984)Working-memory capacity explains reasoning ability—and a little bit more (2002)Interactive Multimodal Learning Environments (2007)Cognitive Theory of Multimedia Learning (2014)Cognitive Architecture and Instructional Design: 20 Years Later (2019)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)The theory of planned behavior (1991)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)
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References

  • 1985Social Foundations of Thought and Action : A Social Cognitive Theory19,175 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2006The Cambridge handbook of multimedia learning2,313 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
  • 2000Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.1,779 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 1963MANUAL FOR KIT OF REFERENCE TESTS FOR COGNITIVE FACTORS (REVISED 1963)897 cited
  • 2002Flow: The Classic Work on How to Achieve Happiness611 cited
  • 2002Not so doomed: computer game play and positive adolescent development445 cited
  • 2003Multimedia Learning in an Interactive Self-Explaining Environment: What Works in the Design of Agent-Based Microworlds?408 cited
  • 2005Role of Guidance, Reflection, and Interactivity in an Agent-Based Multimedia Game.394 cited
  • 2007Evidence for publication bias in video game violence effects literature: A meta-analytic review364 cited
  • 2002Report on the educational use of games

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333 cited
  • 1994Action video games and informal education: Effects on strategies for dividing visual attention283 cited
  • 1999Violent video games and aggression252 cited
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