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Time Spent Gaming and Social Competence in Children: Reciprocal Effects Across Childhood
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Time Spent Gaming and Social Competence in Children: Reciprocal Effects Across Childhood (2019)Time Spent Gaming and Social Competence i…Video Games Do Affect Social Outcomes (2014)Video Games Do Affect Social …International Standard Classification of Occupations (ISCO) (2014)International Standard Classi…The benefits of playing video games. (2013)The benefits of playing video…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 …Socioeconomic Status, Family Processes,and Individual Development (2010)Socioeconomic Status, Family …Online Gaming Addiction: The Role of Sensation Seeking, Self-Control, Neuroticism, Aggression, State Anxiety, and Trait Anxiety (2010)Online Gaming Addiction: The …The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies (2009)The Effects of Prosocial Vide…Estimating Standard Errors in Finance Panel Data Sets: Comparing Approaches (2008)Estimating Standard Errors in…Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Social Interactions in Massiv…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance (2004)The effects of violent video …Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Cutoff criteria for fit index…The Strengths and Difficulties Questionnaire: A Research Note (1997)The Strengths and Difficultie…The Nature of Social Competence: A Theoretical Review (1997)The Nature of Social Competen…The need to belong: Desire for interpersonal attachments as a fundamental human motivation. 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References

  • 1999Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives108,592 cited
  • 1995The need to belong: Desire for interpersonal attachments as a fundamental human motivation.21,991 cited
  • 1997The Strengths and Difficulties Questionnaire: A Research Note14,896 cited
  • 2008Estimating Standard Errors in Finance Panel Data Sets: Comparing Approaches10,793 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 2013The benefits of playing video games.2,456 cited
  • 2010Socioeconomic Status, Family Processes,and Individual Development2,181 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
  • 2007Social Interactions in Massively Multiplayer Online Role-Playing Gamers1,028 cited
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  • 2014International Standard Classification of Occupations (ISCO)955 cited
  • 1997The Nature of Social Competence: A Theoretical Review948 cited
  • 2009The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies730 cited

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  • 2010Online Gaming Addiction: The Role of Sensation Seeking, Self-Control, Neuroticism, Aggression, State Anxiety, and Trait Anxiety653 cited
  • 2014Video Games Do Affect Social Outcomes637 cited
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