[HTML][HTML] Engagement and immersion in digital play: Supporting young children's digital wellbeing

K Bittner - International journal of environmental research and …, 2021 - mdpi.com
For many families, young children's engagement with screen-based technology is an
ongoing concern in terms of physical, social and cognitive development. They are uneasy …

Minecraft in education benefits learning and social engagement

O Alawajee, J Delafield-Butt - International Journal of Game-Based …, 2021 - igi-global.com
Empirical evidence suggests game-based learning (GBL) as a potentially engaging form of
contemporary learning. With the increase in the use of Minecraft, a sandbox computer game …

[图书][B] AZ of digital research methods

C Dawson - 2019 - taylorfrancis.com
This accessible, alphabetical guide provides concise insights into a variety of digital
research methods, incorporating introductory knowledge with practical application and …

Situating the Appeal of Fortnite Within Children's Changing Play Cultures

M Carter, K Moore, J Mavoa, H Horst… - Games and …, 2020 - journals.sagepub.com
Fortnite is a massively multiplayer online “battle royale” game that rapidly grew in 2018 to
become one of the most popular digital games in the world, with a reported peak of 10.8 …

Mobile mindfulness: Predictors of mobile screen time tracking

A Oeldorf-Hirsch, Y Chen - Computers in Human Behavior, 2022 - Elsevier
As individuals spend more time with mobile devices, concerns over screen time have grown,
and thus so have efforts to reduce it. Even with mixed evidence for screen time's negative …

Refrains of Friendship in Young Children's Postdigital Play

K Pettersen, C Ehret - Journal of Literacy Research, 2024 - journals.sagepub.com
Today, digital media technologies are ubiquitous and mundane, making the relationship
between digital and analog messy and porous. This postdigital condition prompts new …

Influence of cartoon characters on generation alpha in purchase decisions

A Gupta, J Kumar, T Tewary, NK Virk - Young consumers, 2022 - emerald.com
Purpose This study aims to understand the influence of cartoon characters on the generation
alpha (GA) in purchase decision-making, supported by the theory of planned behaviour …

Crafting game-based learning: An analysis of lessons for minecraft education edition

D Bar-El, K E. Ringland - … of the 15th International Conference on the …, 2020 - dl.acm.org
Digital games have long been of interest to Game Studies communities, but relatively few
have examined how teachers design with and incorporate commercial digital games in their …

[图书][B] The Routledge international handbook of children, adolescents and media

D Lemish - 2013 - api.taylorfrancis.com
Description: Second Edition.| New York, NY: Routledge, 2022.| Revised edition of The
Routledge international handbook of children, adolescents and media, 2013.| Includes …

Boys' gaming identities and opportunities for learning

L Scholes, KA Mills, E Wallace - Learning, Media and Technology, 2022 - Taylor & Francis
This article addresses a gap in research about primary school boys' identification as
'gamers.'Drawing on a survey of 318 Year 3 (7–8 years old) students, the research identified …