Are games effective learning tools? A review of educational games

S De Freitas - Journal of Educational Technology & Society, 2018 - JSTOR
The literature around the use, efficacy and design of educational games and game-based
learning approaches has been building up gradually and in phases, across different …

The benefits of playing video games.

I Granic, A Lobel, RCME Engels - American psychologist, 2014 - psycnet.apa.org
Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97%
playing for at least one hour per day in the United States. The vast majority of research by …

Clarifying the structure and nature of left-wing authoritarianism.

TH Costello, SM Bowes, ST Stevens… - Journal of personality …, 2022 - psycnet.apa.org
Authoritarianism has been the subject of scientific inquiry for nearly a century, yet the vast
majority of authoritarianism research has focused on right-wing authoritarianism. In the …

Effects of prosocial video games on prosocial behavior.

T Greitemeyer, S Osswald - Journal of personality and social …, 2010 - psycnet.apa.org
Previous research has documented that playing violent video games has various negative
effects on social behavior in that it causes an increase in aggressive behavior and a …

Media violence and other aggression risk factors in seven nations

CA Anderson, K Suzuki, EL Swing… - Personality and …, 2017 - journals.sagepub.com
Cultural generality versus specificity of media violence effects on aggression was examined
in seven countries (Australia, China, Croatia, Germany, Japan, Romania, the United States) …

Playing prosocial video games increases the accessibility of prosocial thoughts

T Greitemeyer, S Osswald - The Journal of social psychology, 2011 - Taylor & Francis
Past research has provided abundant evidence that playing violent video games increases
aggressive tendencies. In contrast, evidence on possible positive effects of video game …

Pathological video-gaming among youth: A prospective study examining dynamic protective factors

AK Liau, H Choo, D Li, DA Gentile, T Sim… - Addiction Research & …, 2015 - Taylor & Francis
The primary aim of the study was to understand the phenomenon of pathological video-
gaming by identifying protective factors for its development, and examining the dynamic …

29. Emotional Intelligence

SE Rivers, IJ Handley-Miner, JD Mayer… - by RJ Stenberg. 2nd …, 2020 - cambridge.org
The term “emotional intelligence” first appeared in the psychological literature in 1990 and
was defined as “the ability to monitor one's own and others' feelings and emotions, to …

Video gaming in adolescence: factors associated with leisure time use

FM Brooks, KL Chester, NC Smeeton… - Journal of Youth …, 2016 - Taylor & Francis
The geographies of the current generation of young people are markedly distinct from
previous generations by virtue of their access to a virtual playground. The vast majority of …

Serious games as a complementary tool for social skill development in young people: a systematic review of the literature

LR Zheng, CM Oberle… - Simulation & …, 2021 - journals.sagepub.com
Background The use of games for social skill development in the classroom is accelerating
at a tremendous rate. At the same time, the research surrounding games designed for …