Search

Your search keyword '"VIDEO games & children"' showing total 1,530 results

Search Constraints

Start Over You searched for: Descriptor "VIDEO games & children" Remove constraint Descriptor: "VIDEO games & children"
1,530 results on '"VIDEO games & children"'

Search Results

1. Is gaming good for you? Gaming is great fun, but some worry it could be bad for young people's health.

3. Reciprocal Relationships between Trajectories of Loneliness and Screen Media Use during Adolescence.

4. Video Game Play: Myths and Benefits.

5. Use of Active Video Games to Increase Physical Activity in Children: A (Virtual) Reality?

6. Energy Expended Playing Video Console Games: An Opportunity to Increase Children's Physical Activity?

7. Video Center Games: Energy Cost and Children's Behaviors.

8. MAILBAG.

9. THE PRESENT STATE OF THE RESEARCH OF DIGITAL GAMES IN SLOVAKIA.

10. PARENTS' BELIEFS ABOUT CHILDREN'S VIDEO GAMES IN CONTEMPORARY RUSSIA: «FULLNESS OF LIFE» VERSUS «QUALITY OF LIFE».

11. Gaming Disorder: A Possible Piece of the Computer Science Retention Puzzle: Investigating the rate of excessive gaming among computer science students.

12. Parenting Style, Parental Stress, and Mediation of Children's Media Use.

13. Sexual Violence Against Women in Video Games: The Effect of Virtual World on the Real World.

14. A Byte Is All We Need.

15. Fortnite Hits The Wall.

16. Are Video Games Really So Bad?

17. CHILDHOOD'S END (or, WE HAVE NEVER BEEN MODERN, EXCEPT in MINECRAFT).

18. Children and Minecraft: A survey of children’s digital play.

19. Internet Gaming Addiction in Adolescence: Risk Factors and Maladjustment Correlates.

20. A Multimethodological Study of Preschoolers' Preferences for Aggressive Television and Video Games.

21. Smoking, ADHD, and Problematic Video Game Use: A Structural Modeling Approach.

22. Evaluation of the effects of digital play addiction on eating attitudes.

23. REGULATIONS ON JAPANESE VIDEO GAMES FOR PROTECTION OF CHILDREN IN JAPAN.

24. EDUCATIONAL VIDEO GAMES REVISITED: PERSPECTIVES FROM PARENTS, GAMERS, AND SPECIALISTS.

25. The World Is Choking on Digital Pollution.

26. ZAP! SPLAT! SMARTS?

27. Exploring the relationship between video game expertise and fluid intelligence.

28. Video Game Vision Syndrome: A New Clinical Picture in Children?

29. Collecting, Preserving, and Interpreting the History of Electronic Games.

30. Teaching with Videogames: How Experience Impacts Classroom Integration.

31. Use of active video gaming in children with neuromotor dysfunction: a systematic review.

32. How technology is transforming the ways in which children play.

33. The (Not So) Evil Within? Agency in Video Game Choice and the Impact of Violent Content.

34. Developing Friendships and an Awareness of Emotions Using Video Games: Perceptions of Four Young Adults with Autism.

35. 'Everything not saved will be lost': Videogames, Violence, and Memory in Contemporary Irish Fiction.

36. Video Gaming and Children's Psychosocial Wellbeing: A Longitudinal Study.

37. Domesticating online games for preteens – discursive fields, everyday gaming, and family life.

38. The Impact of Home Literacy and Family Factors on Screen Media Use Among Dutch Preteens.

39. Prevalence of exposure to violent video games and media among primary school children in Baghdad city.

40. Can climate change games boost public understanding?

41. When Play Turns to Trouble.

42. Educators Battling Class Distractions Of 'Fortnite' Game.

43. ZAPPED!

44. ADHD and Present Hedonism: time perspective as a potential diagnostic and therapeutic tool.

45. Online Gaming Practices of Preteens: Independent Entertainment Time and Transmedia Game Play.

46. Problematic Use of Video Games and Substance Abuse in Early Adolescence: A Cross-sectional Study.

47. Exploring the prosociality domains of trust and cooperation, through single and cooperative digital gameplay in Path of Trust.

48. The effects of a 2-year individualized and family-based lifestyle intervention on physical activity, sedentary behavior and diet in children.

49. UNBOXING AND BRANDS: YOUTUBERS PHENOMENON THROUGH THE CASE STUDY OF EVANTUBEHD.

50. Age matters: The effect of onset age of video game play on task-switching abilities.

Catalog

Books, media, physical & digital resources