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Ahmad, Faizan; Zongwei, Luo; Ahmed, Zeeshan; Muneeb, Sara – Interactive Learning Environments, 2023
An insight regarding few of the experiences during video games playing activity is still fuzzy. This paper presents an extensive empirical study that analyzes the experiences of 100 participants (i.e. 25 children, younger adults, older adults, and elders each) during brain games play. This concludes a number of significant correlations among the…
Descriptors: Children, Young Adults, Older Adults, Experience
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Hamlen, Karla R. – Journal of Educational Computing Research, 2009
This study explored relationships between time spent playing video games in a typical week and general creativity, as measured by a common assessment. One hundred eighteen students in 4th and 5th grades answered questions about their video game play and completed the Torrance Tests of Creative Thinking (Torrance, Orlow, & Safter, 1990). While…
Descriptors: Elementary School Students, Creativity, Play, Video Games
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Lee, Sook-Jung; Bartolic, Silvia; Vandewater, Elizabeth A. – British Journal of Developmental Psychology, 2009
The purpose of this paper is to examine the predictors of children's media use in the USA, comparing cross-sectional and longitudinal analyses. Data come from Waves 1 and 2 of the Child Development Supplement (CDS-I; CDS-II), a nationally representative sample of American children aged 0-12 in 1997 and 5-18 in 2002. Twenty-four hour time use…
Descriptors: Television Viewing, Reading Habits, Video Games, Diaries
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Scharrer, Erica; Leone, Ron – Human Communication Research, 2008
A sample of 118 U.S. 6th and 7th graders was used to examine early adolescents' views of whether video games negatively influence themselves, others of the same age, and younger others. Six specific games ranging in rating from E for Everyone to M for Mature were listed for the early adolescents to respond to, with questions asked about both…
Descriptors: Video Games, Social Cognition, Adolescents, Grade 7