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Bülent BASARAN; Ömer SIMSEK – Journal of Computer Assisted Learning, 2024
Background: Their ubiquity is particularly notable as video games become increasingly intertwined with the technological revolution. Despite this prominence, gender disparities in adolescent video gaming remain under-explored. Objectives: This research aims to determine the frequency classes of video game playing based on gender, analyse the…
Descriptors: Gender Differences, Video Games, Play, Academic Achievement
Braverman, Julia; LaBrie, Richard A.; Shaffer, Howard J. – Psychological Assessment, 2011
This article presents findings from the first taxometric study of actual gambling behavior to determine whether we can represent the characteristics of extreme gambling as qualitatively distinct (i.e., taxonic) or as a point along a dimension. We analyzed the bets made during a 24-month study period by the 4,595 most involved gamblers among a…
Descriptors: Internet, Public Policy, Classification, Team Sports
Bedwell, Wendy L.; Pavlas, Davin; Heyne, Kyle; Lazzara, Elizabeth H.; Salas, Eduardo – Simulation & Gaming, 2012
The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly…
Descriptors: Taxonomy, Comparative Analysis, Video Games, Computer Games