1 |
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Adolescenti e nuove teconologie. [Parte componente di periodico]
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SPAGNOLO, P.
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2015 |
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No Items currently Available.
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2 |
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Adolescents' and parents' perspectives : a gaming disorder intervention in Singapore. [Parte componente di periodico]
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SIM, T.
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2021 |
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No Items currently Available.
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3 |
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Aggressive video games are not a risk factor for future aggression in youth : a longitudinal study. [Parte componente di periodico]
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FERGUSON, C.J.
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2019 |
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No Items currently Available.
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4 |
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¿Los alumnos quieren aprender con videojuegos? : Lo que opinan sus usuarios del potencial educativo de este medio [Parte componente di periodico]
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GÓMEZ-GARCÍA, S.
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2017 |
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No Items currently Available.
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5 |
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Autistic youth in 3D game‐based collaborative virtual learning : associating avatar interaction patterns with embodied social presence. [Parte componente di periodico]
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WANG, X.
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2018 |
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No Items currently Available.
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6 |
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Bullismo : dall'individuo al gruppo, dai contesti alle tecnologie. [Parte componente di periodico]
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CARAVITA, S.
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2007 |
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No Items currently Available.
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7 |
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Can cooperative video games encourage social and motivational inclusion of at‐risk students? [Parte componente di periodico]
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HANGOJ, T.
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2018 |
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No Items currently Available.
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8 |
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Career Counseling Interventions for Video Game Players [Parte componente di periodico]
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ROCHAT, S.
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2020 |
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No Items currently Available.
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9 |
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Chinese online gamers versus nongamers: A difference in social media use and associated well‐being and relational outcomes? [Parte componente di periodico]
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DREDGE, R.
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2020 |
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No Items currently Available.
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10 |
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Come educare ai mondi virtuali. [Parte componente di periodico]
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CANGIÀ, C.
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2007 |
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No Items currently Available.
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11 |
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Competitive versus cooperative exergame play for African American adolescents' executive function skills : short-term effects in a long-term training intervention. [Parte componente di periodico]
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STAIANO, A.E.
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2012 |
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No Items currently Available.
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12 |
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Demolishing the competition : the longitudinal link between competitive video games, competitive gambling, and aggression. [Parte componente di periodico]
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ADACHI, P.J.C.
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2013 |
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No Items currently Available.
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13 |
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Do video games promote positive youth development? [Parte componente di periodico]
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ADACHI, P.J.C.
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2013 |
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No Items currently Available.
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14 |
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Does playing sports video games predict increased involvement in real-life sports over several years among older adolescents and emerging adults? [Parte componente di periodico]
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ADACHI, P.J.C.
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2016 |
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No Items currently Available.
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15 |
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Gli effetti dei videogiochi sul benessere di bambini e ragazzi. [Parte componente di periodico]
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MINOLITI, R.
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2020 |
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No Items currently Available.
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16 |
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Fascino e trabocchetti della realtà virtuale. [Parte componente di periodico]
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OLIVERIO, A.
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2016 |
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No Items currently Available.
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17 |
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Fostering multimodal analyses of video games : reflective writing in the middle school [Parte componente di periodico]
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STUFFT, C.J.
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2021 |
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No Items currently Available.
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18 |
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From online strangers to offline friends : a qualitative study of video game players in Hong Kong [Parte componente di periodico]
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LAI, G.
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2020 |
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No Items currently Available.
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19 |
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Generazione off/on line : cultura videoludica violenta, comportamenti aggressivo-bullistici e aggregazione con il gruppo dei pari devianti nei nativi digitali. [Parte componente di periodico]
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CASCINO, V.
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2016 |
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No Items currently Available.
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20 |
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Giovani e dipendenza da internet : definizione, fattori di rischio e prospettive di ricerca. [Parte componente di periodico]
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VASALE, M.
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2018 |
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No Items currently Available.
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21 |
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Hitting restart. [Parte componente di periodico]
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ALTURA, G.J.
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2015 |
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No Items currently Available.
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22 |
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How male young adults construe their playing style in violent video games. [Parte componente di periodico]
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RIBBENS, W.
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2015 |
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No Items currently Available.
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23 |
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The impact of degree of exposure to violent video games, family background, and other factors on youth violence. [Parte componente di periodico]
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DECAMP, W.
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2017 |
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No Items currently Available.
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24 |
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Impact of narrative and badging on learning and engagement in a psychology learning game [Parte componente di periodico]
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FANFARELLI, J.R.
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2020 |
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No Items currently Available.
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25 |
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Individual pastime or focused social interaction : gendered gaming practices among Danish youth [Parte componente di periodico]
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THORHAUGE, A.M.
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2019 |
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No Items currently Available.
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26 |
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Internet in adolescenza : normalità, dipendenza e ritiro sociale. [Parte componente di periodico]
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LANCINI, M.
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2018 |
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No Items currently Available.
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27 |
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Horizontes educativos de los videojuegos : propuestas y reflexiones de futuros maestros y educadores sociales. [Parte componente di periodico]
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CORREA GARCÍA, R. I.
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2017 |
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No Items currently Available.
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28 |
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Jeux vidéo violents : leur impact sur la désensibilisation émotionnelle des jeunes. [Parte componente di periodico]
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STUCKI, G.
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2016 |
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No Items currently Available.
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29 |
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The link between playing video games and positive youth outcomes. [Parte componente di periodico]
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ADACHI, P.J.C.
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2017 |
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No Items currently Available.
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30 |
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literary analysis using minecraft: : an asian american youth crafts her literacy identity. [Parte componente di periodico]
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MARLAT, R.
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2018 |
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No Items currently Available.
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31 |
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Locus of control and involvement in videogaming [Parte componente di periodico]
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LLOYD, J.
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2019 |
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No Items currently Available.
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32 |
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The longitudinal association between competitive video game play and aggression among adolescents and young adults. [Parte componente di periodico]
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ADACHI, P.J.C.
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2016 |
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No Items currently Available.
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33 |
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A longitudinal study of link between exposure to violent video games and aggression in Chinese adolescents : the mediating role of moral disengagement. [Parte componente di periodico]
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TENG, Z.
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2019 |
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No Items currently Available.
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34 |
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More than just child's play? : an experimental investigation of the impact of an appearance-focused internet game on body image and career aspirations of young girls. [Parte componente di periodico]
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SLATER, A.
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2017 |
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No Items currently Available.
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35 |
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More than just fun and games : the longitudinal relationships between strategic video games, self-reported problem solving skills, and academic grades. [Parte componente di periodico]
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ADACHI, P.J.C.
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2013 |
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No Items currently Available.
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36 |
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A multilevel analysis of diverse learners playing life science video games : interactions between game content, learning disability status, reading proficiency, and gender. [Parte componente di periodico]
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ISRAEL, M.
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2016 |
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No Items currently Available.
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37 |
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Negotiated, contested and political: the disruptive Third Spaces of youth media production. [Parte componente di periodico]
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PARRY, R.
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2020 |
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No Items currently Available.
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38 |
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Not worth the fuss after all? : cross-sectional and prospective data on violent video game influences on aggression, visuospatial cognition and mathematics ability in a sample of youth. [Parte componente di periodico]
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FERGUSON, C.J.
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2013 |
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No Items currently Available.
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39 |
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Pathological gaming in young adolescents: a longitudinal study focused on academic stress and self-control in South Korea. [Parte componente di periodico]
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JEONG, E.J.
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2019 |
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No Items currently Available.
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40 |
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Pathological video game symptoms from adolescence to emerging adulthood: A 6-year longitudinal study of trajectories, predictors, and outcomes. [Parte componente di periodico]
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COYNE, S.M.
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2020 |
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No Items currently Available.
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41 |
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Predictors of viewing online extremism among America’s youth [Parte componente di periodico]
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COSTELLO, M.
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2020 |
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No Items currently Available.
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42 |
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Producing alternative gender orders : a critical look at girls and gaming. [Parte componente di periodico]
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FISHER, S.
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2017 |
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No Items currently Available.
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43 |
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Prosocial video game content, empathy and cognitive ability in a large sample of youth [Parte componente di periodico]
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GARCIA, S.
|
2022 |
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No Items currently Available.
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44 |
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The relationship between online game experience and multitasking ability in a virtual environment. [Parte componente di periodico]
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CHANG, Y.H.
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2017 |
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No Items currently Available.
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45 |
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Self-identification as a “gamer” among college students : influencing factors and perceived characteristics [Parte componente di periodico]
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STONE, J.A.
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2019 |
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No Items currently Available.
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46 |
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I serious game nella didattica [Parte componente di periodico]
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DEPLANO, V.
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2020 |
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No Items currently Available.
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47 |
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Sustaining the adoption of gamified outdoor social enquiry learning in high schools through addressing teachers’ emerging concerns : a 3‐year study. [Parte componente di periodico]
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JONG, M.S.
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2019 |
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No Items currently Available.
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48 |
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Taking ownership of gaming and disability. [Parte componente di periodico]
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WASTERFORS, D.
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2017 |
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No Items currently Available.
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49 |
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Using a videogame intervention to reduce anxiety and externalizing problems among youths in residential care : an initial randomized controlled trial. [Parte componente di periodico]
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SCHUURMANS, A. A. T.
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2018 |
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No Items currently Available.
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50 |
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Video gaming and children's psychosocial wellbeing : a longitudinal study. [Parte componente di periodico]
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LOBEL, A.
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2017 |
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No Items currently Available.
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