Journal articles on the topic 'Video games and children – Psychological aspects'
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Limone, Pierpaolo, and Giusi Antonia Toto. "Psychological and Emotional Effects of Digital Technology on Children in COVID-19 Pandemic." Brain Sciences 11, no. 9 (August 25, 2021): 1126. http://dx.doi.org/10.3390/brainsci11091126.
Full textTichon, Jennifer G., and Timothy Mavin. "Experiencing Resilience via Video Games." Social Science Computer Review 35, no. 5 (August 18, 2016): 666–75. http://dx.doi.org/10.1177/0894439316664507.
Full textBogacheva, N. V., and A. E. Voiskounsky. "Computer games and creativity: the positive aspects and negative trends." Современная зарубежная психология 6, no. 4 (2017): 29–40. http://dx.doi.org/10.17759/jmfp.2017060403.
Full textHamlen, Karla R. "Understanding Children’s Choices and Cognition in Video Game Play." Zeitschrift für Psychologie 221, no. 2 (January 2013): 107–14. http://dx.doi.org/10.1027/2151-2604/a000136.
Full textPrena, Kelsey, and John L. Sherry. "Parental perspectives on video game genre preferences and motivations of children with Down syndrome." Journal of Enabling Technologies 12, no. 1 (March 19, 2018): 1–9. http://dx.doi.org/10.1108/jet-08-2017-0034.
Full textLisón, Juan F., Ausias Cebolla, Jaime Guixeres, Julio Álvarez-Pitti, Patricia Escobar, Alejandro Bruñó, Empar Lurbe, Mariano Alcañiz, and Rosa Baños. "Competitive active video games: Physiological and psychological responses in children and adolescents." Paediatrics & Child Health 20, no. 7 (October 2015): 373–76. http://dx.doi.org/10.1093/pch/20.7.373.
Full textSoldatova, G., A. Vishneva, and A. Koshevaya. "Neurocognitive functions in children and adolescents with different enthusiasm for video games." European Psychiatry 64, S1 (April 2021): S208. http://dx.doi.org/10.1192/j.eurpsy.2021.554.
Full textStevanović, Nenad J. "Mišljenje budućih i diplomiranih učitelja o primeni video-igara u obrazovanju u uslovima društvenih promena." УЗДАНИЦА 18, no. 2 (2021): 253–71. http://dx.doi.org/10.46793/uzdanica18.ii.253s.
Full textGrigoryev, I. S. "Foreign Experience in the Use of Computer Games in Teaching Children." Psychological-Educational Studies 8, no. 4 (2016): 33–40. http://dx.doi.org/10.17759/psyedu.2016080404.
Full textGutierrez, Ariel, Neriza G. Guzman, Ramilet Ramos, and Jan Katherine A. Uylengco. "The Empirical Change of Playing Habits among Children." International Journal of Multidisciplinary: Applied Business and Education Research 3, no. 2 (February 25, 2022): 303–17. http://dx.doi.org/10.11594/ijmaber.03.02.15.
Full textVaghetti, Cesar Augusto Otero, Renato Sobral Monteiro-Junior, Mateus David Finco, Eliseo Reategui, and Silvia Silva da Costa Botelho. "Exergames Experience in Physical Education: A Review." Physical Culture and Sport. Studies and Research 78, no. 1 (June 1, 2018): 23–32. http://dx.doi.org/10.2478/pcssr-2018-0010.
Full textSøraker, Johnny Hartz. "Gaming the gamer? – The ethics of exploiting psychological research in video games." Journal of Information, Communication and Ethics in Society 14, no. 2 (May 9, 2016): 106–23. http://dx.doi.org/10.1108/jices-02-2015-0003.
Full textBelkin, Ph A. "Gamification in education." Современная зарубежная психология 5, no. 3 (2016): 28–34. http://dx.doi.org/10.17759/jmfp.2016050302.
Full textB, Ramani. "Folk Playing Songs used in Kalangkurichi of Salem District- Psychological Thoughts." International Research Journal of Tamil 4, S-16 (December 12, 2022): 179–85. http://dx.doi.org/10.34256/irjt224s1623.
Full textOrtiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (September 25, 2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.
Full textFITHRIYANA, RINDA. "HUBUNGAN DURASI BERMAIN VIDIO GAME DENGAN KETAJAMAN PENGLIHATAN PADA ANAK SEKOLAH DI SDN 007 PULAU BIRANDANG." Jurnal Ners 3, no. 2 (October 26, 2019): 11–18. http://dx.doi.org/10.31004/jn.v3i2.396.
Full textMarín-Díaz, Verónica, Marina Morales-Díaz, and Eloísa Reche-Urbano. "Educational Possibilities of Video Games in the Primary Education Stage According to Teachers in Training. A Case Study." Journal of New Approaches in Educational Research 8, no. 1 (January 15, 2019): 42–49. http://dx.doi.org/10.7821/naer.2019.1.330.
Full textPahomova, V. G. "Psychological Impact of Virtual Reality Gaming on the Formation of Self-Image in Early School-Age Children." Психологическая наука и образование 22, no. 5 (2017): 48–56. http://dx.doi.org/10.17759/pse.2017220506.
Full textCampos, M., and C. Varanda. "Online psychological therapy for kids during social distancing: A study case in a brazilian clinical setting." European Psychiatry 64, S1 (April 2021): S298. http://dx.doi.org/10.1192/j.eurpsy.2021.800.
Full textMariani, Ni Nyoman. "MEMBANGUN SIKAP SOSIALANAK MELALUI PERMAINAN TRADISIONAL." PRATAMA WIDYA : JURNAL PENDIDIKAN ANAK USIA DINI 2, no. 2 (August 22, 2019): 71. http://dx.doi.org/10.25078/pw.v2i2.1018.
Full textAbdelrazek Ahmed Selim, Ibrahim. "The effect of Electronic Games on Some Physical, Psychological, and Cognitive Aspects For Preschool Children." Assiut Journal of Sport Science and Arts 215, no. 2 (July 1, 2015): 1–28. http://dx.doi.org/10.21608/ajssa.2015.70785.
Full textBassiouni, Dina H., and Chris Hackley. "Video games and young children’s evolving sense of identity: a qualitative study." Young Consumers 17, no. 2 (June 20, 2016): 127–42. http://dx.doi.org/10.1108/yc-08-2015-00551.
Full textCano, Sandra P., Carina S. González, César A. Collazos, Jaime Muñoz Arteaga, and Sergio Zapata. "Agile Software Development Process Applied to the Serious Games Development for Children from 7 to 10 Years Old." International Journal of Information Technologies and Systems Approach 8, no. 2 (July 2015): 64–79. http://dx.doi.org/10.4018/ijitsa.2015070105.
Full textDoulou, Aikaterini, and Athanasios Drigas. "Electronic, VR & Augmented Reality Games for Intervention in ADHD." Technium Social Sciences Journal 28 (February 9, 2022): 159–69. http://dx.doi.org/10.47577/tssj.v28i1.5728.
Full textWulf, Tim, Diana Rieger, Anna Sophie Kümpel, and Leonard Reinecke. "Harder, Better, Faster, Stronger? The Relationship between Cognitive Task Demands in Video Games and Recovery Experiences." Media and Communication 7, no. 4 (December 20, 2019): 166–75. http://dx.doi.org/10.17645/mac.v7i4.2297.
Full textOKSANA PYSARCHUK, OKSANA, and RUDENSKYI ROSTYSLAV. "THEORETICAL ASPECTS OF RESEARCHING OF THE TOPIC OF WAR IN TOYS AND PLAY ACTIVITIES OF PRESCHOOL CHILDREN." Scientific Issues of Ternopil Volodymyr Hnatiuk National Pedagogical University. Series: pedagogy 1, no. 2 (January 11, 2023): 120–26. http://dx.doi.org/10.25128/2415-3605.22.2.15.
Full textGabarnet, Adrià, Adrián Montesano, and Guillem Feixas. "Virtual-self Identity Construal in Online Video Games: A Repertory Grid Study Protocol." Aloma: Revista de Psicologia, Ciències de l'Educació i de l'Esport 40, no. 1 (May 12, 2022): 9–21. http://dx.doi.org/10.51698/aloma.2022.40.1.9-21.
Full textSafitri, Rias Pratiwi, Joko Jumadi, Fitri Romadonika, and Eka Adithia Pratiwi. "Mencegah Trauma Pasca Bencana Gempa Bumi pada Anak dengan Terapi Rekreasional di Lombok Utara." ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat 2, no. 1 (July 24, 2021): 93–98. http://dx.doi.org/10.30812/adma.v2i1.1265.
Full textPelling, Nadine J. "Children and Adolescents: The Impact of the Internet." Australian Journal of Guidance and Counselling 14, no. 2 (December 2004): 176–86. http://dx.doi.org/10.1017/s103729110000248x.
Full textZvicevičienė, Solveiga, and Vilmantė Aleksienė. "Awakening Games Genre of Lithuanian Dancing Folklore: the Aspects of Education and Therapy." Pedagogika 120, no. 4 (December 18, 2015): 142–53. http://dx.doi.org/10.15823/p.2015.044.
Full textVASILOIU, Alina. "How the online games can be used during SLT sessions?/Case study - Octoplay App." Revista Română de Terapia Tulburărilor de Limbaj şi Comunicare VII, no. 2 (October 31, 2021): 126–30. http://dx.doi.org/10.26744/rrttlc.2021.7.2.11.
Full textChernushevich, V. A., E. A. Kupriyanova, and E. I. Bobryshova. "Folk national culture as a means of forming norms of communication in childhood." Psychology and Law 6, no. 2 (2016): 93–106. http://dx.doi.org/10.17759/psylaw.2016060207.
Full textBelova, Elena S. "Psychological Aspects of Using Digital Devices for the Development of Older Preschoolers with Signs of Giftedness." RUDN Journal of Psychology and Pedagogics 19, no. 4 (December 31, 2022): 649–69. http://dx.doi.org/10.22363/2313-1683-2022-19-4-649-669.
Full textKorolenko, Vyktor, and Vladymyr Shenkevich. "Modern aspects of moral health of schools." Scientific visnyk V.O. Sukhomlynskyi Mykolaiv National University. Pedagogical Sciences 65, no. 2 (2019): 154–57. http://dx.doi.org/10.33310/2518-7813-2019-65-2-154-157.
Full textChoo, Hyekyung, Douglas A. Gentile, Timothy Sim, Dongdong Li, Angeline Khoo, and Albert K. Liau. "Pathological Video-Gaming among Singaporean Youth." Annals of the Academy of Medicine, Singapore 39, no. 11 (November 15, 2010): 822–29. http://dx.doi.org/10.47102/annals-acadmedsg.v39n11p822.
Full textPanceri, João Antonio Campos, Éberte Freitas, Josiany Carlos de Souza, Sheila da Luz Schreider, Eliete Caldeira, and Teodiano Freire Bastos. "A New Socially Assistive Robot with Integrated Serious Games for Therapies with Children with Autism Spectrum Disorder and Down Syndrome: A Pilot Study." Sensors 21, no. 24 (December 16, 2021): 8414. http://dx.doi.org/10.3390/s21248414.
Full textLau, P. W. C., L. Ransdell, G. Wang, and J. J. Wang. "Perceptions of the potential contribution of Active Video Games to school physical education in Hong Kong children and adolescents." International Journal of Physical Education 58, no. 1 (2021): 26–41. http://dx.doi.org/10.5771/2747-6073-2021-1-26.
Full textAkhmadova, Charos Bakhtiyar kizi. "FORMATION OF PHYSICAL CHARACTERISTICS OF CHILDREN OF PRESCHOOL EDUCATION THROUGH MOVING GAMES." Journal of Central Asian Social Studies 02, no. 01 (January 1, 2021): 88–93. http://dx.doi.org/10.37547/jcass/volume02issue01-a14.
Full textPianzola, Federico. "Presence, flow, and narrative absorption questionnaires: a scoping review." Open Research Europe 1 (March 24, 2021): 11. http://dx.doi.org/10.12688/openreseurope.13277.1.
Full textJiang, Yuhui. "The “lost kids” in Metaverse: How video games could serve as the platform for the next-generation P4C." Metaverse 2, no. 2 (August 13, 2021): 13. http://dx.doi.org/10.54517/m.v2i2.1744.
Full textJiang, Yuhui. "The “lost kids” in Metaverse: How video games could serve as the platform for the next-generation P4C." Metaverse 2, no. 2 (August 13, 2021): 13. http://dx.doi.org/10.54517/met.v2i2.1744.
Full textCardoso-Leite, Pedro, Albert Buchard, Isabel Tissieres, Dominic Mussack, and Daphne Bavelier. "Media use, attention, mental health and academic performance among 8 to 12 year old children." PLOS ONE 16, no. 11 (November 17, 2021): e0259163. http://dx.doi.org/10.1371/journal.pone.0259163.
Full textPianzola, Federico. "Presence, flow, and narrative absorption questionnaires: a scoping review." Open Research Europe 1 (November 4, 2021): 11. http://dx.doi.org/10.12688/openreseurope.13277.2.
Full textBányai, Fanni, Ágnes Zsila, Zsolt Demetrovics, and Orsolya Király. "A problémás videojáték-használat újabb elméleti és gyakorlati megközelítései." Információs Társadalom 18, no. 1 (April 6, 2018): 93. http://dx.doi.org/10.22503/inftars.xviii.2018.1.6.
Full textRamírez-Granizo, Irwin Andrés, José Luis Ubago-Jiménez, Gabriel González-Valero, Pilar Puertas-Molero, and Silvia San Román-Mata. "The Effect of Physical Activity and the Use of Active Video Games: Exergames in Children and Adolescents: A Systematic Review." International Journal of Environmental Research and Public Health 17, no. 12 (June 14, 2020): 4243. http://dx.doi.org/10.3390/ijerph17124243.
Full textAjmal, Abdullah, Hamza Aldabbas, Rashid Amin, Sundas Ibrar, Bader Alouffi, and Mehdi Gheisari. "Stress-Relieving Video Game and Its Effects: A POMS Case Study." Computational Intelligence and Neuroscience 2022 (April 20, 2022): 1–11. http://dx.doi.org/10.1155/2022/4239536.
Full textChipil, Elena, and Tatiana Shamovskaya. "Psychological and Pedagogical Conditions of Intellectual Development in Preschoolers with Severe Speech Disorders." Bulletin of Kemerovo State University. Series: Humanities and Social Sciences 2019, no. 4 (December 30, 2019): 341–47. http://dx.doi.org/10.21603/2542-1840-2019-3-4-341-347.
Full textSilva-Lavigne, Nicole, Alena Valderrama, Sandra Pelaez, Myriam Bransi, Fabio Balli, Yannick Gervais, Thomas Gaudy, and Sze Man Tse. "Acceptability of Serious Games in Pediatric Asthma Education and Self-management: Pilot Study." JMIR Pediatrics and Parenting 5, no. 2 (April 7, 2022): e33389. http://dx.doi.org/10.2196/33389.
Full textSemchuk, Svetlana. "USE OF INFORMATION TECHNOLOGIES IN THE SPIRITUAL FORMATION OF THE YOUNG GENERATION." Problems of Modern Teacher Training, no. 1(23) (April 29, 2021): 35–41. http://dx.doi.org/10.31499/2307-4914.1(23).2021.232748.
Full textTikhonova, Ju A. "Digital education: Using electronic resources in psychological support of the educational process." Informatics and education, no. 3 (May 13, 2020): 55–61. http://dx.doi.org/10.32517/0234-0453-2020-35-3-55-61.
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