<p>Standard deviations for the relationship between frequency of videogame use and academic performance for single player and multiplayer videogames across countries and schools.</p
The current study examined the relationship between violent video game exposure and demographic vari...
Based on the findings that video games appear to teach gamers how to perform statistical inference m...
<p><sup>a</sup>Multi-level general linear model controlling for sex, age, and highest parental educa...
There are numerous claims that playing computer and video games may be educationally beneficial, but...
Video-gaming is a frequent choice for leisure-time activity among young males and females in advance...
Stochastic Frontier Regression Analysis was used to investigate strategies and skills that are assoc...
<p>Mean Z-Scores (mean 0; standard deviation 1) obtained by the 15 participants in the 10 video game...
<p>Average Cooperation Rates for different quartiles (as well as lowest and highest 10 percent) of t...
Playing video games is a popular leisure activity among adolescents and youths. People's motivations...
<div><p>Video-gaming is a common pastime among adolescents, particularly adolescent males in industr...
Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized ...
This study will examine the amount of video game time of adolescent males and their school performan...
This study found significant relationships between first- and second-order cultivation measures and ...
Regarding heavy video game players for boys and super online chat lovers for girls as a symbolic phr...
Studies using tests scores as the dependent variable often report point estimates in student standar...
The current study examined the relationship between violent video game exposure and demographic vari...
Based on the findings that video games appear to teach gamers how to perform statistical inference m...
<p><sup>a</sup>Multi-level general linear model controlling for sex, age, and highest parental educa...
There are numerous claims that playing computer and video games may be educationally beneficial, but...
Video-gaming is a frequent choice for leisure-time activity among young males and females in advance...
Stochastic Frontier Regression Analysis was used to investigate strategies and skills that are assoc...
<p>Mean Z-Scores (mean 0; standard deviation 1) obtained by the 15 participants in the 10 video game...
<p>Average Cooperation Rates for different quartiles (as well as lowest and highest 10 percent) of t...
Playing video games is a popular leisure activity among adolescents and youths. People's motivations...
<div><p>Video-gaming is a common pastime among adolescents, particularly adolescent males in industr...
Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized ...
This study will examine the amount of video game time of adolescent males and their school performan...
This study found significant relationships between first- and second-order cultivation measures and ...
Regarding heavy video game players for boys and super online chat lovers for girls as a symbolic phr...
Studies using tests scores as the dependent variable often report point estimates in student standar...
The current study examined the relationship between violent video game exposure and demographic vari...
Based on the findings that video games appear to teach gamers how to perform statistical inference m...
<p><sup>a</sup>Multi-level general linear model controlling for sex, age, and highest parental educa...