Digital games are a very popular medium among people of all ages. While information related to games is in high demand among adolescents, their digital game-related information-seeking remains an understudied subject. This study explored what kind of digital game-related information adolescents seek, and from what information sources. The data were collected from adolescents’ essays (N=91) and analyzed using qualitative content analysis. The results show that adolescents seek information on new games, guidance for gaming, and information on games’ development, background stories, and future. Information is sought from internet sources, face-to-face sources, and books. The results offer valuable insights on adolescents’ information behavior ...
This paper reports an exploratory survey in Australia and Israel of the leisure habits, attitudes an...
This article examines the information seeking behavior and meaningmaking in virtual play spaces by ...
This paper provides a critical analysis on the rationale behind the utilisation of educational techn...
The main objective of this article is to analyse informal learning processes in the field of video g...
Abstract In addition to gaming, there are many other activities around digital games. These metagam...
It is important for the inclusiveness of society that the youth actively participate in its developm...
Video games are popular consumer products as well as research subjects, yet little exists about how ...
The paper describes research on the role and place of computer games in the lives of children and ad...
Young people’s digital gaming is a complex phenomenon often approached in both research and public d...
Digital games are becoming more and more popular among today’s students. Digital games are used dire...
Research shows that teens (Generation Z) are not as information literate as required to function eff...
Some research suggests that a significant number of Generation Z teenagers (those born in the late 1...
The purpose of this bachelor’s thesis is to examine video games, gamers and gaming from an informati...
The paper analyzes the positive effects of video games on teen development and on teenagers' informa...
Research shows that teens (Generation Z) are not as information literate as required to function eff...
This paper reports an exploratory survey in Australia and Israel of the leisure habits, attitudes an...
This article examines the information seeking behavior and meaningmaking in virtual play spaces by ...
This paper provides a critical analysis on the rationale behind the utilisation of educational techn...
The main objective of this article is to analyse informal learning processes in the field of video g...
Abstract In addition to gaming, there are many other activities around digital games. These metagam...
It is important for the inclusiveness of society that the youth actively participate in its developm...
Video games are popular consumer products as well as research subjects, yet little exists about how ...
The paper describes research on the role and place of computer games in the lives of children and ad...
Young people’s digital gaming is a complex phenomenon often approached in both research and public d...
Digital games are becoming more and more popular among today’s students. Digital games are used dire...
Research shows that teens (Generation Z) are not as information literate as required to function eff...
Some research suggests that a significant number of Generation Z teenagers (those born in the late 1...
The purpose of this bachelor’s thesis is to examine video games, gamers and gaming from an informati...
The paper analyzes the positive effects of video games on teen development and on teenagers' informa...
Research shows that teens (Generation Z) are not as information literate as required to function eff...
This paper reports an exploratory survey in Australia and Israel of the leisure habits, attitudes an...
This article examines the information seeking behavior and meaningmaking in virtual play spaces by ...
This paper provides a critical analysis on the rationale behind the utilisation of educational techn...