Playing games can be one of the most important activities for children to improve their social problem-solving (SPS) skills. Studies that have examined the empirical evidence of playing games concerning children's SPS skills have tended to focus on the function of a single game. Therefore, an overview study is needed to generalize the data by the game content and production purpose. Twelve databases were systematically searched. Four basic criteria were sought for studies to be included. A total of 35 studies meeting all the inclusion criteria were reviewed. The results showed that (i) experimental designs were the most utilized, and (ii) more studies using active control groups are needed to compare the effectiveness of the game playing. I...
The purpose of the study was to gain information regarding the relationship of playing computer vide...
As educational tools, games do not effectively stimulate the development of motor, language, and soc...
The purpose of the study was to gain information regarding the relationship of playing computer vide...
Social problem-solving is a skill that needs to be developed starting from an early age in order to ...
The purpose is to find out whether video games can have positive effects on children and whether we ...
Social maladjustment places children at risk in early life as they are integral to many emotional, b...
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to i...
Gaming and playing are inseparable parts of human nature, and increasingly vast aspect of our everyd...
Research on the use of serious games to support child and adolescent mental health interventions is ...
abstract: In this paper, I will look at recent game studies in three (3) large categories: (1) how g...
Children learn social and emotional skills from their peers, parents and people with whom they are i...
A growing number of children and adolescents play video games (VGs) for long amounts of time. The cu...
Traditional games are increasingly losing place in children’s hearts as information-technology advan...
This article provides a synthesis of a group of research studies conducted to better understand in w...
This article provides a synthesis of a group of research studies conducted to better understand in w...
The purpose of the study was to gain information regarding the relationship of playing computer vide...
As educational tools, games do not effectively stimulate the development of motor, language, and soc...
The purpose of the study was to gain information regarding the relationship of playing computer vide...
Social problem-solving is a skill that needs to be developed starting from an early age in order to ...
The purpose is to find out whether video games can have positive effects on children and whether we ...
Social maladjustment places children at risk in early life as they are integral to many emotional, b...
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to i...
Gaming and playing are inseparable parts of human nature, and increasingly vast aspect of our everyd...
Research on the use of serious games to support child and adolescent mental health interventions is ...
abstract: In this paper, I will look at recent game studies in three (3) large categories: (1) how g...
Children learn social and emotional skills from their peers, parents and people with whom they are i...
A growing number of children and adolescents play video games (VGs) for long amounts of time. The cu...
Traditional games are increasingly losing place in children’s hearts as information-technology advan...
This article provides a synthesis of a group of research studies conducted to better understand in w...
This article provides a synthesis of a group of research studies conducted to better understand in w...
The purpose of the study was to gain information regarding the relationship of playing computer vide...
As educational tools, games do not effectively stimulate the development of motor, language, and soc...
The purpose of the study was to gain information regarding the relationship of playing computer vide...