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Effects of Interactive Entertainment Technologies on Childrens
Gender Class and Cosmos in Home Video
From Teenage Mutant
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action game action video games adults aggressive thoughts Angeles ANOVA Applied Developmental Psychology arcade arcade game attention Battlezone boys Brannon Bruner Camaioni computer games control group cultural artifacts Developmental Psychology Education effects of video Empire Strikes Back experienced players experimental group females Figure Gagnon game design gender differences genre girls iconic impact improvement inductive discovery initial interaction Journal of Applied learning Lohr males Marble Madness medium mental rotation Mortal Kombat Nintendo novices observed Okagaki participants perceptual playing video games posttest predicted pretest processes programming pulse rate representation role scores screen significant Silvern simulation space spatial ability spatial performance spatial skills spatial test spatial visualization strategies subjects Subrahmanyam & Greenfield symbolic target task television Tetris three-dimensional tion transfer variables video arcade video game experience video game play video game players video game practice Videogames violence virtual reality game women Zaxxon