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  1. 1 Μαΐ 2021 · A study of young boys aged 6 and 9 [18] shows that once boys receive their first video game system they do not progress as quickly in school as boys who do not own such devices. Gamers have lower reading and writing scores and greater teacher-reported academic problems at follow-up than boys who were not involved in gaming activities.

  2. 1 Νοε 2023 · With the increasing popularity and accessibility of video games, the public concern about their effects – positive and negative – has also increased. In this regard, this systematic review sought to identify and thematically analyze recent studies (in the last five years) and report on video games' epidemiological characteristics and outcomes.

  3. 4 Οκτ 2018 · This paper reports on a literature review investigating the main ethically-related themes appearing in the academic literature on digital games, and considers their connections with games and...

  4. 1 Νοε 2019 · This study explores the mental and emotional outcomes of playing the indie video game Stardew Valley by analyzing 1008 player reviews from the Steam platform. Video gaming, a widespread...

  5. 1 Δεκ 2022 · To understand how students identify useful information and explore solutions to solve problem scenarios in video games, researchers need to capture a variety of in-game behaviors, identify meaningful patterns in behavioural responses, and more importantly, understand the interplay of students’ individual differences, behavioural responses ...

  6. 28 Μαΐ 2023 · Enjoyment is a widely assessed dimension of the video game players experience. A systematic literature review and a meta-analysis were conducted to provide a more comprehensive view of the...

  7. 31 Αυγ 2017 · Policies were classified into three major groups: (i) policy measures limiting availability of video games (e.g., shutdown policy, fatigue system, and parental controls), (ii) measures aiming to reduce risk and harm (e.g., warning messages), and (iii) measures taken to provide help services for gamers.

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