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  1. 1 Νοε 2019 · Overall, following our review, we determined that the effects of gaming on well-being are moderated by and depend on the motivation for gaming, outside variables, the presence of...

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  2. 21 Ιουλ 2013 · The report specifically explores the role of videogames in young people’s lives and how technology can be used to improve mental health and wellbeing.

  3. 1 Σεπ 2019 · This review delves into the cognition-impairing effects of video games in adolescents, exploring the research findings, challenges, and potential strategies to mitigate the negative...

  4. 2 Δεκ 2013 · We propose that, taken together, these findings suggest that video games provide youth with immersive and compelling social, cognitive, and emotional experiences. Further, these experiences may have the potential to enhance mental health and well-being in children and adolescents.

  5. As contemporary research provides examples of the benefits of gaming, the question becomes more about optimal levels of game play, the influence of factors such as gender, subgroups, and associated experiences, and the interplay of particular genres on well-being.

  6. 1 Νοε 2016 · We identified 19 papers that report empirical evidence on the effect of gamification on health and well-being. 59% reported positive, 41% mixed effects, with mostly moderate or lower quality of evidence provided. Results were clear for health-related behaviours, but mixed for cognitive outcomes.

  7. While excessive use can be harmful, moderate use can have emotional, psychological and social benefits, with games successfully used in treating anxiety and depression. More data are required to understand how and for whom these benefits occur.