Clinicians' attitudes toward video games vary as a function of age, gender and negative beliefs about youth: A sociology of media research approach.
Christopher J. FergusonPublished in: Comput. Hum. Behav. (2015)
Keyphrases
- video games
- attitudes toward
- game playing
- gender differences
- statistically significant
- middle school
- dependent variables
- game play
- learning experience
- computer games
- college students
- computer technology
- high school
- educational games
- perceived usefulness
- multimedia
- computer usage
- theory of planned behavior
- e learning
- age groups
- game design
- serious games
- learning tools