Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being.
Ethan LuxfordSelen TürkayJulian FrommelStephanie J. TobinRegan L. MandrykJessica FormosaDaniel JohnsonPublished in: Cyberpsychology Behav. Soc. Netw. (2022)
Keyphrases
- video games
- learning experience
- association rules
- game play
- middle school
- educational games
- computer games
- middle school students
- game design
- learning strategies
- learning tools
- learning processes
- distance learning
- end users
- game playing
- data sources
- game development
- commercial games
- serious games
- computer supported collaboration
- learning process