Video Game Use as Risk Exposure, Protective Incapacitation, or Inconsequential Activity Among University Students.
Adrienne Holz IvoryJames D. IvoryMadison LanierPublished in: J. Media Psychol. Theor. Methods Appl. (2017)
Keyphrases
- game engine
- video games
- university students
- learning experience
- mobile learning
- learning outcomes
- game play
- game development
- serious games
- educational games
- game design
- computer games
- questionnaire survey
- game playing
- learning tools
- game based learning
- middle school
- commercial games
- e learning
- peer assessment
- collaborative learning
- gender differences
- learning process
- databases