Relating video game exposure, sensation seeking, aggression and socioeconomic factors to school performance.
Vivian Hsueh-Hua ChenClaudia WilhelmSven JöckelPublished in: Behav. Inf. Technol. (2020)
Keyphrases
- video games
- mathematics learning
- middle school
- learning experience
- game play
- educational games
- environmental factors
- computer games
- serious games
- learning tools
- game design
- commercial games
- factors affecting
- high school
- game playing
- digital games
- factors that influence
- online learning
- case study
- quest atlantis
- playing games
- user interface