Gender
Kids and Media @ the New Millennium
Roberts, D., Foehr, U., Rideout, V., & Brodie, M. (1999). Kids and Media at the New Millennium. The Henry J. Kaiser Family Foundation Report, Menlo Park, CA.
Menlo Park
Menlo Park, California
XML
Pre-Teens
Teens
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Predicting Children's Media Use in the USA: Differences in Cross-Sectional and Longitudinal Analysis
Lee, S., Bartolic, S., & Vandewater, E. (2009). Predicting Children's Media use in the USA: Differences in Cross-Sectional and Longitudinal Analysis. The British Psychological Society, 27(1), United States.
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Cross-sectional analysis
Cross-sectional data
Psychology
Science
XML
Pre-Teens
Teens
Young Children
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Age, Ethnicity, and Socioeconomic Patterns in Early Computer Use: A National Survey
Calvert, S., Rideout, V., Woolard, J., Barr, R., & Strouse, G. (2005). Age, Ethnicity, and Socioeconomic Patterns in Early Computer Use. American Behavioral Scientist, 48(5), Georgetown University.
Social Issues and Skills
Barr
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Document
Education
Georgetown University
Social Issues
Technology
XML
Technology
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Competitive aggression without interaction - effects of competitive versus cooperative instructions on aggressive-behavior in video games
Anderson, C. A., & Morrow, M. (1995). Competitive aggression without interaction - effects of competitive versus cooperative instructions on aggressive-behavior in video games. Personality and Social Psychology Bulletin, 21(10), 1020-1030.
Cognition
Behavior
Behavioural sciences
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Psychology
Social psychology
Technology
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Boys' and girls' use of cognitive strategy when learning to play video games
Blumberg, F. C., & Sokol, L. M. (2004). Boys' and girls' use of cognitive strategy when learning to play video games. The Journal of General Psychology, 131(2), 151-158.
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Psychology
Technology
XML
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Video games and real-life aggression: Review of the literature
Bensley, L., & Van Eenwyk, J. (2001). Video games and real-life aggression: Review of the literature. Journal of Adolescent Health, 29(4), 244-257.
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Technology
XML
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Gender dynamics and the social and spatial organization of computer gaming
Bryce, J. O., & Rutter, J. (2003). Gender dynamics and the social and spatial organization of computer gaming. Leisure Studies, 22(1), 1-15.
Education
Gender
Leisure studies
XML
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Video and computer games in the '90s: Children's time commitment and game preference
Buchman, D. D., & Funk, J. B. (1996). Video and computer games in the '90s: Children's time commitment and game preference. Children Today, 24(1), 12-15, 31.
CDATA
Document
XML
Pre-Teens
Teens
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Mom, let me play more computer games: They improve my mental rotation skills
Cherney, I. D. (2008). Mom, let me play more computer games: They improve my mental rotation skills. Sex Roles, 59(11-12), 776-786.
Racing
Strategy
Cognition
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Cognition
Document
Mental rotation
Science
XML
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Video game addiction in children and teenagers in Taiwan
Chiu, S. I., Lee, J. Z., & Huang, D. H. (2004). Video game addiction in children and teenagers in Taiwan. Cyberpsychology and Behavior, 7(5), 571-581.
Social Issues and Skills
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Cyberpsychology
Video game addiction
XML
Pre-Teens
Teens

