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Replay: Finding Zoe is a free, online educational game designed to promote healthy and equal relationships among individuals and reduce gender stereotyping and sexism.
Willoughby, T. (2008). A short-term longitudinal study of internet and computer game use by adolescent boys and girls: Prevalence, frequency of use, and psychosocial. Developmental Psychology, 44(1), 195-204.
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.
Heeter, C., Egidio, R., Mishra, P., Winn, B., & Winn, J. (2009). Alien games: Do girls prefer games designed by girls? Games and Culture, 4(1), 74-100.
Griffiths, M. D. (1991). Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines. Journal of Adolescence, 14(1), 53-73.
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.
Markle Foundation (2002). Children and interactive media. New York, NY: Wartella, E. A., Lee, J. H., & Caplovitz, A. G.
Ogletree, S. M., & Drake, R. (2007). College students' video game participation and perceptions: Gender differences and implications. Sex Roles, 56(7-8), 537-542.
Griffiths, M. D., & Hunt, N. (1995). Computer game playing in adolescence: Prevalence and demographic indicators. Journal of Community and Applied Social Psychology, 5(3), 189-194.
Griffiths, M. D. (1997). Computer game playing in early adolescence. Youth & Society, 29(2), 223-237.
Colwell, J., Grady, C., & Rhaki, S. (1995). Computer games, self-esteem and gratification of needs in adolescents. Journal of Community and Applied Social Psychology, 5(3), 195-206.
Mcclurg, P. A., & Chaille, C. (1987). Computer games: Environments for developing spatial cognition? Journal of Educational Computing Research, 3(1), 95-111.
Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers and Education, 52(1), 1-12.
Dorval, M., & Pepin, M. (1986). Effect of playing a video game on a measure of spatial visualization. Perceptual and Motor Skills, 62(1), 159-162.
Effects of video game playing on measures of spatial performance: Gender effects in late adolescence
Okagaki, L., & Frensch, P. A. (1994). Effects of video game playing on measures of spatial performance: Gender effects in late adolescence. Journal of Applied Developmental Psychology, 15(1), 33-58.
Subrahmanyam, K., & Greenfield, P. M. (1994). Effects of video game practice on spatial skills in girls and boys. Journal of Applied Developmental Psychology, 15(1), 13-32.
Kafai, Y. B. (1996). Gender differences in children's constructions of video games. In P. M. Greenfield & R. R. Cocking (Eds.), Interacting with Video (pp. 39-66). Westport, CT: Greenwood Publishing Group.
Hoeft, F., Watson, C. L., Kesler, S. R., Bettinger, K. E., & Reiss, A. L. (2007). Gender differences in the mesocorticolimbic system during computer game-play. Journal of Psychiatric Research, 42(4), 253-258.
Bryce, J. O., & Rutter, J. (2003). Gender dynamics and the social and spatial organization of computer gaming. Leisure Studies, 22(1), 1-15.
Terlecki, M. S., & Newcombe, N. S. (2005). How important is the digital divide?: The relation of computer and videogame usage to gender differences in mental rotation ability. Sex Roles, 53(39939), 433-441.
De Lisi, R., & Wolford, J. L. (2002). Improving children's mental rotation accuracy with computer game playing. Journal of Genetic Psychology, 163(3), 272-282.
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.
Vandewater, E. A., Shim, M. S., & Caplovitz, A. G. (2004). Linking obesity and activity level with children's television and video game use. Journal of Adolescence, 27(1), 71-85.
Cherney, I. D. (2008). Mom, let me play more computer games: They improve my mental rotation skills. Sex Roles, 59(11-12), 776-786.
Morlock, H., Yando, T., & Negolean, K. (1985). Motivation of video game players. Psychological Reports, 57(1), 247-250.
Colwell, J., & Payne, J. (2000). Negative correlates of computer game play in adolescents. British Journal of Psychology, 91(3), 295-310.
Griffiths, M. D., Davies, M. N., & Chappell, D. (2004). Online computer gaming: A comparison of adolescent and adult gamers. Journal of Adolescence, 27(1), 87-96.
Overweight/obesity and factors associated with body mass index during adolescence: The VYRONAS study
Feng, J., Spence, I., & Pratt, J. (2007). Playing an action video game reduces gender differences in spatial cognition. Psychological Science, 18(10), 850-855.
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.
Muller, A. A., & Perlmutter, M. (1985). Preschool children's problem-solving interactions at computers and jigsaw puzzles. Journal of Applied Developmental Psychology, 6(2), 173-186.
Funk, J. B. (1993). Reevaluating the impact of video games. Clinical Pediatrics, 32(2), 86-90.
Cummings, H. M., & Vandewater, E. A. (2007). Relation of adolescent video game play to time spent in other activities. Archives of Pediatrics and Adolescent Medicine, 161(7), 684-689.
Glassy, D., & Romano, J. (2003). Selecting appropriate toys for young children: The pediatricians' role. Pediatrics, 111(4), 911-913.
Mazur, A., Susman, E. J., & Edelbrock, S. (1997). Sex difference in testosterone response to a video game contest. Evolution and Human Behavior, 18(5), 317-326.
Goh, D. H., Ang, R. P., & Tan, H. C. (2008). Strategies for designing effective psychotherapeutic gaming interventions for children and adolescents. Computers in Human Behavior, 24(5), 2217-2235.
Subrahmanyam, K., Greenfield, P., Kraut, R., & Gross, E. (2001). The impact of computer use on children's and adolescents' development. Journal of Applied Developmental Psychology, 22(1), 7-30.
Quaiser-Pohl, C., Geiser, C., & Lehmann, W. (2006). The relationship between computer-game preference, gender, and mental-rotation ability. Personality and Individual Differences, 40(3), 609-619.
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.
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.
Bensley, L., & Van Eenwyk, J. (2001). Video games and real-life aggression: Review of the literature. Journal of Adolescent Health, 29(4), 244-257.
Harris, M. B., & Williams, R. (1985). Video games and school performance. Education, 105(3), 306-309.
Greenfield, P. M. (1994). Video games as cultural artifacts. Journal of Applied Developmental Psychology, 15(1), 3-12.
Gagnon, D. (1985). Videogames and spatial skills: An exploratory study. Educational Communication and Technology, 33(4), 263-275.
Stanney, K. M., Hale, K. S., Nahmens, I., & Kennedy, R. S. (2003). What to expect from immersive virtual environment exposure: Influences of gender, body mass index, and past experience. Human Factors, 45(3), 504-520.










