2005
DOI: 10.17011/ht/urn.2005123
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The Next Level of Research on Electronic Play: Potential Benefits and Contextual Influences for Children and Adolescents

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Cited by 46 publications
(32 citation statements)
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“…Computer games are a quite new form of media (Salonius-Pasternak & Gelfond, 2005), but today they have already established themselves as an everyday phenomenon. In addition to providing entertainment and diversion, games satisfy the basic requirements of learning environments that have been identified by Norman (1993) and can provide an engaging environment for learning as well.…”
Section: Introductionmentioning
confidence: 99%
“…Computer games are a quite new form of media (Salonius-Pasternak & Gelfond, 2005), but today they have already established themselves as an everyday phenomenon. In addition to providing entertainment and diversion, games satisfy the basic requirements of learning environments that have been identified by Norman (1993) and can provide an engaging environment for learning as well.…”
Section: Introductionmentioning
confidence: 99%
“…The flow experience is thought to occur when the activity in question is deeply enjoyable, largely because there is sufficient balance between challenge and the individual's own skill level to allow feelings of mastery and competence to develop. Electronic play provides many of the qualities necessary for flow, especially the realism, interactivity, exhilaration and graded challenges [21], [22]. Overall, the children enjoyed their experience on the walking media station and were very positive about walking while playing the electronic games provided.…”
Section: Discussionmentioning
confidence: 89%
“…Fewer studies have been conducted with children or adolescents, as Blumberg and colleagues address in their chapter. However, the fi ndings from this steadily expanding body of work suggest that the potential for analogous contributions to younger children' s cognitive development also exists (e.g., De Lisi & Wolford, 2002;Papastergiou, 2009;Salonius-Pasternak & Gelfond, 2005).…”
Section: Digital Games Contribute To Learning and Developmentmentioning
confidence: 99%