Orientations to Video Games Among Gender and Age Groups
By Bradley S. Greenberg, John L. Sherry, Kenneth A. Lachlan, Kristen Lucas, Amanda J. Holmstrom. 2010
425 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/08bb11e278857334f0382c4829ea79ed1d1528d1
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Juho Hamari
- Jonna Koivisto
- Lennart E. Nacke
- Lauri Keronen
- Liss Kerstin Sylvén
- Pia Sundqvist
- Cheryl K. Olson
- Nannan Xi
In Sociology and Political Science
- Juho Hamari
- Jonna Koivisto
- Lauri Keronen
- Lennart E. Nacke
- Liss Kerstin Sylvén
- Daniel M. Johnson
- Kathrin Maria Gerling
- Pia Sundqvist
Citations in the corpus
- Why do people play games? A meta-analysis (2017, background): “…platforms that cater for differing gaming needs (Hamari & Tuunanen 2014; Kallio et al. 2011; Yee 2006a; Yee 2006b), for widening audiences (Greenberg et al. 2010; Griffiths et al. 2003; Griffiths et al. 2004; Hartmann et al. 2012; Ijsselsteijn et al. 2007; Jansz et al. 2010; Koivisto &…”
- Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2020, background): “In a series of studies, Sherry and colleagues investigated what gratifica-tions lie at the heart of gameplay Greenberg et al. (2008); Lucas and Sherry (2004); Sherry et al. (2006).”
- Gaming as extramural English L2 learning and L2 proficiency among young learners* (2012, methodology): “This method relies on self-report and undoubtedly has flaws regarding reliability (see Greenberg et al. , 2010, for an alternative method).”
- Children's Motivations for Video Game Play in the Context of Normal Development (2010, background): “Greenberg et al. (2008) surveyed students of various age groups, ranging from fifth graders to college undergraduates.”
- Demographic differences in perceived benefits from gamification (2014, methodology): “The game environment, however, seems important, since findings to the contrary have been reported too (Greenberg et al., 2010).”