Friends, fun, frustration and fantasy: Child motivations for video game play
By C. Ferguson, Cheryl K. Olson. 2013
216 citations recorded by the source corpus.
Subfields: Education, Safety Research, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/20a4aa2845b35350dcb6b3cd3f2c78ade6d9f358
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
- Thorsten Hennig-Thurau
- Rutger C. M. E. Engels
- André Marchand
- Adam Lobel
- Isabela Granic
- Juho Hamari
- Nannan Xi
In Safety Research
In Sociology and Political Science
- Thorsten Hennig-Thurau
- Rutger C. M. E. Engels
- André Marchand
- Adam Lobel
- Isabela Granic
- Nannan Xi
- Juho Hamari
Citations in the corpus
- The benefits of playing video games. (2014, background): “Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic and social in nature (Ferguson & Olson, 2013).”
- Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities (2013, background): “Researchers have also studied specific consumer groups (e.g., children, Ferguson and Olson 2012; females, Lucas and Sherry 2004) and kinds of games (e.g., mobile games, Okazaki 2008; sports games, Kim and Ross 2006), where particularly MMOGs have gained notable interest.”