Children's Motivations for Video Game Play in the Context of Normal Development
By Cheryl K. Olson. 2010
469 citations recorded by the source corpus.
Subfields: Education, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/d7ea222992ee79cef096a5c7f867198000b2a560
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
- C. Ferguson
- Leonard A. Annetta
- Kevin Durkin
- Charlotte Markey
- Patrick M. Markey
- Isabela Granic
- Rutger C. M. E. Engels
- Adam Lobel
In Sociology and Political Science
- Cheryl K. Olson
- C. Ferguson
- Leonard A. Annetta
- Patrick M. Markey
- Charlotte Markey
- Jing Feng
- Ian Spence
- Kevin Durkin
Citations in the corpus
- Friends, fun, frustration and fantasy: Child motivations for video game play (2013, result): “This approach is fairly consistent with the views of other scholars who have argued that video game play can meet basic developmental needs in children (Olson 2010) or that games such as massively multiplayer on-line games (MMOs) provide basic socialization needs (Barnett and Coulson 2010).”
- Video Game Addiction: The Push To Pathologize Video Games (2017, background): “Summarizing the extant literature, Olson (2010) found youth who played video games were able to express creativity easier, had increased social and intellectual curiosity, and a larger focus to discover the real world compared to youth that did not play video games.”
- The “I's” Have It: A Framework for Serious Educational Game Design (2010, background): “Many people prefer using media for enjoyment and to escape the difficulties of social life (Kutner, Olson, Warner, & Hertzog, 2007; Olson, 2010; Sherry, 2004).”
- Vulnerability to Violent Video Games: A Review and Integration of Personality Research (2010, background): “Video games are rapidly becoming one of the most popular forms of media consumed by children, adolescents, and adults (Gentile & Anderson, 2003; Olson, 2010).”
- The benefits of playing video games. (2014, background): “Further, although correlational studies suggest that individuals consciously turn to these games to regulate their emotions (Olson, 2010), it may simply be that positive moods and game playing co-occur, and players report retrospectively that experiencing positive emotions was a conscious…”
- Videogames and Young People with Developmental Disorders (2010, background): “In general terms, games are appealing because they meet psychological needs and they help young people to address developmental tasks (Durkin, 2006; Olson, 2010; Raney, Smith, & Baker, 2006; von Salish, Oppl, & Kristen, 2006).”
- Video Games and Spatial Cognition (2010, background): “Practically all children play computer games at one time or another, and this may affect their behavior (Greenfield, 1984, 2009; Olson, 2010; Subrahmanyam & Greenfield, 2008; Williams, Yee, & Caplan, 2008).”
- Engagement in digital entertainment games: A systematic review (2012, background): “, 2009), while competition seems to be more important in some games than others (Frostling-Henningsson, 2009) and for some players (Lucas & Sherry, 2004; Olson, 2010).”