Engagement in educational games and quality of life in early and middle childhood
Evidence from a developing country
Bibliographic Data
| ID | 21627950 |
|---|---|
| Authors | Amir Zaib Abbasi (0000-0001-8220-1989, King Fahd University of Petroleum and Minerals, corresponding author), Sundas Azeem (0000-0001-9742-822X, Shaheed Zulfiqar Ali Bhutto Institute of Science and Technology), Muhammad Usman Farooq (0009-0002-2061-3843, Shaheed Zulfiqar Ali Bhutto Institute of Science and Technology), Khalil Hussain (0009-0005-1865-2570, Shaheed Zulfiqar Ali Bhutto Institute of Science and Technology), Ding Hooi Ting (0000-0002-5957-8056, Universiti Teknologi Petronas), Umair Rehman (0000-0001-7716-6509, Wilfrid Laurier University), Mark D Griffiths (0000-0001-8880-6524, Nottingham Trent University), Amir H Pakpour (0000-0002-8798-5345, Jönköping University) |
| Year | 2023 |
| Volume | 42 |
| Issue | 22 |
| Pages | 19386-19400 |
| Publication date | 2023-08-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Current Psychology (JOURNAL) |
| Journal identifiers | ISSN: 1046-1310 • E-ISSN: 1936-4733 |
| Publisher | Springer Science and Business Media LLC (PUBLISHER) |
| DOI | 10.1007/s12144-022-03558-1 |
| OpenAlex | W4288535780 |
| Language | EN |
| Citations received | 1 |
| References cited | 102 |
Action plan · Cognition · Developmental psychology · Early childhood · Structural equation modeling · Child Development and Digital Technology · Educational Games and Gamification · Impact of Technology on Adolescents · Psychology · Social Psychology
Do badges increase user activity? A field experiment on the effects of gamification
How gamification motivates
Screen time and sleep among school-aged children and adolescents
Clinical validation of the Quality of Life Inventory. A measure of life satisfaction for use in treatment planning and outcome assessment.
Adverse physiological and psychological effects of screen time on children and adolescents
Enhancing user engagement
Measuring cognitive and psychological engagement
Motivation, Personality, and Development Within Embedded Social Contexts
Cross-Sectional Studies
A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations
An updated and expanded assessment of PLS-SEM in information systems research
Gamification and student motivation
A Motivational Model of Video Game Engagement
Serious games as new educational tools
Addressing Endogeneity in International Marketing Applications of Partial Least Squares Structural Equation Modeling
Computer Gaming and Interactive Simulations for Learning
Why do people use gamification services?
Challenging games help students learn
The impact of gamification on learning and instruction
Gamifying learning experiences
Assessing measurement model quality in PLS-SEM using confirmatory composite analysis
From game design elements to gamefulness
PLS-Sem
A new criterion for assessing discriminant validity in variance-based structural equation modeling
When to use and how to report the results of PLS-SEM
Self-determination theory
The Satisfaction With Life Scale
Comparison of Convenience Sampling and Purposive Sampling
FunQ
Who benefits from digital badges? Motivational precursors of digital badge usages in higher education
Sleepless due to social media? Investigating problematic sleep due to social media and social media sleep hygiene
The impact of social media use on appearance self-esteem from childhood to adolescence – A 3-wave community study
Gamification and e-learning for young learners
An experimental study on the effects of gamified cooperation and competition on English vocabulary learning
Serious Games and Gamification for Mental Health
Study protocol for the World Health Organization project to develop a Quality of Life assessment instrument (WHOQOL)
Enhancing the multi-dimensional assessment of quality of life
The ‘disabilitization’ of medicine
New Evidence on Classroom Computers and Pupil Learning
| Unique citing works | 1 |
|---|---|
| Citations per year | 1 |
| Citation span | 2026 - 2026 (1) |
| Citation velocity | current |
| Highly cited | No |