References

Located here will be primary references used within several post for further reading. Enjoy!

1. Van den Bulck, J. (2004). Television viewing, computer game playing, and Internet use and self-reported time to bed and time out of bed in secondary-school children. SLEEP-NEW YORK THEN WESTCHESTER-, 27(1), 101-104.www.journalsleep.org/articles/270112.pdf

2. Sofchak-Scott, C. L. (2012). Program management through the lens of a massive multiplayer online gamers: A pilot study. Journal of Organizational Dynamics Programs, 1-160. Retrieved from http://repository.upenn.edu/cgi/viewcontent.cgi?article=1066&context=od_theses_msod&seiredir=1&referer=http%3A%2F%2Fscholar.google.com%2Fscholar%3Fhl%3Den%26q%3DProgram%2BManagement%2BThrough%2Bthe%

3. Daphne Bavelier, C. Shawn Green, Alexandre Pouget, and Paul Schrater Brain (2012) Plasticity Through the Life Span: Learning to Learn and Action Video GamesAnnual Review of NeuroscienceVol. 35: 391-416 (Volume publication date July 2012) DOI: 10.1146/annurev-neuro-060909-152832

4. Green, C. S., & Bavelier, D. (2006). The cognitive neuroscience of video games. Digital media: Transformations in human communication, 211-223.

5. Haines, L. (2004, September). Why are there so few women gamers?. In Research Gate . Retrieved May 24, 2015, from http://www.researchgate.net/publication/221217575_Why_are_there_so_few_women_working_in_games/links/00b660b70cf245659d0381d8.pdf

6. Raynes-Goldie, K., & Allen, M. (2014). Gaming privacy: A Canadian case study of a Co-Created privacy literacy game for children . In http://www.survelillance-and-society.org. Retrieved June 8, 2015.

7. Monem, R. (2015). Metacognition and Self-Scaffolding in MMORPGs: Case Study of an Adolescent Male Gamer. The Qualitative Report, 20(4), 454-465.

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