Digital Games and Well-Being: An Overview

Author:

Reer Felix,Quandt Thorsten

Publisher

Springer International Publishing

Reference85 articles.

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2. Bai, H., Pan, W., Hirumi, A., & Kebritchi, M. (2012). Assessing the effectiveness of a 3-D instructional game on improving mathematics achievement and motivation of middle school students. British Journal of Educational Technology, 43(6), 993–1003.

3. Bartsch, A., & Oliver, M. B. (2017). Appreciation of meaningful entertainment experiences and eudaimonic well-being. In L. Reinecke & M. B. Oliver (Eds.), The Routledge handbook of media use and well-being (pp. 80–92). New York, NY: Routledge.

4. Bowman, N. D. (2016). The rise (and refinement) of moral panic. In R. Kowert & T. Quandt (Eds.), The video game debate: Unraveling the physical, social, and psychological effects of digital games (pp. 22–38). New York, NY: Routledge.

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