A scoping review on physical literacy domains associated with participation in sports video games among youth and adolescence
Author:
Publisher
Springer Science and Business Media LLC
Link
https://link.springer.com/content/pdf/10.1007/s12144-024-05997-4.pdf
Reference45 articles.
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2. Adachi, P. J., & Willoughby, T. (2016). Does playing sports video games predict increased involvement in real-life sports over several years among older adolescents and emerging adults? Journal of Youth and Adolescence, 45, 391–401.
3. Ballard, M., Gray, M., Reilly, J., & Noggle, M. (2009). Correlates of video game screen time among males: Body mass, physical activity, and other media use. Eating Behaviors, 10(3), 161–167.
4. Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., & Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94, 178–192.
5. Cairney, J., Dudley, D., Kwan, M., Bulten, R., & Kriellaars, D. (2019). Physical literacy, physical activity and health: Toward an evidence-informed conceptual model. Sports Medicine, 49, 371–383.
1.学者识别学者识别
2.学术分析学术分析
3.人才评估人才评估
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