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  • 08:58

بازی‌های ویدئویی؛ فرصت یا محدودیت؟

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توی این بخش از پادکست‌مون، بازی‌های ویدئویی رو مثل آیینه دیدیم.

منابع این قسمت:

Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78. https://doi.org/10.1037/a0034857

Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier, D. (2018). Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. Psychological Bulletin, 144(1), 77–110. https://doi.org/10.1037/bul0000130

Przybylski, A. K., Weinstein, N., & Murayama, K. (2017). Internet Gaming Disorder: Investigating the clinical relevance of a new phenomenon. American Journal of Psychiatry, 174(3), 230–236. https://doi.org/10.1176/appi.ajp.2016.16020224

Entertainment Software Association. (2023). 2023 essential facts about the video game industry. ESA. https://www.theesa.com/esa-research/2023-essential-facts-about-the-video-game-industry/

Statista. (2023). Video game industry - statistics & facts. https://www.statista.com/topics/868/video-games/

World Health Organization. (2018, September 14). Gaming disorder classified as a mental health condition. WHO. https://www.who.int/news/item/14-09-2018-gaming-disorder-classified-as-mental-health-condition

BBC Future. (2021, April 12). The unexpected benefits of video games. BBC. https://www.bbc.com/future/article/20210412-the-unexpected-ben


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