Cracking the walnut: using a computer game to impact cognition, emotion, and behavior of highly aggressive fifth grade students
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Some examples of gamification include gamifying the development of cognitive skills and emotional regulation by rewarding the completion of relevant tasks within complex video games in order to promote mental health.
“Some examples of gamification include gamifying the development of cognitive skills and emotional regulation by rewarding the completion of relevant tasks within complex video games10–13 in order to promote mental health.”
From A novel ACT-based video game to support mental health through embedded learning: A mixed-methods feasibility study protocol (2020) · cites this paper as [10]
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- Authors
- Jon Hobbs, L., & Yan, Z.
- Affiliations
- State University of New York (US)
- ORCID
- Yan, Zheng
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2008-03
- Volume
- 24
- Issue
- 2
- Pages
- 421-438
- ISSN
- 0747-5632 (ISSN-L)
- OpenAlex
- W2019272163
- Cited by
- 26
- References
- 45
- Citations by year
- 2023: 1 · 2022: 1 · 2021: 1 · 2020: 2 · 2019: 1 · 2017: 1 · 2016: 3 · 2015: 3 · 2013: 3 · 2012: 2
- FWCI
- 2.29
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Computers in Human Behavior (publishedVersion)
- Topics
- Social Sciences › Psychology › Social Psychology › Bullying, Victimization, and Aggression
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Clinical Psychology › Child Therapy and Development
- Keywords
- aggression intervention, video games, aggressive children, attribution bias, emotional responses, behavioral responses, fifth grade students, social cognition, emotion regulation
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