Cited by 26Bullying, Victimization, and AggressionEducational Games and GamificationChild Therapy and Development

Cracking the walnut: using a computer game to impact cognition, emotion, and behavior of highly aggressive fifth grade students

Jon Hobbs, L., Yan, Zheng·2008·Computers in Human Behavior

Integrity signals

Registry

Crossref · 10.1016/j.chb.2007.01.031

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47 of 47 references verified0 citation errors · 0 not checkable

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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.”

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Authors
Jon Hobbs, L., & Yan, Z.
Affiliations
State University of New York (US)
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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