The DOI matches its Crossref record; 41 of the 41 references it cites were found in a registry or an index.
Information technology use and creativity: Findings from the Children and Technology Project
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Citations
Cites
What Video Games Have to Teach Us about Learning and Literacy
(2004) · Education + Training · doi:10.1108/et.2004.00446dae.002 · Cited by 6,674
The Nature of Human Intelligence
Carroll, J. B., & Guilford, J. P. (1968) · American Educational Research Journal · doi:10.2307/1161820 · Cited by 4,657
The nature of human intelligence
Fuilford, J. P. (1967) · McGraw-Hill eBooks · Cited by 3,864
Action video game modifies visual selective attention
Green, C. S., & Bavelier, D. (2003) · Nature · doi:10.1038/nature01647 · Cited by 2,540
(1998) · Handbook of Creativity · doi:10.1017/cbo9780511807916.002 · Cited by 2,212
The Concept of Creativity: Prospects and Paradigms
Sternberg, R. J., & Lubart, T. I. (1998) · Handbook of Creativity · doi:10.1017/cbo9780511807916.003 · Cited by 2,030
Guilford, J. P. (1956) · Psychological Bulletin · doi:10.1037/h0040755 · Cited by 1,508
The Cambridge Handbook of Creativity
(2010) · doi:10.1017/cbo9780511763205 · Cited by 1,291
Pathological Video-Game Use Among Youth Ages 8 to 18: A National Study
Gentile, D. (2009) · Psychological Science · doi:10.1111/j.1467-9280.2009.02340.x · Cited by 1,086
The Influence of Media Violence on Youth
Anderson, C. A., Berkowitz, L., Donnerstein, E., Huesmann, L. R., Johnson, J. D., Linz, D., Malamuth, N. M., & Wartella, E. (2003) · Psychological Science in the Public Interest · doi:10.1111/j.1529-1006.2003.pspi_1433.x · Cited by 957
Research works printed but not linked: 4
- Green, 2006, Effects of video game playing on the spatial distribution of visual selective attention, Journal of Experimental Psychology: Human Perception and Performance, 32, 465
- Jackson, L. A., von Eye, A., Fitzgerald, H. E., Witt, E. A., & Zhao, Y (2009). Videogame playing, cell phone use and academic performance: Some good news. In Proceedings of the international association for the development of information systems: IADIS international conference e-society 2009, Barcelona, Spain, February 25–28. Outstanding paper award.
- Park, 1984, Toward objectifying the measurement of creativity, Roeper Review, 6, 216, 10.1080/02783198409552817 · doi:10.1080/02783198409552817
- Sternberg, 2003, Creative thinking in the classroom, Scandinavian Journal of Educational Research, 47, 325, 10.1080/00313830308595 · doi:10.1080/00313830308595
Cited by
The benefits of playing video games.
Granic, I., Lobel, A., & Engels, R. C. M. E. (2014) · American Psychologist · doi:10.1037/a0034857 · Cited by 2,456
Ferguson, C. J. (2015) · Perspectives on Psychological Science · doi:10.1177/1745691615592234 · Cited by 524
Al‐Zahrani, A. M. (2015) · British Journal of Educational Technology · doi:10.1111/bjet.12353 · Cited by 368
Nijhof, S. L., Vinkers, C. H., van Geelen, S. M., Duijff, S. N., Achterberg, E. J. M., van der Net, J., Veltkamp, R. C., Grootenhuis, M. A., van de Putte, E. M., Hillegers, M. H. J., et al. (2018) · Neuroscience & Biobehavioral Reviews · doi:10.1016/j.neubiorev.2018.09.024 · Cited by 363
Playing Video games during the COVID-19 pandemic and effects on players’ well-being
Barr, M., & Copeland-Stewart, A. (2022) · Games and Culture · doi:10.1177/15554120211017036 · Cited by 316
Metadata
- Authors
- Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y.
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2012-03
- Volume
- 28
- Issue
- 2
- Pages
- 370-376
- ISSN
- 0747-5632 (ISSN-L)
- OpenAlex
- W2140187657
- Cited by
- 313
- References
- 41
- FWCI
- 11.47
- Type
- journal article
- Language
- en
- Open access
- closed
- Licence
- www.elsevier.com/tdm/userlicense/1.0/ (tdm)
- www.elsevier.com/legal/tdmrep-license (tdm)
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- CoChat. (2026). Citation check: Information technology use and creativity: Findings from the Children and Technology Project. https://app.cochat.ai/papers/10.1016/j.chb.2011.10.006
- The paper
- Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and Technology Project. Computers in Human Behavior. https://doi.org/10.1016/j.chb.2011.10.006
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.