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Published in 2019 at "Frontiers in Psychology"
DOI: 10.3389/fpsyg.2019.01226
Abstract: Use of videogames (VGs) is almost ubiquitous in preadolescents’ and adolescents’ everyday life. One of the most intriguing research topics about positive effects of VG use is about the domain of visuospatial competencies. Previous research…
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Keywords:
positive effects;
effects videogame;
preadolescents adolescents;
visualization ... See more keywords