Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 2 |
Descriptor
Video Games | 3 |
Violence | 3 |
Children | 2 |
Cognitive Development | 2 |
Advertising | 1 |
Age Differences | 1 |
Child Development | 1 |
Child Welfare | 1 |
Computer Games | 1 |
Computer Software | 1 |
Developmental Psychology | 1 |
More ▼ |
Author
Publication Type
Collected Works - Serial | 3 |
Reports - Evaluative | 2 |
Reports - Descriptive | 1 |
Education Level
Audience
Policymakers | 2 |
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Blumberg, Fran C.; Deater-Deckard, Kirby; Calvert, Sandra L.; Flynn, Rachel M.; Green, C. Shawn; Arnold, David; Brooks, Patricia J. – Society for Research in Child Development, 2019
We document the need to examine digital game play and app use as a context for cognitive development, particularly during middle childhood. We highlight this developmental period as 6- through 12-year olds comprise a large swath of the preadult population that plays and uses these media forms. Surprisingly, this age range remains understudied with…
Descriptors: Cognitive Development, Play, Computer Software, Children
Boehm, Steven S., Ed. – Child Welfare League of America (NJ3), 2006
The Child Welfare League of America is the nation's oldest and largest membership-based child welfare organization committed to engaging people everywhere in promoting the well-being of children, youth, and their families and protecting every child from harm. By publishing a diverse range of views on a wide array of topics, "Children's Voice"…
Descriptors: Grandparents Raising Grandchildren, Video Games, Drug Abuse, Juvenile Courts
Wartella, Ellen; Caplovitz, Allison G.; Lee, June H. – Society for Research in Child Development, 2004
Interactive media have come of age. The range of interactive entertainment products, intended to be used by children in and out of school settings is growing: CD-ROMs, computers, the Internet, video games (for a variety of handheld and console platforms), interactive toys (including educational talking books), and a variety of wireless software…
Descriptors: Social Media, Toys, Computer Games, Video Games