22. Silverall and MLTI Research and Evaluation Team,
23. Philip and Garcia, “The Importance of Still Teaching the iGeneration: New Technologies and the Centrality of Pedagogy.”
24. Melgosa and R. Scott, “School Internet Safety: More than ‘Block It to Stop It,’ “
1.
2. A. Lenhart et al.,
3. Entertainment Software Association,
4.
5. K. Subrahmanyam and P.M. Greenfeld, “Effect of Video Game Practice on Spatial Skills in Girls and Boys,”
6. Y. Cheng and K.S. Mix, “Spatial Training Improves Children’s Mathematics Ability,”
7. D.H. Uttal et al., “The Malleability of Spatial Skills: A Meta-Analysis of Training Studies,”
8. A. Eichenbaum, D. Bavelier, and C.S Green, “Video Games: Play That Can Do Some Serious Good,”
9. I. Granic, A. Lobel, and R.C.M Engeles, “The Benefits of Playing Video Games,”
10. M.W.G. Dye, C.S. Green, and D. Bavelier, “Increasing Speed of Processing with Action Video Games,”
11. D. Giannotti et al., “Play to Become a Surgeon: Impact of Nintendo Wii Training on Laparoscopic Skills,”
12. T. Stroback, P.A. Frensch, and T. Schubert, “Video Game Practice Optimizes Executive Control Skills in Dual-Task and Task Switching Paradigms,”
13. Cheryl Olson, “What the Tech,” Rape Treatment Foundation, 2012.
14. W.D. Gunter and K. Daly, “Causal or Spurious: Using Propensity Score Matching to Detangle the Relationship Between Violent Video Games and Violent Behavior,”
15. M. Griffiths, “The Therapeutic Use of Videogames in Childhood and Adolescence,”
16. Entertainment Software Association,
17. Ibid.