How to cite this paper
Hajikhanian, S & Shirvani, M. (2014). A study on relationship between computer games usage and educational progress.Management Science Letters , 4(10), 2313-2318.
Refrences
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Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of adolescence, 27(1), 5-22.
Gentile, D. (2009). Pathological video-game use among youth ages 8 to 18: A national study. Psychological science, 20(5), 594-602.
Gentile, D. A., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., & Khoo, A. (2011). Pathological video game use among youths: a two-year longitudinal study. Pediatrics, 127(2), e319-e329.
Hughes, N. K., Kelley, J. L., & Banks, P. B. (2012). Dangerous liaisons: the predation risks of receiving social signals. Ecology letters, 15(11), 1326-1339.
Laurel, B. (1991). Computer as Theatre: A dramatic theory of interactive experience.
Levy, S. (2001). Hackers: Heroes of the computer revolution (Vol. 4). New York: Penguin Books.
Rosser, J. C., Lynch, P. J., Cuddihy, L., Gentile, D. A., Klonsky, J., & Merrell, R. (2007). The impact of video games on training surgeons in the 21st century. Archives of Surgery, 142(2), 181-186.
Shields, M. K., & Behrman, R. E. (2000). Children and computer technology: Analysis and recommendations. The Future of Children, 10(2), 4-30.
Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of adolescence, 27(1), 5-22.
Gentile, D. (2009). Pathological video-game use among youth ages 8 to 18: A national study. Psychological science, 20(5), 594-602.
Gentile, D. A., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., & Khoo, A. (2011). Pathological video game use among youths: a two-year longitudinal study. Pediatrics, 127(2), e319-e329.
Hughes, N. K., Kelley, J. L., & Banks, P. B. (2012). Dangerous liaisons: the predation risks of receiving social signals. Ecology letters, 15(11), 1326-1339.
Laurel, B. (1991). Computer as Theatre: A dramatic theory of interactive experience.
Levy, S. (2001). Hackers: Heroes of the computer revolution (Vol. 4). New York: Penguin Books.
Rosser, J. C., Lynch, P. J., Cuddihy, L., Gentile, D. A., Klonsky, J., & Merrell, R. (2007). The impact of video games on training surgeons in the 21st century. Archives of Surgery, 142(2), 181-186.
Shields, M. K., & Behrman, R. E. (2000). Children and computer technology: Analysis and recommendations. The Future of Children, 10(2), 4-30.