PsycTESTS Dataset 2016
DOI: 10.1037/t57113-000
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Video Game Preferences Measure

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“…Elements are abstract conceptualisation and active experimentation, and gamers can accumulate theoretical and practical knowledge, actualising the match (Manolis et al, 2013;Goulding and Syed-Khuzzan, 2014;Hamdaoui et al, 2018). Moreover, gamers having both elements could enhance their cognitive combat readiness due to fundamentally acquiring that knowledge to be practised in the matches to win the competition (Herspring, 2006;Tyler et al, 2012;Khenissi et al, 2016). On the other hand, gamers facing various challenges in every match must be innovative to win the competition (Ladeira et al, 2016;Alexander, 2020;Thongmak, 2020).…”
Section: Hypotheses Developmentmentioning
confidence: 99%
“…Elements are abstract conceptualisation and active experimentation, and gamers can accumulate theoretical and practical knowledge, actualising the match (Manolis et al, 2013;Goulding and Syed-Khuzzan, 2014;Hamdaoui et al, 2018). Moreover, gamers having both elements could enhance their cognitive combat readiness due to fundamentally acquiring that knowledge to be practised in the matches to win the competition (Herspring, 2006;Tyler et al, 2012;Khenissi et al, 2016). On the other hand, gamers facing various challenges in every match must be innovative to win the competition (Ladeira et al, 2016;Alexander, 2020;Thongmak, 2020).…”
Section: Hypotheses Developmentmentioning
confidence: 99%