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Interval:

Mamayson, R. F., Caballes, L. G., Asiatico, K. N. B., Acosta, R. A. R., Chavez, S. D. S., Deocares, L. B., ... &
Wooden, J. V. A. (2020). Effects of Brain Games on Global Cognition among Older Filipinos. Acta
Medica Philippina, 54(2).
https://actamedicaphilippina.upm.edu.ph/index.php/acta/article/download/1540/1279/

Wagner, A. K., Soumerai, S. B., Zhang, F., & Ross‐Degnan, D. (2002). Segmented regression analysis of
interrupted time series studies in medication use research. Journal of clinical pharmacy and therapeutics,
27(4), 299-309.
https://onlinelibrary.wiley.com/doi/abs/10.1046/j.1365-2710.2002.00430.x

Theoretical Framework:

Kardefelt-Winther, D. (2014). A conceptual and methodological critique of internet addiction research: Towards a
model of compensatory internet use. Computers in human behavior, 31, 351-354.
https://www.sciencedirect.com/science/article/pii/S0747563213004093

Kardefelt-Winther, D. (2014). The moderating role of psychosocial well-being on the relationship between escapism
and excessive online gaming. Computers in Human Behavior, 38, 68-74.
https://www.sciencedirect.com/science/article/abs/pii/S0747563214002982

Khalili-Mahani, N., & De Schutter, B. (2019). Affective game planning for health applications: quantitative
extension of gerontoludic design based on the appraisal theory of stress and coping. JMIR serious
games, 7(2), e13303.
https://games.jmir.org/2019/2/e13303/

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