Video Games and Well-being

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Abstract

It’s late morning on a cloudy Saturday morning and my daughter is solidly into hour two of iPad time—this morning it’s Roblox (Roblox Corporation, 2005). I might feel guilty, but it’s early and I’m tired. Also, she’s got something she really wants me to see, and then she wants to show me the rest of her world (which usually involves wings, water, and home furnishings). Three days later, she’s got out our old Nintendo DS and is playing Animal Crossing (Nintendo, 2001). When I come to her to tell her to get off, she stops me, saying, “Wait, momma, do you want to see all the things I’ve built in the town?”

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Video Games and Well-being. (2020). Video Games and Well-being. Springer International Publishing. https://doi.org/10.1007/978-3-030-32770-5

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