1 Sylvana van den Braak, Thomas Muntz & Emiel Woutersen, ‘Niet douchen, niet eten. Spelen!’, De Groene Amsterdammer, 9 oktober 2019.
2 www.nporadio1.nl/cultuur-media/19627-het-normaliseren-van-gamen-is-gevaarlijk, 2019.
3 Maud Effting, ‘Jongeren gamen zich letterlijk een bochel’, de Volkskrant, 7 augustus 2013.
4 Malte Elson, Johannes Breuer, Jan van Looy, Julia Kneer, & Thorsten Quandt, ‘Comparing apples and oranges? Evidence for pace of action as a confound in research on violence in digital games’, Psychology in popular media and culture, 4 (2), 112–125, 2014.
5 Jennifer G. Tichon & Dominicus Tornqvist, ‘Video games: Developing resilience, competence, and mastery’, Integrating technology in positive psychology practice, IGI Global, 2016.
6 Julia Kneer, Ruud Jacobs & Christopher Ferguson, ‘You could have just asked: The perception of motivations to play violent video games’, Studies in media and communication 6 (2), juni 2018.
7 Edward Deci & Richard Ryan, ‘Overview of self-determination theory: An organismic dialectical perspective’, Handbook of self-determination research, 2004.
8 Mihály Csíkszentmihályi, Flow: The psychology of optimal experience, Harper & Row, 1990.
9 Sylvana van den Braak, Thomas Muntz & Emiel Woutersen, ‘Niet douchen, niet eten. Spelen!’, De Groene Amsterdammer, 9 oktober 2019.
10 www.yukaichou.com/gamification-examples/octalysis-complete-gamification-framework
11 Bureau Jeugd en Media vermeldt op haar website dat kinderen vanaf acht jaar al regelmatig meekijken met gamers.
12 Multiscope, Smart Media Monitor, 2017.
13 Deze definitie is afkomstig van wikipedia.org. We kozen hem omdat hij kort en behapbaar is en goed weergeeft waar we het in dit boek over hebben.
14 Newzoo, ‘Global games market report’, 2019.
15 Onderzoeksbureau Nielsen, 2020.
16 ‘Evolution of video game graphics 1958–2020’, YouTube.
17 ‘Monitor Jeugd en Media’, Kennisnet, 2017.
18 Gonneke Stevens, Saskia van Dorsselaer, Maartje Boer et al. ‘HBSC 2017. Gezondheid en welzijn van jongeren in Nederland’, Utrecht/ Den Haag: Universiteit Utrecht, Trimbos-instituut, SCP, 2017.
19 Monica Anderson & Jingjing Jiang, ‘Teens, social media & technology 2018’, Pew Research Center, 31 mei 2018.
20 Newzoo, ‘Global games market report’, 2019.
21 www.paypal.com/stories/us/paypal-2018-gaming-insights-the-gender-divide-esports-and-more.
22 www.paypalobjects.com/digitalassets/c/website/marketing/global/ shared/global/media-resources/documents/PayPal_Global_Gaming_Insights_2018.pdf.
23 https://venturebeat.com/2019/02/21/interpret-female-esports-viewership-grew-6-5-percentage-points-over-two-years/.
24 https://www.sportsintegrityinitiative.com/gaming-gender-how-inclusive-are-esports/.
25 Marketing intelligence company Interpreter vermeldde in een rapport dat het percentage vrouwelijke esportskijkers in 2018 was gegroeid naar 34 % ten opzichte van 23,9 % in 2016.
26 Bryter, ‘Female gamers survey’, 2019.
27 Erwin Vogelaar, ‘Games streamen: het einde van de spelcomputer?’, Nederlands Dagblad, 10 april, 2019.
28 Henk-Jan Buist, ‘Wat is het verschil tussen VR, AR, MR en XR? We hebben blijkbaar verschillende realiteiten; welke doet wat?’, www2.computerworld.nl, 7 januari 2019.
29 Ericsson Consumer Lab, ‘Ready, steady, game’, www.ericsson.com, 2019.
30 Henk de Hooge, ‘De toekomst van gaming is augmented reality (AR)’, www.dutchcowboys.nl, 7 maart 2019.
31 Maria Frostling-Henningsson, ‘First-person shooter games as a way of connecting to people: “Brothers in blood”’, Cyber Psychology & Behavior 12 (5), oktober 2009.
32 Christopher Ferguson, ‘Do Angry Birds make for angry children? A meta-analysis of video game influences on children’s and adolescents’ aggression, mental health, prosocial behavior, and academic performance’, Perspectives on Psychological Science, september 2015.
33 Craig Anderson, Brad Bushman et al., ‘Screen violence and youth behavior’, Pediatrics 140 (52), november 2017.
34 Mark Appelbaum, ‘APA review confirms link between playing violent video games and aggression’, www.apa.org, 13 augustus 2015.
35 Karin Fikkers & Jessica Taylor Piotrowski, ‘Content and person effects in media research: Studying differences in cognitive, emotional, and arousal responses to media content’, Media Psychology, 2 mei 2019.
36 Jeroen Lemmens, ‘Causes and consequences of pathological gaming’, Amsterdam School of Communication Research, november 2010.
37 Beate W. Hygen, Jay Belsky et al., ‘Time spent gaming and social competence in children: Reciprocal effects across childhood’, Child Development, 91 (3), mei/juni 2020.
38 Edna Mitchell, ‘The dynamics of family interaction around home vi– deo games’, Marriage and Family review 8 (1–2), 1985.
39 Kevin Durkin & Bonnie Barber, ‘Not so doomed: Computer game play and positive adolescent development’, Journal of Applied Developmental Psychology 23 (4), 2002.
4 °Christothea Herodotou, Maria Kambouri, & Niall Winters, ‘Dispel– ling the myth of the socio-emotionally dissatisfied gamer’, Computers in Human Behavior 32 (23–31), 1 maart 2014.
41 Maria Frostling-Henningsson, ‘First-person shooter games as a way of connecting to people: “Brothers in blood”’, Cyber Psychology & Behavior 12 (5), 2009.
42 Christopher Ferguson & Adolfo Garza, ‘Call of (civic) duty: Action games and civic behavior in a large sample of youth’, Computers in Human Behavior 27 (2), 770–775, maart 2011.
43 Andrew Przybylski & Netta Weinstein, ‘A large-scale test of the goldilocks hypothesis’, Psychological Science 28 (2), 204–215, 13 januari 2017.
44 Douglas, Hyekyung Choo et al., ‘Pathological video game use among youths: A two-year longitudinal study’, Pediatrics 127 (2), 319–329, fe– bruari 2011.
45 Antonius van Rooij, Tim Schoenmakers & Dike van de Mheen, ‘Time to abandon Internet Addiction? Predicting problematic internet, game, and social media use from psychosocial well-being and application use’, Clinical Neuropsychiatry 14 (1), 113–121, februari 2017.
46 Rachel Kowert, Emese Domahidi, Ruth Festl & Thorsten Quandt, ‘Social gaming, lonely life? The impact of digital game play on adolescents’ social circles’, Computers in Human Behaviour (36), 385–390, 2014.
47 Elroy Boers et al., ‘Association of screen time and depression in adolescence’, JAMA Pediatrics (173) 9, 2019.
48 Andrew K. Przybylski, ‘Electronic gaming and psychosocial adjustment’, Pediatrics (134), 716–722, 2014.
49 www.ed.nl/eindhoven/bril-die-je-van-je-angst-af-helpt-eindhovense-proef-met-virtual-reality-lijkt-te-werken~a4128341/?referrer=https://www.google.com/.
50 Lieke Wijnhoven, Daan Creemers et al., ‘Effects of the video game “MindLight” on anxiety of children with an autism spectrum disorder: A randomized controlled trial’, Journal of Behavior Therapy and Experimental Psychiatry, 68, maart 2020.
51 Nienke Zoetbrood, ‘De angst van je af spelen’, de Volkskrant, 16 mei 2020.
52 Richard Ryan, C. Scott Rigby, Andrew Przybylski, ‘The motivational pull of video games: A self-determination theory approach’, Motivation & Emotion 30 (4), 2006.
53 Michael Rupp, Richard Sweetman et al., ‘Searching for affective and cognitive restoration: Examining the restorative effects of casual video game play’, Human Factors 59 (7), 1096–1107, november 2017.
54 Stuart Brown, Play: How it shapes the brain, opens the imagination, and invigorates the soul, Penguin Putnam Inc, 2010.
55 Elizabeth Scott, ‘The link between video games and stress relief human factors and ergonomics society’, www.verywellmind.com, 2017.
56 Amanda Roy & Christopher Ferguson, ‘Competitively versus cooperatively? An analysis of the effect of game play on levels of stress’, Computers in Human Behavior (56), 14–20, maart 2016.
57 Leonard Reinecke, ‘Games and recovery: the use of video and computer games to recuperate from stress and strain’, Journal of Media Psychology: Theories, Methods, and Applications 21 (3), 126–142, januari 2009.
58 Adam Lobel, Rutger Engels et al., ‘Stressful gaming, interoceptive awareness, and emotion regulation tendencies: A novel approach’, Cyberpsychology, Behavior And Social Networking 17 (10), november 2013.
59 Peter Nikken, ‘Media-risico’s voor kinderen. Een verkenning’, Het Nederlands Jeugdinstituut, 2013.
60 Patti Valkenburg & Sandra Calvert, ‘Media and the child’s developing imagination’. In D.G. Singer & J. K. Singer (red.), Handbook of children and the media (157–170). Sage Publications, Inc., september 2011.
61 Linda Jackson, Edward Witt et al., ‘Information technology use and creativity: Findings from the Children and Technology Project’, Computers in Human Behavior 28(2):370–376, maart 2012.
62 Norsiah Fauzan, Ahmad Shminan & Aquailla Binit, ‘The Effects of Minecraft Videogame On Creativity’, International Journal of Engineering & Technology 7 (3.22), 42–44, juli 2019.
63 Esther Oprins, Maartje Bakhuys Roozeboom et al., ‘Effectiviteit van serious gaming in het onderwijs’, TNO, juni 2013.
64 Geert ten Dam, Wilfried Admiraal, Jantina Huizenga & Sanne Akkerman, ‘The concept of flow in collaborative game-based learning’, Computers in Human Behavior 27 (3), 1185–1194, mei 2011.
65 Rachel Plak, Inge Merkelbach, Cornelia Kegel et al., ‘Brief Computer Interventions Enhance Emergent Academic Skills in Susceptible Children: A Gene-by-Environment Experiment’, Learning and Instruction (45), 1–8, oktober 2016.
66 Thomas M. Conolly, Elizabeth A. Boyle et al., ‘A systematic literature review of empirical evidence on computer games and serious games’, Computers & Education 59 (2) september 2012.
67 Raymond D. Frost, Vic Matta, & Erin MacIvor, ‘Assessing the Efficacy of Incorporating Game Dynamics in a Learning Management System’, Journal of Information Systems Education 26.1, januari 2015.
68 YouTube: Assassin’s Creed Odyssey: Discovery Tour.
69 http://www.4gamers.be/nieuws/70722/1/Vlaamse-leerkracht-geschiedenis-zet-Assassins-Creed-op-het-programma
70 Kasey L. Powers, Naomi Aldrich et al., ‘Effects of video-game play on information processing: a meta-analytic investigation’, Psychonomic Bulletin & Review, 20 (6), maart 2013.
71 Isabela Granic, Adam Lobel & Rutger C. M. E. Engels, ‘The benefits of playing videogames’, American Psychologist 69 (1), 66–78, januari 2014.
72 Jessica Piotrowski, Patti Valkenburg & Karin Fikkers, ‘Child’s Play? Assessing the Bidirectional Longitudinal Relationship between Gaming and Intelligence in Early Childhood’, Journal of Communication 69 (7), februari 2019.
73 Andreas Schleicher, ‘PISA 2018: Insights and Interpretations’, OECD, 2018.
74 Alberto Posso, ‘Internet usage and educational outcomes among 15-year-old Australian students’, International Journal of Communication 10, 3851–3876, 2016.
75 Daphne Bavelier, Alexandre Pouget & C. Shawn, ‘Improved Probabilistic Inference as a General Learning Mechanism with Action Video Games’, Current Biology 20 (17), 14 september 2010.
76 Simone Ku3hn, Tobias Gleich et al, ‘Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game’, Molecular Psychiatry 19 (2), oktober 2013.
77 Elke Peters, Heylen Kris et al., ‘The impact of instruction and out-of-school exposure to foreign language input on learners’ vocabulary knowledge in two languages’, Language Learning 69 (3), maart 2019.
78 Signe Hannibal Jensen, ‘Gaming as an English Language Learning Resource among Young Children in Denmark’, CALICO Journal, 34 (1), 24 januari 2017.
79 Pia Sundqvist, ‘Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary’, Language Learning & Technology 23 (1), februari 2019.
80 Maxime Meyer, ‘Comment les jeux vidéo aident les élèves à apprendre les langues étrangères’, L’Echo Republicain, 23 november 2018.
81 De spelletjes zijn beschikbaar via http://www.gobl-project.eu/.
82 Kasey Powers, Patty Brooks et al., ‘Effects of video-game play on information processing: a meta-analytic investigation’, Psychonomic Bulletin & Review 20 (6), 1055–1079, 2013.
83 Diankun Gong, Hui He et al., ‘Enhanced functional connectivity and increased gray matter volume of insula related to action video game playing’, Scientific Reports 5, 9763, 2015.
84 Simone Kühn, Tobias Gleich et al., ‘Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game’, Molecular Psychiatry 19, 265–271, 2014.
85 Yanwen Ou, Emma Rose McGlone et al. ‘Does playing video games improve laparoscopic skills?’, International Journal of Surgery 11 (5), 365–369, maart 2013.
86 Michel Marriott, ‘We Have to Operate, but Let’s Play First’, The New York Times, 24 februari 2005.
87 Domenico Giannotti, Gregorio Patrizi et al., ‘Play to Become a Surgeon: Impact of Nintendo Wii Training on Laparoscopic Skills’, PLoS One 8 (2), februari 2013.
88 Andrew Latham, Lucy Patston, and Lynette Tippett, ‘The virtual brain: 30 years of video-game play and cognitive abilities’, Frontiers in Psychology 4 (629), september 2013.
89 CBS, ‘De Gezondheidsenquete/Leefstijlmonitor’, 2018.
90 Onderzoeksbureau Kantar/Jantje Beton, ‘Buiten spelen in de wijk’, 2019.
91 Regina Guthold, Gretchen Stevens et al., ‘Global trends in insufficient physical activity among adolescents: a pooled analysis of 298 population-based surveys with 1.6 million participants’, The Lancet Child & Adolescent Health, november 2019.
92 Remko van den Dool, ‘Ontwikkeling sportdeelname naar leeftijd’, factsheet Pim Mulier Instituut, 2017.
93 Marjolein Kloek, ‘Zijn Nederlanders buitenmensen? Landelijk onderzoek naar gewenste en bestede tijd buiten’, Universiteit Wageningen in samenwerking met Bever Zwerfsport en Staatsbosbeheer, 2016.
94 Piet van Loon, André Grotenhuis et al., ‘Gameboy-generatie verleert gezonde houding’, Medisch Contact, augustus 2013.
95 Teija Lund, Erkko Klemetti et al., ‘Lumbar disc changes on MRI and low back pain. A prospective long-term study in healthy volunteers from childhood to maturity’, Spine Journal, oktober 2011.
96 Joost van den Dool, ‘Verband rug– en nekklachten en smartphones niet uitgesloten’, Nivel, maart 2018.
97 Aliëtte Jonkers, ‘Wat doen al die schermen met je kinderen?’, de Volkskrant, 23 februari 2018.
98 Paula Hakala, Lea Saarni et al., ‘Computer-associated health complaints and sources of ergonomic instructions in computer-related issues among Finnish adolescents: a cross-sectional study’, BMC Public Health 11 (10), januari 2010.
99 Joost van den Dool, ‘Verband rug– en nekklachten en smartphones niet uitgesloten’, Nivel, maart 2018.
100 Glenn van den Boom, Melanie Verstraten, Cassandra van Haasteren & Wessel de Jonge, ‘Eindverslag praktijkonderzoek: Een onderzoek naar inzichten in het integratieproces van beeldschermwerkers met a-specifieke KANS’, Hogeschool Rotterdam i.s.m. de Nederlandse RSI-vereniging, januari 2020.
101 Floor Rusman, ‘RSI,watmoetikermee?’, NRC Handelsblad, 9 mei 2019.
102 Lauren Hale & Stanford Guan, ‘Screen Time and Sleep among School– Aged Children and Adolescents: A Systematic Literature Review’, Sleep Medicine Reviews 21, 50–58, augustus 2014.
103 Linda van Kerkhof, Tessa van der Maaden et al., Schermgebruik, blauw licht en slaap, RIVM, 6 maart 2019.
104 Anya Kamenetz, ‘The Art of Screentime – How Your family Can Balance Digital Media & Real Life’, Public Affairs, januari 2018.
105 Stephanie Leone, Agnes van der Poel et al., ‘Slechte slaap: een probleem voor de volksgezondheid? Een strategische verkenning’, Trimbos-instituut, maart 2018.
106 Su-Kyung Jung, Jin Hae Lee, Hirohiko Kakizaki & Donghyun Jee, ‘Prevalence of Myopia and its Association with Body Stature and Educational Level in 19-Year-Old Male Conscripts in Seoul, South Korea’, Investigative Ophthalmology & Visual Science 15;53(9): 5579–5583, augustus 2012.
107 Milly Tedja, Robert Wojciechowski et al., ‘Genome-wide association meta-analysis highlights light-induced signaling as a driver for refractive error’, Nature Genetics 50, 834–848, juni 2018.
108 Xiangtian Zhou, Machelle T. Pardue et al., ‘Dopamine signaling and myopia development: What are the key challenges’, Progress in Retinal and Eye Research 61, 60–71, november 2017.
109 Kasun Ratnayake, John L. Payton, O. Harshana Lakmal & Ajith Karunarathne, ‘Blue light excited retinal intercepts cellular signaling’, Scientific Reports 8: 10207, juli 2018.
110 Qi Sheng You, Li Juan Wu et al., ‘Factors associated with myopia in school children in China: the Beijing childhood eye study’, PLoS One 7 (12), 2012.
111 Pei-Chang Wu, Chueh-Tan Chen et al, ‘Myopia Prevention and Outdoor Light Intensity in a School-Based Cluster Randomized Trial’, Ophthalmology 125 (8), 1239–1250, augustus 2018.
112 Wen-Juan Hua, Ju-Xiang Jin et al. ‘Elevated light levels in schools have a protective effect on myopia’, Ophthalmic and Physiological Optics 35 (3), 252–262, mei 2015.
113 Meng Guan, Weijia Zhao et al., ‘Changes in axial length after orthokeratology lens treatment for myopia: a meta-analysis’, International Ophthalmology 40 (1), 255–265, januari 2020.
114 Shi-Ming Li, Mengtian Kang et al., ‘Studies using concentric ring bifocal and peripheral add multifocal contact lenses to slow myopia progression in school-aged children: a meta-analysis’, Ophthalmic and Physiological Optics 37 (1), 51–59, november 2016.
115 WHO-team, ‘Gaming disorder’, www.who.int/news-room/q-a-detail/gaming-disorder, 14 september 2018.
116 Sylvana van den Braak, Thomas Muntz & Emiel Woutersen, ‘Niet douchen, niet eten. Spelen!’, De Groene Amsterdammer, 9 oktober 2019.
117 www.gameninfo.nl/publiek/cijfers.
118 Regina van den Eijnden, Jeroen Lemmens, & Patti Valkenburg, ‘The Social Media Disorder Scale’, Computers in Human Behavior 61, 478–487, maart 2016.
119 Jeroen Lemmens, Patti Valkenburg & Douglas Gentile, ‘The Internet Gaming Disorder Scale’, Psychological assessment 27 (2), 567, 2015.
120 Gonneke Stevens, Saskia van Dorsselaer et al. ‘Gezondheid en welzijn van jongeren in Nederland/Health Behaviour in School-aged Children’, Universiteit Utrecht, Trimbos-Instituut, Sociaal Cultureel Planbureau, 2017.
121 Aviv Weinstein, Abigail Livny & Abraham Weizman, ‘New developments in brain research of internet and gaming disorder’, Neuroscience & Biobehavioral Review 75, 314–330, februari 2017.
122 Abigail Weinstein, ‘An Update Overview on Brain Imaging Studies of Internet Gaming Disorder’, Frontiers in Psychiatry 8, 185, September 2017.
123 Chong-Yaw Wee, Zhimin Zhao et al. ‘Disrupted brain functional network in Internet addiction disorder: a resting-state functional magnetic resonance imaging study’, PLoS One, 16 september 2014.
124 Ayal Goury and The Learning Network, ‘90 Minutes a Day, Until 10 P.M.: China Sets Rules for Young Gamers’, The New York Times, 6 november 2019.
125 Gonneke Stevens, Saskia van Dorsselaer et al. ‘Gezondheid en welzijn van jongeren in Nederland/Health Behaviour in School-aged Children’, Universiteit Utrecht, Trimbos-Instituut, Sociaal Cultureel Planbureau, 2017.
126 https://www.gameninfo.nl/publiek/cijfers.
127 www.kieskeurig.nl/onderzoek/gaming-2019.
128 Health Policy team,‘The health impacts of screentime: a guide for clinicians and parents’, Royal College of Paediatrics and Child Health, 2019.
129 Andrew K. Przybylski, ‘Electronic Gaming and Psychosocial Adjustment’, Pediatrics 134 (3), september 2014.
130 Monique L’Hoir, Noor Landsmeer, Sigrid Pillen & Tim Schoenmakers, ‘Kind en beeldscherm: een te hecht koppel’, Medisch Contact, 21 mei 2014.
131 Patti M. Valkenburg, Plugged In: How Media Attract and Affect Youth, Yale University Press, 2017.
132 Holly Alliger Ruff & Mary Klevjord Rothbart, ‘Attention in Early Development: Themes and Variations’, Oxford University Press, 2001.
133 Juju Chang, Christine Rakowski & Daniel Clark, ‘Toddlers and Tablets: Way of the Future?’, abcnews.go.com, 6 juni 2013.
134 Remco Pijpers, ‘Aap noot muis, peuters en kleuters op internet’, www.mijnkindonline/kennisnet.nl, 2011.
135 Mary Courage & Mark Howe, ‘To watch or not to watch: Infants and toddlers in a brave new electronic world’, Developmental Review 30 (2), juni 2010.
136 Sarah Vaala & Robert Hornik, ‘Predicting US Infants’ and Toddlers’ TV/Video Viewing Rates: Mothers’ Cognitions and Structural Life Circumstances’, Journal of Children and Media 8 (2), april 2014.
137 Daniel R. Anderson, Elizabeth Pugzles Lorch, Diane Erickson Field & Jeanne Sanders, ‘The effects of TV program comprehensibility on pre-school children’s visual attention to television’, Child Development 52 (1), 1981.
138 Harry Hol, ‘Wat zijn de nadelen van schietspellen’, www.mediaopvoeding.nl.
139 Daniel R. Anderson, Elizabeth Pugzles Lorch, Diane Erickson Field & Jeanne Sanders, ‘The effects of TV program comprehensibility on pre-school children’s visual attention to television’, Child Development 52 (1), 151–157, maart 1981
140 Daniel R. Anderson et al.,‘Paying attention to television’. Monographs of the Society for Research in Child Development 66 (1), Early Child– hood Television Viewing and Adolescent Behavior: The Recontact Study (2001).
141 Wolmet Barendregt, Evaluating fun and usability in computer games with children (thesis), Technische Universiteit Eindhoven, 2006.
142 Marije Bijvank, Elly Konijn et al., ‘Age and violent-content labels make video games forbidden fruits fort youth’, Pediatrics 23 (3), 870–876, maart 2009.
143 Maarten Middelkoop, ‘Zoon van Gert gaf tijdens gamen onbewust 1400 euro uit: Verdiep je als ouder in het spel’, https://eenvandaag.avrotros.nl, 30-08-2019.
144 Rufus Kain, ‘In free-to-play-games is het altijd kermis’, Follow the Money, 2019.
145 Rufus Kain, ‘In free-to-play-games is het altijd kermis’, Follow the Money, 2019.
146 RTL Nieuws, oktober 2014.
147 https://www.youtube.com/watch?v=-NTIG5qJJA8&t=, (YouTube: Koenz-Daddy answering midnight stream questions:‘D).
148 www.rulethegame.nl.
149 Kevin van den Essen, ‘Xbox Parental Controls: Vijf gezinsinstellingen voor de hele familie’, https://www.xgn.nl/artikel/xbox-parental-controls, 12 mei, 2019.
150 https://www.screenagersmovie.com/family-contract.
151 www.kieskeurig.nl/onderzoek/gaming-2019.
152 Frans Pijpers, Yvonne Vanneste en Frans Feron,‘Stress bij kinderen: Hoe houden we het gezond? Stress bezien van vanuit de Jeugdgezondheidzorg’, Nederlands Centrum Jeugdgezondheid (NCJ), 2019.
153 www.rulethegame.nl.
154 Nederlands Jeugd Instituut, Tipsheet mediagebruik: adviezen voor ouders, 2015.
155 Edward Deci, Richard Koestner & Richard Ryan, ‘A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation’, Psychological Bulletin 125 (6), 627-68; discussion 692–700, december 1999.
156 Matthew Walker, Why We Sleep: The New Science of Sleep and Dreams, Penguin Books, 2018.
157 ‘Richtlijn: Gezonde slaap en slaapproblemen bij kinderen’, Nederlands Centrum Jeugdgezondheid 2017.
158 Geraldine Brouwer et al., Beter presteren kun je stimuleren: Het herkennen en aanpakken van onderpresteren, CPS Onderwijsontwikkeling en advies, 2011.
159 Het Nederlands Jeugdinstituut, 2018.
160 ‘De Gezondheidsenquête/Leefstijlmonitor’, CBS, 2018.
161 Regina Guthold et al., ‘Global trends in insufficient physical activity among adolescents: a pooled analysis of 298 population-based surveys with 1.6 million participants’, The Lancet Child & Adolescent Health, 2019.
162 Ulf Ekelund et al., ‘Does physical activity attenuate, or even eliminate, the detrimental association of sitting time with mortality? A harmonised meta-analysis of data from more than 1 million men and women’, The Lancet 388 (10051), 1302–1310, september 24, 2016.
163 Tracey Bushnik, Rachel Colley & Didier Garriguet, ‘Parent-child associations for physical activity and weight and projected body mass-index’, Health Reports 28 (6), juni 2017.
164 Rebekka Beck, ‘Sport en bewegen voor meisjes; wat motiveert en wat belemmert ze?’, Kenniscentrum Sport, 2019.
165 James House et al., ‘Social Relationships and Health’, Science 241 (4865), 540–545, augustus 1988.
166 Eeske van Roekel, Luc Goossens et al., ‘Loneliness, Affect, and Adolescents’ Appraisals of Company’, Journal of Research on Adolescence, 24(2), 350–363, 2014.
167 Rosario Cabello, Pablo Fernandez-Berrocal, ‘Under which conditions can introverts achieve happiness? Mediation and moderation effects of the quality of social relationships and emotion regulation ability on happiness’, Peer Journal 3 (1300), oktober 2015.
168 Damon Jones, Mark Greenberg & Max Crowley, ‘Early Social-Emotional Functioning and Public Health: The Relationship Between Kindergarten Social Competence and Future Wellness’, American Journal of Public Health 105 (11), 2283–2290, november 2015.
169 Regina van den Eijnden, Jeroen Lemmens, & Patti Valkenburg, ‘The Social Media Disorder Scale’, Computers in Human Behavior 61 (478–487), 2016.
170 Lonneke van Leeuwen & Ferry Goossens, ‘Problematisch gamen: aanbevelingen voor preventie’, Trimbos-instituut, 2016.
171 www.gameninfo.nl/publiek/cijfers.
172 Jeroen Lemmens, Jochen Peter & Patti Valkenburg, ‘Oorzaken en gevolgen van gameverslaving onder adolescenten’, Tijdschrift voor Communicatiewetenschap 38 (4), 357–379, januari 2010.
173 www.onderwijsincijfers.nl/themas/pesten-op-school.
174 Bruce Ellis & W. Thomas Boyce, ‘Biological Sensitivity to Context’, Current Directions in Psychological Science 17 (3), 183–187, juni 2008.
175 Kai Müller & Klaus Wölfling, ‘Both sides of the story: Addiction is not a pastime activity: Commentary on: Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal (Aarseth et al.), Journal of Behavioral Addictions 6 (2), 118–120, juni 2017.
176 Mark D. Griffiths, Daria J Kuss, Olatz Lopez-Fernandez & Halley M. Pontes, ‘Problematic gaming exists and is an example of disordered gaming’, Journal of Behavioral Addictions 6 (3), 296–301, september 2017.
177 Newzoo, ‘Global Esports Marketreport’, 2019.
178 Remco Andersen, ‘Gamen is topsport met een toetsenbord’, de Volkskrant, november 2019.
179 Remco Andersen, ‘Gamen is topsport met een toetsenbord’, de Volkskrant, november 2019.
180 Rick van de Lustgraaf, ‘Miljoenen jongeren dromen van een toekomst als gamemiljonair’, Trouw, augustus 2019.
181 Door de coronacrisis zijn de Olympische Spelen van 2020 uitgesteld 2021.
182 Kevin Webb, ‘Games like “League of Legends” and “Fortnite” dominate the world of esports, but they won’t be showing up at the Olympics anytime soon’, www.businessinsider.com, december 2019.
183 Dom Sacco, ‘The world will not see the best of esports at Tokyo 2020’, https://esports-news.co.uk, 13 september 2019.
184 Bij het schrijven van dit boek staat het toernooi ondanks de coronacrisis nog steeds op de planning, in tegenstelling tot de Olympische Spe– len zelf. Bij het verschijnen van het boek heeft het als het goed is inmiddels plaatsgevonden.