
Play Online - From 10 to 25
From 10 to 25 is a collaborative storytelling game about the period of life we call adolescence. During adolescence—from age 10 to 25—we explore the world around us, discover who we are, and find our path to adulthood. To complete this journey, we need diverse experiences, supportive relationships, and accessible resources.
Amusement machine playing in childhood and adolescence: a
This paper attempts to put the on-going US and UK amusement machine debates into an empirical perspective and attempts a comparative analysis of video games and fruit machines by examining: incidence of play, sex differences and psychological characteristics of machine players, observational findings in arcade setting, the alleged negative ...
The Amusement Arcade as a Social Space for Adolescents: An
Gathered data on arcade use in adolescents (n=460). "Regular" arcade visitors varied sufficiently from the more "casual" visitors in their orientation to, and experience in, arcades. Regular visitors were more likely to score positively on indices screening for addiction.
The amusement arcade as a social space for adolescents: an …
A questionnaire survey of 460 children undertaken in 1990 gathered data on arcade use in adolescents aged between 11 and 16 years. More of the children surveyed visited arcades regularly than any other leisure provision for youth. The primary motivation was to "hang out and/or meet friends".
From 10 to 25 – A game about adolescence
From 10 to 25 is a storytelling game about adolescence. What happens from ages 10 to 25? Find out as you take on the role of a young person, explore new parts of life, encounter challenges, and get the support you need.
The Psychological Science Behind the Appeal of Arcade Games for …
For decades, arcade games have been an enduring form of entertainment for people of all ages. From classic games like Pac-Man and Space Invaders to modern favorites like Dance Dance Revolution and Guitar Hero, arcade games offer an experience that captures the attention and imagination of both children and adults.
Where Cards Fall
“Undoubtedly one of the best Apple Arcade games” “A relaxing, beautiful game” “A beautiful exploration of adolescence” “A thought-provoking puzzle game” “Incredibly unique” “Bursts with color and detail”
Fisher, S. E. (1995). The amusement arcade as a social space for …
Fisher, S. E. (1995). The amusement arcade as a social space for ado- lescents: An empirical study. Journal of Adolescence, 18, 71-86. doi:10.1006/jado.1995.1006 has been cited by the following article:
The amusement arcade as a social space for adolescents: An …
The primary motivation was to hang out and/or meet friends. 117 regular arcade visitors varied sufficiently from the 197 more casual visitors in their orientation to, and experiences in arcades, supporting S. E. Fisher's (1991, 1992, 1993) observational finding of a distinct social group.
'Adolescence' co-creator Stephen Graham tells Fallon the show's ...
Mar 20, 2025 · Netflix's limited series Adolescence, co-created by Stephen Graham and Jack Thorne, has critics and viewers talking about more than its extraordinary technical prowess.
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