-
1
-
-
0031492473
-
Effects of violent movies on trait hostility, hostile feelings, and aggressive thoughts
-
Anderson, C. A. (1997). Effects of violent movies on trait hostility, hostile feelings, and aggressive thoughts. Aggressive Behavior, 23, 161-178.
-
(1997)
Aggressive Behavior
, vol.23
, pp. 161-178
-
-
Anderson, C.A.1
-
2
-
-
0035464222
-
Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature
-
Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 353-359.
-
(2001)
Psychological Science
, vol.12
, pp. 353-359
-
-
Anderson, C.A.1
Bushman, B.J.2
-
4
-
-
67650751048
-
Causal effects of violent sports video games on aggression: Is it competitiveness or violent content?
-
Anderson, C. A., & Carnagey, N. L. (2009). Causal effects of violent sports video games on aggression: Is it competitiveness or violent content? Journal of Experimental Social Psychology, 45, 731-739.
-
(2009)
Journal of Experimental Social Psychology
, vol.45
, pp. 731-739
-
-
Anderson, C.A.1
Carnagey, N.L.2
-
5
-
-
0034171141
-
Video games and aggressive thoughts, feelings, and behavior in the laboratory and life
-
Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and life. Journal of Personality and Social Psychology, 78, 772-790.
-
(2000)
Journal of Personality and Social Psychology
, vol.78
, pp. 772-790
-
-
Anderson, C.A.1
Dill, K.E.2
-
6
-
-
0000732987
-
Affect of the game player: Short-term effects of highly and mildly aggressive video games
-
Anderson, C. A., & Ford, C. M. (1986). Affect of the game player: Short-term effects of highly and mildly aggressive video games. Personality and Social Psychology Bulletin, 12, 390-402.
-
(1986)
Personality and Social Psychology Bulletin
, vol.12
, pp. 390-402
-
-
Anderson, C.A.1
Ford, C.M.2
-
7
-
-
46349111885
-
-
New York: Oxford University Press
-
Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent video game effect on children and adolescents. Theory, research, and public policy. New York: Oxford University Press.
-
(2007)
Violent video game effect on children and adolescents. Theory, research, and public policy.
-
-
Anderson, C.A.1
Gentile, D.A.2
Buckley, K.E.3
-
8
-
-
77649200186
-
Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries
-
Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., et al. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries. Psychological Bulletin, 136, 151-173.
-
(2010)
Psychological Bulletin
, vol.136
, pp. 151-173
-
-
Anderson, C.A.1
Shibuya, A.2
Ihori, N.3
Swing, E.L.4
Bushman, B.J.5
Sakamoto, A.6
-
9
-
-
52549131811
-
The impact of body emphasizing video games on body image concerns in men and women
-
Barlett, C. P., & Harris, R. J. (2008). The impact of body emphasizing video games on body image concerns in men and women. Sex Roles, 59, 586-601.
-
(2008)
Sex Roles
, vol.59
, pp. 586-601
-
-
Barlett, C.P.1
Harris, R.J.2
-
10
-
-
35948986711
-
The longer you play, the more hostile you feel: Examination of first person shooter video games and aggression during video game play
-
Barlett, C. P., Harris, R. J., & Baldassaro, R. (2007). The longer you play, the more hostile you feel: Examination of first person shooter video games and aggression during video game play. Aggressive Behavior, 33, 486-497.
-
(2007)
Aggressive Behavior
, vol.33
, pp. 486-497
-
-
Barlett, C.P.1
Harris, R.J.2
Baldassaro, R.3
-
11
-
-
57749106277
-
The effect of advances in video game technology and content on aggressive cognitions, hostility, and heart rate
-
Barlett, C.,Rodeheffer, C.D.,Baldassaro, R., Hinkin, M. P., & Harris, R. J. (2008). The effect of advances in video game technology and content on aggressive cognitions, hostility, and heart rate. Media Psychology, 11, 540-565.
-
(2008)
Media Psychology
, vol.11
, pp. 540-565
-
-
Barlett, C.1
Rodeheffer, C.D.2
Baldassaro, R.3
Hinkin, M.P.4
Harris, R.J.5
-
12
-
-
34548286429
-
The ideal elf: Identity exploration in World of Warcraft
-
Bessière, K., Seay, A. F., & Kiesler, S. (2007). The ideal elf: Identity exploration in World of Warcraft. CyberPsychology, 10, 530-535.
-
(2007)
CyberPsychology
, vol.10
, pp. 530-535
-
-
Bessière, K.1
Seay, A.F.2
Kiesler, S.3
-
13
-
-
0005411160
-
The cyborg's dilemma: Progressive embodiment in virtual environments
-
[online serial], 3. Retrieved April 14, 2011
-
Biocca, F. (1997). The cyborg's dilemma: Progressive embodiment in virtual environments. Journal of Computer-Mediated Communication [online serial], 3. Retrieved April 14, 2011, from http:// www.ascusc.org/jcmc/vol3/issue2/ biocca2.html
-
(1997)
Journal of Computer-Mediated Communication
-
-
Biocca, F.1
-
14
-
-
84886952164
-
-
British Board of Film Classification. 2 [online]. Retrieved November 5, 2010
-
British Board of Film Classification. (2008). Classification information for Saints Row 2 [online]. Retrieved November 5, 2010, from http://www.bbfc.co.uk/ ADM251383
-
(2008)
Classification information for Saints Row
-
-
-
15
-
-
84886952622
-
Video games: Research to improve understanding of what players understand about video games, and to explain their preferences for particular, games.
-
British Board of Film Classification. (2010 August 2). Retrieved April, 8
-
British Board of Film Classification. (2010, August 2). Video games: Research to improve understanding of what players understand about video games, and to explain their preferences for particular games. Retrieved April, 8, 2011, from http://www.bbfc.co.uk/download/ policy-and-research/BBFC%20Video %20Games%20Report.pdf
-
(2011)
-
-
-
16
-
-
2442429361
-
Violent video game exposure and aggression A literature review
-
Carnagey, N. L., & Anderson, C. A. (2004). Violent video game exposure and aggression. A literature review.Minerva Psichiatrica, 45, 1-18.
-
(2004)
Minerva Psichiatrica
, vol.45
, pp. 1-18
-
-
Carnagey, N.L.1
Anderson, C.A.2
-
17
-
-
28944441660
-
The effects of reward and punishment in violent video games on aggressive affect, cognition, and behavior
-
Carnagey, N. L., & Anderson, C. A. (2005). The effects of reward and punishment in violent video games on aggressive affect, cognition, and behavior. American Psychological Science, 16, 882-889.
-
(2005)
American Psychological Science
, vol.16
, pp. 882-889
-
-
Carnagey, N.L.1
Anderson, C.A.2
-
18
-
-
33947116257
-
Changes in attitudes towards war and violence after September 11 2001
-
Carnagey, N. L., & Anderson C. A. (2007). Changes in attitudes towards war and violence after September 11, 2001. Aggressive Behavior, 33, 118-129.
-
(2007)
Aggressive Behavior
, vol.33
, pp. 118-129
-
-
Carnagey, N.L.1
Anderson, C.A.2
-
19
-
-
33746628457
-
Video game violence and the female game player: Self- and opponent gender effects on presence and aggressive thoughts
-
Eastin, M. S. (2006). Video game violence and the female game player: Self- and opponent gender effects on presence and aggressive thoughts. Human Communication Research, 32, 351-372.
-
(2006)
Human Communication Research
, vol.32
, pp. 351-372
-
-
Eastin, M.S.1
-
20
-
-
33646026387
-
Contextual features of violent video games, mental models, and aggression
-
Farrar, K. M., Kercmar, M., & Nowak, K. L. (2006). Contextual features of violent video games, mental models, and aggression. Journal of Communication, 56, 387- 405.
-
(2006)
Journal of Communication
, vol.56
, pp. 387-405
-
-
Farrar, K.M.1
Kercmar, M.2
Nowak, K.L.3
-
21
-
-
70449624814
-
Media violence and the self: The impact of personalized gaming characters in aggressive video games on aggressive behavior
-
Fischer, P., Kastenmüller, A., & Greitemeyer, T. (2010).Media violence and the self: The impact of personalized gaming characters in aggressive video games on aggressive behavior. Journal of Experimental Social Psychology, 46, 192-195.
-
(2010)
Journal of Experimental Social Psychology
, vol.46
, pp. 192-195
-
-
Fischer, P.1
Kastenmüller, A.2
Greitemeyer, T.3
-
22
-
-
0042188594
-
Violent video games: Who's at risk?
-
D. Ravitch & J. Viteritti (Eds.), Baltimore: Johns Hopkins University Press
-
Funk, J. B. (2003). Violent video games: Who's at risk? In D. Ravitch & J. Viteritti (Eds.), Kid stuff: Marketing violence and vulgarity in the popular culture (pp. 168- 192). Baltimore: Johns Hopkins University Press.
-
(2003)
Kid stuff: Marketing violence and vulgarity in the popular culture
, pp. 168-192
-
-
Funk, J.B.1
-
23
-
-
79955747966
-
The multiple dimensions of video game effects
-
Gentile, D. A. (2011). The multiple dimensions of video game effects. Child Development Perspectives, 5, 75-81.
-
(2011)
Child Development Perspectives
, vol.5
, pp. 75-81
-
-
Gentile, D.A.1
-
24
-
-
65549102168
-
The effects of prosocial video games on prosocial behaviors: International evidence from correlational, longitudinal, and experimental studies
-
Gentile, D. A., Anderson, C. A., Yukawa, S., Ihori, N., Saleem, M., Ming, L. K., et al. (2009). The effects of prosocial video games on prosocial behaviors: International evidence from correlational, longitudinal, and experimental studies. Personality and Social Psychology Bulletin, 35, 752-763.
-
(2009)
Personality and Social Psychology Bulletin
, vol.35
, pp. 752-763
-
-
Gentile, D.A.1
Anderson, C.A.2
Yukawa, S.3
Ihori, N.4
Saleem, M.5
Ming, L.K.6
-
25
-
-
33747429428
-
Violent video game effects on children and adolescents: A review of the literature
-
Gentile, D. A., & Stone, W. (2005). Violent video game effects on children and adolescents: A review of the literature. Minerva Pediatrica, 57, 337-358.
-
(2005)
Minerva Pediatrica
, vol.57
, pp. 337-358
-
-
Gentile, D.A.1
Stone, W.2
-
26
-
-
58449109752
-
The effect of anticipated affect on persistence and performance
-
Greitemeyer, T. (2009). The effect of anticipated affect on persistence and performance. Personality and Social Psychology Bulletin, 35, 172-186.
-
(2009)
Personality and Social Psychology Bulletin
, vol.35
, pp. 172-186
-
-
Greitemeyer, T.1
-
27
-
-
84857236379
-
Acting prosocially reduces retaliation: Effects of prosocial video games on aggressive behavior
-
Greitemeyer, T., Agthe, M., Turner, R., & Gschwendtner, C. (2012). Acting prosocially reduces retaliation: Effects of prosocial video games on aggressive behavior. European Journal of Social Psychology, 42, 235-242.
-
(2012)
European Journal of Social Psychology
, vol.42
, pp. 235-242
-
-
Greitemeyer, T.1
Agthe, M.2
Turner, R.3
Gschwendtner, C.4
-
28
-
-
79955764158
-
Denying humanness to others: A newly discovered mechanism by which violent video games increase aggressive behavior
-
Greitemeyer, T., & McLatchie, N. (2011). Denying humanness to others: A newly discovered mechanism by which violent video games increase aggressive behavior. Psychological Science, 22, 659-665.
-
(2011)
Psychological Science
, vol.22
, pp. 659-665
-
-
Greitemeyer, T.1
McLatchie, N.2
-
31
-
-
78650681956
-
Playing prosocial video games increases empathy and decreases schadenfreude
-
Greitemeyer, T., Osswald, S., & Brauer, M. (2010). Playing prosocial video games increases empathy and decreases schadenfreude. Emotion, 6, 796-802.
-
(2010)
Emotion
, vol.6
, pp. 796-802
-
-
Greitemeyer, T.1
Osswald, S.2
Brauer, M.3
-
32
-
-
72049095081
-
Avatars mirroring the actual self versus projecting the ideal self: The effects of self-priming on interactivity and immersion in an exergame
-
Jin, S-A. A. (2009). Avatars mirroring the actual self versus projecting the ideal self: The effects of self-priming on interactivity and immersion in an exergame, Wii Fit. CyberPsychology, 12, 761- 765.
-
(2009)
Wii Fit. CyberPsychology
, vol.12
, pp. 761-765
-
-
Jin, S.-A.1
-
33
-
-
23844474223
-
Violent video games induce an affect processing bias
-
Kirsh, S. J., Olczak, P. V., & Mounts, J. R.W. (2005). Violent video games induce an affect processing bias. Media Psychology, 7, 239-250.
-
(2005)
Media Psychology
, vol.7
, pp. 239-250
-
-
Kirsh, S.J.1
Olczak, P.V.2
Mounts, J.R.W.3
-
34
-
-
34548175212
-
I wish I were a warrior: The role of wishful identification in the effects of violent video games on aggression in adolescent boys
-
Konijn, E. A.,Bijvank,M.N.,&Bushman,B. J. (2007). I wish I were a warrior: The role of wishful identification in the effects of violent video games on aggression in adolescent boys. Developmental Psychology, 43, 1038-1044.
-
(2007)
Developmental Psychology
, vol.43
, pp. 1038-1044
-
-
Konijn, E.A.1
Bijvank, M.N.2
Bushman, B.J.3
-
35
-
-
0015865578
-
Identification with the winner of a fight and name mediation: Their differential effects upon subsequent aggressive behavior
-
Leyens, J. P., & Picus, S. (1973). Identification with the winner of a fight and name mediation: Their differential effects upon subsequent aggressive behavior. British Journal of Social and Clinical Psychology, 12, 374-377.
-
(1973)
British Journal of Social and Clinical Psychology
, vol.12
, pp. 374-377
-
-
Leyens, J.P.1
Picus, S.2
-
36
-
-
0034348884
-
From antecedent conditions to violent actions: A general affective aggression model
-
Lindsay, J. J., & Anderson, C. A. (2000). From antecedent conditions to violent actions: A general affective aggression model. Personality and Social Psychology Bulletin, 26, 533- 547.
-
(2000)
Personality and Social Psychology Bulletin
, vol.26
, pp. 533-547
-
-
Lindsay, J.J.1
Anderson, C.A.2
-
37
-
-
0032011394
-
Terror management and aggression: Evidence that mortality salience motivates aggression against worldview threatening others
-
McGregor, H. A., Lieberman, J. D., Greenberg, J., Soloman, S., Arndt, J., Simon, L. et al. (1998). Terror management and aggression: Evidence that mortality salience motivates aggression against worldview threatening others. Journal of Personality and Social Psychology, 74, 590-605.
-
(1998)
Journal of Personality and Social Psychology
, vol.74
, pp. 590-605
-
-
McGregor, H.A.1
Lieberman, J.D.2
Greenberg, J.3
Soloman, S.4
Arndt, J.5
Simon, L.6
-
38
-
-
84886954016
-
-
Pan European Game Information (PEGI). [online]. Retrieved November 5 2010
-
Pan European Game Information (PEGI). (2010). What do the labels mean? [online]. Retrieved November 5, 2010, from http://www.pegi.info/en/index/id/ 33/
-
(2010)
What do the labels mean?
-
-
-
39
-
-
70350782098
-
The priming effects of avatars in virtual settings
-
Peña, J., Hancock, J. T., & Merola, N. A. (2009). The priming effects of avatars in virtual settings. Communication Research, 36, 838-856.
-
(2009)
Communication Research
, vol.36
, pp. 838-856
-
-
Peña, J.1
Hancock, J.T.2
Merola, N.A.3
-
42
-
-
0009118517
-
Television's mean and dangerous world: A continuation of the cultural indicators perspective
-
N. Signorielli & M. Morgan (Eds.), Newbury Park, CA: Sage
-
Signorielli, N. (1990). Television's mean and dangerous world: A continuation of the cultural indicators perspective. In N. Signorielli & M. Morgan (Eds.), Cultivation analysis: New directions in media effects research (pp. 85-106). Newbury Park, CA: Sage.
-
(1990)
Cultivation analysis: New directions in media effects research
, pp. 85-106
-
-
Signorielli, N.1
-
43
-
-
2542513965
-
Beyond the F test: Effect size confidence intervals and tests of close fit in the analysis of variance and contrast analysis
-
Steiger, J. H. (2004). Beyond the F test: Effect size confidence intervals and tests of close fit in the analysis of variance and contrast analysis. Psychological Methods, 9, 164-182.
-
(2004)
Psychological Methods
, vol.9
, pp. 164-182
-
-
Steiger, J.H.1
|