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Identification Matters: A Moderated Mediation Model of Media Interactivity, Character Identification, and Video Game Violence on Aggression
16 references·1 citing·41 second hop
Identification Matters: A Moderated Mediation Model of Media Interactivity, Character Identification, and Video Game Violence on Aggression (2013)Identification Matters: A Moderated Media…Oxford Handbook of Internet Psychology (2012)Oxford Handbook of Internet P…Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)Violent video game effects on…The Video Game Experience as “True” Identification: A Theory of Enjoyable Alterations of Players' Self-Perception (2009)The Video Game Experience as …The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies (2009)The Effects of Prosocial Vide…Violent video game effects on children and adolescents: theory, research, and public policy (2007)Violent video game effects on…Violent Video Game Effects on Children and Adolescents (2007)Violent Video Game Effects on…Short-term and Long-term Effects of Violent Media on Aggression in Children and Adults (2006)Short-term and Long-term Effe…The Social psychology of good and evil (2004)The Social psychology of good…Defining Identification: A Theoretical Look at the Identification of Audiences With Media Characters (2001)Defining Identification: A Th…Measuring individual differences in implicit cognition: The implicit association test. (1998)Measuring individual differen…Measuring individual differences in implicit cognition: The implicit association test. (1998)Measuring individual differen…Hot Temperatures, Hostile Affect, Hostile Cognition, and Arousal: Tests of a General Model of Affective Aggression (1995)Hot Temperatures, Hostile Aff…The Aggression Questionnaire. (1992)The Aggression Questionnaire.The Aggression Questionnaire. (1992)The Aggression Questionnaire.On the formation and regulation of anger and aggression: A cognitive-neoassociationistic analysis. (1990)On the formation and regulati…Frustration-aggression hypothesis: Examination and reformulation. (1989)Frustration-aggression hypoth…Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims (2016)Acting like a Tough Guy: Viol…Mass Communication and Para-Social Interaction (1956)Identity : Youth and Crisis. 1968 (1968)Understanding Media Enjoyment: The Role of Transportation Into Narrative Worlds (2004)Toward a Theory of Entertainment Persuasion: Explaining the Persuasive Effects of Entertainment-Education Messages (2008)Measuring Narrative Engagement (2009)Mind, Self, and Society (2015)Aggression: A Social Learning Analysis (1973)An attributional theory of achievement motivation and emotion. (1985)Patterns of cognitive appraisal in emotion. (1985)Relation of threatened egotism to violence and aggression: The dark side of high self-esteem. (1996)Toward an integrative social identity model of collective action: A quantitative research synthesis of three socio-psychological perspectives. 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References

  • 1998Measuring individual differences in implicit cognition: The implicit association test.9,206 cited
  • 1998Measuring individual differences in implicit cognition: The implicit association test.8,274 cited
  • 1992The Aggression Questionnaire.4,962 cited
  • 1992The Aggression Questionnaire.4,693 cited
  • 1989Frustration-aggression hypothesis: Examination and reformulation.2,282 cited
  • 2010Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review.2,046 cited
  • 2001Defining Identification: A Theoretical Look at the Identification of Audiences With Media Characters1,926 cited
  • 1990On the formation and regulation of anger and aggression: A cognitive-neoassociationistic analysis.1,140 cited
  • 2012Oxford Handbook of Internet Psychology1,120 cited
  • 2009The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies730 cited
  • 2006Short-term and Long-term Effects of Violent Media on Aggression in Children and Adults573 cited
  • 2004The Social psychology of good and evil512 cited
  • 1995Hot Temperatures, Hostile Affect, Hostile Cognition, and Arousal: Tests of a General Model of Affective Aggression495 cited
  • 2007Violent video game effects on children and adolescents: theory, research, and public policy

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493 cited
  • 2009The Video Game Experience as “True” Identification: A Theory of Enjoyable Alterations of Players' Self-Perception459 cited
  • 2007Violent Video Game Effects on Children and Adolescents423 cited
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    • 2016Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims122 cited